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LONG SINCE THE DAWN of time have men been obsessed with heavy machinery. Well at least since it started coming equipped with high-tech weaponry anyway! It was for this reason that we jumped for joy when we heard about Battle Engine Aquila "Finally a decent sounding Mech game for the PS2!" we said. Yes, it is a 'Mech' game, but it's also much more...
Set over a thousand years into the future, in a world stricken by climatic turmoil and global warming due to pollution the sea levels have dramatically risen, and dry land is now scarce.
You play as the character Hawk Winter, a dock worker recruited to fight for the Forseti, warring against the evil Muspell for the remaining islands of dirt. The game itself is set up with cinematic computer animation sequences explaining the story, interspersed with a number of missions. The animated sequences are of a high standard, the voice acting is above average, and the lip-syncing is excellent (surprisingly across all five of the different language options).
The weapon of choice is the Battle Engine, codename Aquila, an armoured exoskeleton, bristling with futuristic hardware, that encases the player. This is no ordinary Mech though, oh no, this baby is stacked. At the tap of a button, 'she' as it is referred to in the game, transforms into a jet-powered aerial beast capable of mixing it up in even the most frantic of dogfights. The transformation between modes is seamless, and the ground drops away with a rush as the jets are engaged and you speed skywards.
These two differing modes of transport mean the missions are varied, with many ground and air based targets to take on. Essentially a 'shoot 'em up', BEA also encompasses these flight-simulation elements, so plays a bit like a cross between Timesplitters and Ace Combat. A very complimentary union it is indeed.
The missions consist of what you have come to expect from this type of game escort, infiltration, base attack, base defence, air based, ground based, and various combinations making up Primary and Secondary objectives. That's not to say there aren't variations to these familiar themes clearing a beachhead and establishing base, or taking out a 'superweapon' for instance. Several attempts are often required before the correct strategy can be employed.
The graphics are well above average, in fact, they're excellent. Effects are done with much finesse, the many weapons are lavishly rendered and look great. Explosions are authentic, especially the buildings, that disintegrate bit by bit. The weather effects are, while scarce, polished when they are actually visible. Textures, both sky and ground, are rich rolling green hills scattered with trees, volcanic wastelands and snowy mountains.
The draw distance is far, and there is little 'slow-down', even when the theatre of war is chocker full of action, which it often is. Land, air, and sea based military units all feature, with many variations amongst each, all very futuristic looking. Aerial views of the detailed battlefield are quite breathtaking, but it is only when you get up high and look down at the sheer volume of activity unfolding below, that you realise the vast scale of it all.
Your many forces attack the enemy with voracity, and it's really very satisfying to watch. The pace is generally rather frenetic though, which adds to the excitement, but it's always best to not muck around sightseeing!
The Battle Engine 'Heads Up Display' comprises a targeting reticle, armour/flight energy levels, radar/weapon data, and incoming radio messages from your brothers and sisters in arms. When on the ground, the HUD can also zoom in on enemies, making distance targeting a little easier. There's a wealth of info on the HUD at any one time, but it doesn't detract from the action at hand.
And aside from rockin' visuals and classy cut-scenes, the sound also impresses weapons are suitably meaty sounding, and a dramatic orchestral score accompanies the missions. |