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Exact measurements each and every single time

daemon@ATHENA.MIT.EDU (Russell Nichols)
Fri Jul 30 14:36:40 2021

Date: Fri, 30 Jul 2021 14:10:14 -0400
From: "Russell Nichols" <russell_nichols@stayingpositive9.club>
To:   <linuxch-announce.discuss@charon.mit.edu>

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 <!--An orbital explosion. Massive devastation to the surface life below. A=
 strange, unknown energy that causes humankind's AI creations to turn again=
st their creators. Evolved, mecha-piloting mercenaries emerge to repel the =
robotic menace. If Daemon X Machina's plot recalls elements from the Mobile=
 Suit Gundam, Super Dimension Fortress Macross or other classic mecha anime=
 franchises, it should; the PC game proudly totes the tropes, and the highs=
 and lows that come with them. On the one hand, there's blistering action, =
satisfying mecha customization, and ridiculous amounts of weapons and upgra=
des. On the other hand, the nearly unintelligible narrative is groan-worthy=
 at best, skip-worthy at worst. Still, Daemon X Machina's positives outweig=
h its faults, so genre fans should consider the action game an essential pu=
rchase.     ADVERTISEMENT
    Developed by Marvelous, Inc., Daemon X Machina is an action-focused mec=
ha game originally released as a Nintendo Switch exclusive in September 201=
9. Five months later, the game has boosted its way onto the Steam platform,=
 bringing with it many PC-specific display and graphics options that I'll t=
ouch on later.     Although the base game is the same, Daemon X Machina lac=
ks the Nintendo Switch's free, licensed DLC, such as Lancelot and Suzaku Ku=
rurugi from Code: Geass, Renton Thurston from Eureka Seven, and Geralt and =
Ciri from The Witcher 3: Wild Hunt.     Daemon X Machina (for PC)
    SIMILAR PRODUCTS
    Battletech
    Battletech (for PC)
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    Metal Gear Solid V: The Phantom Pain (for PC)
    editors' choice
    Metal Gear Solid V: The Phantom Pain (for PC)
    $19.99
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    Metal Gear Solid: Revengeance
    editors' choice
    Metal Gear Rising: Revengeance (for PC)
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    Metal Gear Survive
    Metal Gear Survive (for PC)
    $39.99
    See It
    at Green Man Gaming US
    Read Our Metal Gear Survive (for PC) Review
    Low Lore
    Daemon X Machina's backstory, one that involves an unnamed planet's moo=
n exploding and sending fiery destruction to the world below, isn't particu=
larly enthralling or detailed, but it provides the sci-fi skeleton that sup=
ports the on-screen action. The poisonous, red Femto energy that came from =
the explosion permeates the "Moonfall" impact area and causes many AI-based=
 machines to turn on their owners. Fortunately, humankind leverages Femto a=
s a fuel source that augments its human-piloted Arsenal mecha in the war ag=
ainst the machines. That same energy source allows select humans to evolve =
into superior beings. I think.     ADVERTISEMENT
    Daemon X Machina's story is a bit of a mess that suffers from segments =
being left on the cutting room floor, poor translation, or just poor plotti=
ng. The Femto-human element of the game's story seems inspired by Gundam an=
d its Newtypes, but unlike that classic anime plotline, the one here isn't =
presented in a cohesive fashion.     Daemon X Machina (for PC)
    Sitting in the Pilot's Seat
    In a game with such a focus on machine vs. machine combat, it would mak=
e sense for the mecha shooter to start in a hangar. It does, but not in a w=
ay that you'd expect. Daemon X Machina's first moments involve creating a m=
ercenary mecha pilot, known in-game as an Outer. There's a fairly good numb=
er of head, face, and hair options available, but it's impossible to edit t=
he body. That's odd, as the Outer NPCs that appear throughout the adventure=
 come in a variety of heights and widths.     Initially, you lack the money=
 or spare mecha parts to modify your entry-level Arsenal, but that changes =
quickly once you start accepting missions. There are two types: Missions an=
d Free Missions. The standard Missions are the main story elements that (ki=
