If you were alive in 2002, you may remember Steel Battalion for the original Xbox. To many gamer's dismay, it required a special giant $200 controller and a priceless amount of mental fortitude, making it one of the most unique games of last generation.
Flash forward about ten years -- the long awaited spiritual successor is about to drop. It's Kinect-only. Most of the unique technological features and settings are dropped in favor of a "grittier", Call of Duty-esque theme. Are you already seeing some early warning signs here?
When you start the campaign, your character bends down to pick up a broken piece of the mech you're about to pilot -- this is basically a metaphor for the entire game.
Steel Battalion: Heavy Armor (Xbox 360 [reviewed]) Developer: From Software Publisher: Capcom Released: June 19, 2012 MSRP: $59.99
As previously stated, Steel Battalion: Heavy Armor is a Kinect-only joint that uses a controller in tandem with Microsoft's high-tech camera.
Now, I have a decent size basement, and plenty of room to play Dance Central 2 with both my wife and I. To maximize my experience, I cleared out the room and placed a chair in the middle of it. I was able to calibrate my motion tracking sitting and standing settings in-game. So far, so good.
Upon piloting my mech (which are called Vertical Tanks) for the first time however, the game's control issues become immediately evident. Simply put, the fact that they're required is absurd, because they absolutely do not need to be, for reasons that become clearer the further the game goes.
First off, you have to sit up straight while playing (no slouching!). If you want to have less issues, this is non-negotiable. As you can imagine, it's very awkward to sit up straight constantly during gameplay -- especially when games are supposed to be a relaxation tool for some people. While this isn't a deal-breaker, pretty much everything else is.
Posture aside, the main problem is switching between the game's two points of view. Basically you're in a jalopy tin-can mech with three other co-pilots in your default view, looking at your instrument panel -- you start every mission in this same manner. In order to actually see outside of your tank (to you know, move, or shoot anything), you have to put both of your hands in front of you to "grab" the panel and pull yourself forward.
This motion never works consistently, and the controller itself (which the game says you need to hold, as both movement and firing are done from it) even blocks your hands from the sensor sometimes. This basically means that in the heat of battle, you're putting your hands in front of you back and forth constantly just to see/shoot/move, and go back to view your instruments.
Once you make the motion to utilize the viewport, you don't have to specifically keep holding your hands forward, but you can easily move in/out of it accidentally, depending on where your hands are at all times -- so basically, not only do you need to sit up straight, but you need to babysit your hand placement as well. This wouldn't be so bad if it actually worked, and you didn't have to constantly move in and out of your viewing area to mess around with pointless switches and gadgets like the HVAC system. To make matters worse, a large AP shell will cause you to shake out of your viewport, which means more two-handed masturbation while fumbling a controller.
The other big issue is that you are required to physically stand up for a lot of sections to pop open the hatch and periodically check out the action. This is a cool idea, but constantly has motion issues, and again, actually looking around is done with the controller, which can hinder the Kinect's sensors. It also means you need even more playing space, because the Kinect needs to detect your head before you're allowed to play the game (and every time you get up to use the bathroom or whatever, you have to recalibrate this).
My breaking point came around Mission 5, which forces you to stand up, and scout for an enemy platoon. After about thirty seconds I found said enemy unit, and was told to "make sure I give the signal so my unit can start up the engines" -- except the game doesn't tell you what "the signal" is. I pressed every button, waved my arms around like an idiot, and even tried to vocalize something for the Kinect mic -- nothing. Eventually we are getting shot at, and then my engine-guy decides to start it up. After that, you have to "juice" the engine yourself by holding your right hand down, grabbing a lever, and pulling. Even though I had been doing this fine the first four missions, for some reason my Kinect shat itself and it wouldn't do it.
After getting killed four times (having to wait for the enemy unit to show itself from the very beginning of the mission each time), I had to go do something else for a while. Eventually, I figured out the mission, and was able to continue on my way. But shortly after that, I had another similar experience that severely impaired my ability to enjoy the game.
Kinect isn't entirely to blame here (as I've had plenty of good Kinect experiences since buying it at launch) as much as the design choices involved. Unfortunately, there is no voice control capability whatsoever; either to augment the experience, or provide an additional control scheme. To add insult to injury, you may be having issues as a result of a false positive when calibrating. To be clear; the calibration tool can be deceiving. Sometimes if you're sitting too far away, the game will correctly calibrate like nothing is wrong, leaving you to guess whether or not everything is fine. After you're unable to grab a pivotal lever and suffer an untimely and frustrating death because you're not immersed in the game's perfect conditions, you may not be inclined to keep playing.
I could have fixed this entire scheme with one simple design philosophy -- allow the player to turn the Kinect off. Simply allow the left analog stick button-click to move the player in and out of the cockpit (a button that is not used, mind you), and by pressing the right analog stick, allow the player the option to select certain instruments -- done and dusted. Utilizing voice commands to bark orders at crew-members (thus not forcing you to wave your arms around) could have also helped immensely, and helped drive the "crew unity" point across much more effectively.
Even then, if you put all of this forced control nonsense aside, you're greeted with one of the most generic games of all time. All of SB:HA's characters are literally stereotypes, including the "aww sheeet!" token black guy and the "haha you must be a virgin... loser!" New York guy. Even the loading screens remind you of the shallow supporting cast, such as the "proud Native American who eventually embraced his heritage", or the "OCD young female". The story is fairly terrible (like a World War 3 Kojima fanfic gone wrong), and the art direction is non-existent, as it's basically a very simple "Army" aesthetic.
The game attempts to have you "connect" with your crew through "fist bumping and hand shaking" Kinect motions, but it falls completely flat due to how unlikable pretty much every character in the game is. Also, these simple movements are often plagued with the above tracking problems.
For those who feel like putting up with the game's controls, there is a full coop feature for up to three other players for some missions. By playing coop you're able to unlock new VT parts, so it's in your best interest to look for people as much as possible. Everyone pilots their own independent Vertical Tanks, and in the few coop sessions I was able to test, I had no latency issues.
All of the above issues are quite a shame -- I liked the original Xbox title (giant controller and all), because it worked. All I had to do is push a button and it did what it needed to do. It was extremely non-user friendly and had some questionable design choices, but ultimately it was beatable, and unique for the time.
Heavy Armor on the other hand isn't unique in any way. At its core, it's a basic mech game with a "realistic and gritty" feel to it that you've seen a million times before. Maybe at some point, the Kinect requirement can be patched out of it. Until then, piloting these Vertical Tanks even while sober may result in a loss of brain cells.
THE VERDICT - Steel Battalion: Heavy Armor
Reviewed by Chris Carter
3 /10
Poor: Something went wrong somewhere along the line. The original idea might have promise, but in practice the game has failed. Threatens to be interesting sometimes, but rarely. Check out more reviews or the Destructoid score guide.
From day one I said it was a terrible idea that they were forcing you to use Kinect to play the game. What a terrible, terrible idea. If you want to have Kinect be optional, do that. Instead, they force you to use a a piece of hardware that is infamous in its inability to properly register simple commands.
One day, they will probably patch out Kinect controls or patch in full controller support, but at that point, nobody will care anymore. What a waste of a perfectly good mech game.
Is it really possible to be surprised about this? I've never in my life read a review/seen video of a Kinect game that wasn't a party game/dance game that worked properly and well. I truely wish I was wrong but that's all the device is. The sort of experiences we want out of such technology are at least one or two generations away. Game's like this just do not work, ever. I truly wish it were different, I'd like to be excited about Kinect games, but the sort of experiences I'd want out of it are at least 5+ years away.
wait recalibrating in order to comment on this post
the extra creditz team called the kinect the uncanny valley of controllers, this is so true here. the controls are bad and hard to use. what i thought was interesting was the unnessesary movements like picking up the apple in the beginning of the game or fistpumping/ hifiving other people. every time i did this it reminded me it was a game as there is no read back to the motion, as no one hitting my hand
just an fyi i dont have a connect, played the game at a friends house.
Looking back, it also seemed Ryan was impressed by the game in the preview he saw/played.. So to have it be so fucked when it's finally time for release is a big "wow" in my book.