nd of) reveal the game's backstory and introduce you to themed mercenary cl=
ans vying for your skills, such as the Bullet Works, Horizon, Innocence, Or=
bital, Sky Union, Terrors, and Zen. Free Missions are nonessential side que=
sts that serve up money (known as Credits on this world), weapons, and gear=
 As the story progresses, mercs from other squads become potential partner=
s that you can take into battle for a fee, depending on the mission.     AD=
VERTISEMENT
    I like that you rarely fly alone, even without hiring other Outers to a=
ccompany you into battle. Daemon X Machina has a focus on pilot camaraderie=
 and rivalries, so you often enter the fray with at least one other Arsenal=
 at your side. Although the story's vague, the Metal Gear Solid-like solilo=
quies are entertaining in their ridiculousness.     Daemon X Machina (for P=
C)
    Battle Tech
    Humanity battling its robot creations isn't a new plot device?see I, Ro=
bot, The Matrix, and Terminator as evidence?but Daemon X Machina's loot-and=
-shoot gameplay makes it an addictive one.     Missions are ranked from the=
 letters E (early, basic levels designed to teach gameplay mechanics) to A =
(the later, most-difficult game battles). Unfortunately, you must play thro=
ugh all the missions in a letter category before moving to a higher rank. A=
s someone who put significant hours into the Nintendo Switch version of Dae=
mon X Machina, I found it frustrating to once again have to learn how to lo=
ck onto targets and launch missile swarms.     That said, Daemon X Machina =
has a well-designed learning curve. Early on, the game tasks you with simpl=
y blowing up a handful of prowling enemies, but the challenges escalate in =
a relatively smooth fashion. Soon, you're defending vital points of interes=
t, using stealth to sneak your way through enemy strongholds, and battling =
monstrous Immortal-class foes. Make no mistake, Daemon X Machina's stealth =
sections aren't as richly creative as Metal Gear Solid V: The Phantom Pain'=
s implementations; they're more like Metal Gear Rising: Revengeance's simpl=
e hide-in-the-corner techniques.     ADVERTISEMENT
    Credits earned from Missions and Free Missions are used to upgrade Arse=
nal armor, technology, and weaponry, as well as forge new ones. Massive hea=
t-seeking missiles, laser swords, sniper rifles, and assault rifles are jus=
t a few of the many weapons at your disposal. They feel really good, too. T=
he weapons have distinctive feels and abilities, so virtual gun nuts will h=
ave a field day arming their mecha.     Daemon X Machina inspires you to ta=
p your imagination and create the Arsenal type that best suits your playsty=
le. In my many hours with the game, I've created massive, defense-focused H=
ulkbuster-like mecha. At other times, I've swapped parts in order to get a =
more agile, offensive build. You can also find useful gear by scavenging it=
 from downed Immortals or enemy Arsenals.     One of the game's joys is obs=
erving how your Arsenal visually changes as you add equipment to it. That's=
 mainly thanks to Shoji Kawamori, the renowned mecha designer who's given t=
he Eureka Seven, Macross, and Patlabor series their incredible mecha visual=
 style. Sadly, Arsenals are limited to humanoid shapes: You can't create fo=
ur-legged walkers, for example.     Thankfully, Daemon X Machina doesn't ha=
rshly penalize you for playing with your toys. Instead, it balances builds =
with mecha memory limitations. The weapon total that your Arsenal carries b=
efore it suffers a performance hit based on the size of the mecha's install=
ed (and upgradeable) memory chip. If you design your Arsenal's loadout so t=
hat it stays within memory limitations, it'll efficiently operate. On the f=
lipside, exceeding the Arsenal's memory limitation may result in a mobility=
 or aiming hit.     In terms of weapons, each armament has a pro and con as=
sociated with it, such as big damage, but short range. Heavier armor can gr=
eatly reduce laser damage, but it slows the overall Arsenal speed. And thos=
e are just the basics! For example, you can temporarily buff your reload sp=
eed by unlocking the hangar's ice cream shop and ordering a serving of sing=
le-scoop cheesecake-flavored dessert.     ADVERTISEMENT
    You can give an Arsenal buffs, too, by activating its Femto reserves. T=