I don't own a Kinect. I don't think I'll ever own a Kinect. But part of me wanted this to succeed. I wanted Kinect to actually have a purpose for the core gamers that are the long term financial backbone of this entire industry.
Instead, we have yet another reminder that there is ABSOLUTELY NO REASON to own a Kinect unless you have a real hard on for dance games and fitness games.
Ummm this game is SUPPOSED to be over-the-top difficult.
My controls work 95% of the time (even the complicated ones), and I have never had an issue controlling my VT yet. I even love that when a gunner dies u have to back out of the drive screen, turn to that position and do the reloading yourself.
SOME TIPS FOR REAL GAMERS:
-wear solid colors. Kinect "jittery hands" goes out the window.
-If you're playing from a seated position, you shouldn't wear shorts because The Kinect confuses the knees with your hands.
-SIT UP STRAIGHT. Kinect don't like if u slouch.
for that "Mission 5" issue: The Birds are the signal, at that point you sit down, turn to your autocannon gunner and stick out your hand. Signal Given.
This game was AWESOME. A little tough at times, but awesome none the less.
The sitting up straight isn't even the most uncomfortable part. In order for me to keep the game from thinking I was trying to move the camera in and out, I practically had to bury the controller into my crotch and cock out my elbows like I was getting ready for an olde timey Wild West duel.
If you do a really quick touble-forward motion while holding the controller you'll grab it and it should ignore your movements from then on.
Also, proper calibration is KEY: sit halfway to the edge of your seat when calibrating, but then sit all the way back while u play. It measures your sitting distance during the first part of the calib, which it then sets as the "back wall" of the arm-action zone
My breaking point came around Mission 5, which forces you to stand up, and scout for an enemy platoon. After about thirty seconds I found said enemy unit, and was told to "make sure I give the signal so my unit can start up the engines" -- except the game doesn't tell you what "the signal" is. ... After getting killed four times (having to wait for the enemy unit to show itself from the very beginning of the mission each time), I had to go do something else for a while.
Okay I'm SO glad you mentioned this because they made us play that exact mission during one of my previews a couple months ago, and after dying and having to wait around for the enemy to show up 3 times, I realized what a broken mess the game actually is. I can't believe they included that mission in the game at all, much less chose it to be part of their preview build. I can only assume the rest of the game is somehow worse...
Too bad the controls are shit I wanted to blow shit up with Eli Porter :D tell me I'm not the only one who noticed that.
and also,
I absolutely loved the big ass friggin dashboard controller of the original, could of skipped the pedals for a flight throttle to minize cords wrapped around my feet but it was still da bess mayne.
How did this, a game with stereotypes and controls that don't even work, get a better score than Duke Nukem Forever? Dtoid needs to look at it's reviewing scale or start vetting it's Journo reviews.
my buddy's step-aunt makes $86 an hour on the computer. She has been without a job for 7 months but last month her income was $14311 just working on the computer for a few hours. Here's the site to read more www.MakeCash10.com
my buddy's step-aunt makes $86 an hour on the computer. She has been without a job for 7 months but last month her income was $14311 just working on the computer for a few hours. Here's the site to read more www.MakeCash10.com
With the chance of beeing the only person on that planet who says so:
I had no problems by playing the Demo (ok first thing is getting really used to the controls esp the leaning forward thing)
I figured out its a nice couch coop for two players. One playing as comander,taking care of the machine itself, playing controller free. Second player moves and shoots. Perfekt for core players.
Its very astonishing how much ppl are happy about how much this game (apparently) suxx. Like many many little Eric Cartmans. As if the game done them personaly wrong. Most of them didnt even try or understand the demo. Bad review - made my day.
What a Bullshit!
Esp our fellow playstationiers should know and appreciate what it means when a developher trys somthing different. But it will never change, the same thing is going on over and over again. They sitting on the trees like vultures, waiting somthing different comes round the corner just to drop down and rip it instantly appart. Heres your Kindergarden score, Kinect 0:1 You.
Its a tradgedy when a game fails. No difference what platform its made for.
One thing I don't understand, how did they manage to get a quote that makes the game looks good from this review to use into their ad. Now that's the challenge. Or is it from another article on Dtoid?
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