he energy increases either the machine's damage output, movement speed, or =
defense. In addition, you can use the energy to clone your Arsenal and have=
 a sparkling red version of your mecha fight on its own. Arsenal cloning is=
 a terrific tool to have in your back pocket when it's time to face off aga=
inst Immortals or rival Outers.     Daemon X Machina (for PC)
    A Mech Warrior
    Updating the Outer is an option: Doing so isn't essential, but it's use=
ful. For example, upgrading your pilot's head to receive the Outer Lock-On =
cybernetic implants grants a missile lock-on range bonus. Outers can be res=
pecced for 20,000 Credits.     Unfortunately, some pilot upgrades drastical=
ly alter your character's appearance. If you spent a good chunk of time wor=
king on the perfect head, it's frustrating to see an upgrade add monstrous =
glowing eyes or lightning bolt-like streaks to the face. Still, there's an =
in-story reason for these changes, some narrative mumbo-jumbo about humanit=
y overcoming the flesh and becoming a better entity.     Daemon X Machina h=
as an on-foot component: When your Arsenal is wrecked?or you voluntarily ho=
p out of the mecha?you play the ground game. Melee and projectile weapons a=
re at your disposal, so you can take down mechanical foes. In fact, there a=
re some areas that require on-foot action, so you may want to dig into your=
 Outer's skill tree to prep for those.     Daemon X Machina handles the mec=
ha battles with aplomb, but the walled-off, contaminated combat zones are l=
ifeless. For all the talk about humanity and ascension, you don't interact =
with people other than Outers. No people running through war-torn streets. =
No insight on how people live in the Moonfall's aftermath. Nothing. The wor=
ld carries a sterile quality.     ADVERTISEMENT
    Daemon X Machina (for PC)
    Top Gunners
    Daemon X Machina comes with a nice selection of multiplayer modes for e=
ither partnering with, or battling, other Outers and Arsenals. The co-op mi=
ssions let you team up to destroy hulking Immortal-class bosses or engage i=
n Exploration runs to map enemy bases. The Versus mode pits you in 1 versus=
 1 or 2 versus 2 matchups to see which players can climb the leaderboard as=
 the top merc. Sadly, there's no local co-op play.     At the time of this =
writing, during Daemon X Machina's pre-release period, the online multiplay=
er modes are as barren and lifeless as the game's post-apocalyptic environm=
ents. I reached out to Daemon X Machina's public relations team to see whet=
her the reason for this is the small number of media members who received t=
he game ahead of its release or the online functionality not being activate=
d. I'll update this review when I get the official word.     The Specs in t=
he Machine
    Daemon X Machina doesn't require extraordinary PC power to run. Accordi=
ng to the game's Steam page, you need a PC that has at least an AMD FX-8300=
 or Intel Core i5-3470 CPU, AMD Radeon HD7870 or Nvidia GeForce GTX 660 gra=
phics card, 6GB of RAM, 13GB of storage, and the Windows 8.1 operating syst=
em.     Unlike the Switch version, Daemon X Machina's Windows port has many=
 PC gaming-friendly features. The graphics options let you tinker with Bloo=
m, Depth of Field, Lens Flare, Shadow Quality, Texture Quality, and other s=
ettings.     The game lets you run the frame rate at up to either 30, 60, 1=
20, or 200 frames per second, which is a welcome addition. My gaming deskto=
p that includes a 3GHz Intel Core i5-4460 GPU, Nvidia GeForce GTX 1080 Ti G=
PU, and 8GB of RAM pushed polygons between 35fps and 45fps, depending on th=
e amount of on-screen chaos. Those aren't stellar numbers, but I played wit=
h all the graphics options at their maximum settings. Oddly, the game stutt=
ered a bit during load screens, of all things.     ADVERTISEMENT
    Daemon X Machina outputs at up to 4K-pixel resolution, so it'll look in=
credibly crisp on your high-end gaming monitor. As a Steam game, Daemon X M=
achina supports Steam Achievements, Steam Cloud, Steam Leaderboards, and St=
eam Trading Cards.--->
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orld scenario that follows the misadventures of the Four Horsemen of the Ap=
ocalypse, returns, this time focusing on the irate and unpredictable Fury. =
She's tasked with capturing the Seven Deadly Sins, demons that have escaped=
 into our world. Armed with a barbed whip and wicked agility, Fury explores=
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d, Metroid-esque environment. The combat system has a few annoyances, such =
as an unreliable camera and frustrating mobs, that hinder the experience. S=
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e being overshadowed by its predecessors.     A New Darksiders
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tity. Darksiders III differs considerably from its predecessors, though in =
truth, they all differ significantly in one way or another. The original Da=
rksiders is The Legend of Zelda blended with God of War. Darksiders II has =
free-flowing combat that lifts a bit from Devil May Cry, while its looting =
and character-building mechanics recall Diablo. Darksiders III, on the othe=
r hand, borrows heavily from Dark Souls and Bayonetta ($19.99 at Humble Bun=
dle) . In other words, Dark Souls III has intense action, but frames it aro=
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n interconnected game world.     ADVERTISEMENT
    Like Dark Souls' protagonist, Fury re-spawns at sparse, fixed checkpoin=
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ce she drops whenever she kicks the bucket. Her stock of healing items is r=
eplenished upon re-spawning, as well. As you unlock new power-ups, you can =
open up previously inaccessible barriers that reveal shortcuts to areas you=
've been to earlier. Darksiders III even incorporates sneaky enemy ambushes=
 into the mix, like the Souls games do, so you never want to run into a new=
 area without cautiously investigating your surroundings.     Darksiders II=
I (for PC)
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    Darksiders III incorporates puzzle elements into the exploration, and y=
ou must make use of the unique elemental abilities you acquire throughout t=
he story to solve them. The first power you get, called Flame Hollow, gives=
 you a new weapon, and more importantly, the ability to charge your jumps t=
o reach greater heights. You are ablaze when performing this jump, and many=
 puzzles from that moment on require the use of this ability to make progre=
ss. Stasis Hollow, acquired later in the game, lets you freeze objects and =
stand on water. Storm Hollow lets you float in the air and ride air current=
s. Experimenting with these powers is critical to making progress, and to f=
inding secrets.     ADVERTISEMENT
    Unfortunately, the satisfaction of unlocking shortcuts in Darksiders II=
I's interconnected world is lessened given the game's linear nature. There =
is a clear path that you are expected to take, and deviating from that path=
 either pits you against vastly overpowered enemies, or against obstacles y=
ou cannot clear yet. There is plenty to explore and find, however: every en=
vironment is littered with recovery items, valuable upgrade materials, and =
bonus experience to earn, as well as powered-up enemy variants to tackle if=
 you feel up to the challenge. I can't knock Darksiders III for its lineari=
ty too much, as I had a lot of fun backtracking to earlier areas with the n=
ew abilities to acquire goodies.     Darksiders III (for PC)
    Demon-Slaying Combat
    Darksiders III's combat system is a decidedly more grounded affair than=
 in the earlier games' fight mechanics. Fury is extremely agile, and this i=
s where Darksiders III channels Bayonetta. Fury's dodge is her primary defe=
nsive ability. She can sidestep attacks, or dash under them with decent tim=
ing. More importantly, however, Fury can unleash a potent counterattack if =
she dodges just before she would have gotten hit.     ADVERTISEMENT
    A successful dodge results in a neat cinematic slowdown, and her next s=
trike unleashes a powerful blow. This dodge is highly satisfying to pull of=
f, and has the bonus effect of interrupting an enemy's combo, making it an =
effective way to create breathing room. You also get unique counterattacks =
depending on the direction in which you dodge. Dodging left or right result=
s in a spinning down-crack with Fury's whip, while evading towards an attac=
k gives you a launcher?one of the very few ways you can effectively send en=
emies airborne.     Fury is always armed with her whip, but she is rewarded=
 with new power-ups, called Hollows, as she takes down sins, each of which =
gives her access to a secondary weapon. The Flame Hollow gives Fury a pair =
of fiery, bladed flails. Storm gives you a short spear, Stasis gives you a =
sword, and Force gives you a giant hammer. Each weapon can be incorporated =
into combos alongside Fury's default whip, giving you a beefy range of atta=
cks to utilize as you mow down monsters. You cannot swap between Hollows on=
 the fly, as there's a cooldown period for each, which is a shame. But the =
combination of whip strikes and secondary attacks still gives you a great r=
ange of combos to use.     Darksiders III (for PC)
    What's more, each weapon also has a unique counterattack. The Flame Hol=
low's counter results in a highly damaging rush attack that also sets the t=
arget ablaze. Storm Hollow is a nasty spear-throw that makes excellent use =
as a ranged counter. These counterattacks, combined with the highly threate=
ning enemies you face, make you feel like a glass cannon, as you are consta=
ntly dancing on the edge of death while tearing targets to pieces. It is ex=
tremely satisfying, and I rarely felt annoyed by the sparse checkpoint syst=
em, as it re-spawned fresh new enemies for me to fight again.     ADVERTISE=
MENT
    With that said, the lack of effective aerial combat is a bummer. In pre=
vious Darksiders titles, juggling enemies was so easy it felt like second n=
ature: War could launch targets by simply holding an attack button. Death h=
ad a variety of juggles, including one he could perform immediately after a=
 dash. Fury has no such aerial potential. She has aerial combos, yes, but t=
hey are almost never needed, as there is no dedicated launching attack at y=
our disposal. One of her dodge-counters has juggle capabilities, but this h=
as flaws that make it less satisfying to use. For one, you can only use it =
after an enemy has attacked. This is similar to Nier: Automata's ($39.99 at=
 Humble Bundle) dodge-counter, yes, but Nier also gave you dedicated launch=
 attacks if you wanted to lift enemies more aggressively, rather than defen=
sively.     Secondly, the launcher isn't very effective, as anything toughe=
r than a basic grunt shrugs off the launch effect. The combat, truthfully, =
doesn't need juggling, as you have plenty of moves to keep you busy on the =
ground. But I certainly miss how easy it was to slap a demon into the air a=
nd style on it, and wish it were still feasible in Darksiders III.     Dark=
siders III (for PC)
    Another gripe I have with combat is how virtually every enemy's attack =
is a lunge of some sort. There is no effective way to outmaneuver your enem=
y outside of dodging: every attack they attempt sends them flying towards y=
ou at Mach speed. This is never a problem in one-on-one combat, but when fi=
ghting multiple enemies at once, having several attacks speeding at you at =
the same time means that you will dodge one and invariably get tagged by th=
e others. The clunky camera only makes this worse. All too often, you fight=
 enemies close to a wall and attempt to reposition the camera, only to have=
 it climb up the wall and give you a prime view of the top of Fury's red he=
ad. As you can imagine, this is not the most ideal vantage, especially when=
 enemies are so fast and aggressive.     Style and Substance
    Darksiders III is a good-looking game, thanks largely to its art style =
and colorful palette. While series creator Joe Madureira didn't have much o=
f a hand in the game except for Fury and a few recurring characters, develo=
per Gunfire Games did a solid job of emulating the art style of the previou=
s two games. Enemies have a distinctly cartoony look that could fit right i=
n with comic book panels. Likewise, environments sport vivid coloring, stro=
ng shading, and exaggerated landmarks to fit alongside the characters and e=
nemies. Darksiders III utilizes some nice particle and lighting effects to =
make combat pop. The animations are fantastic, too, with both Fury and her =
demonic adversaries moving with style and flourish.     ADVERTISEMENT
    Darksiders III isn't too graphically demanding, asking for a minimum 3.=
5GHz AMD FX-8320 or Intel i5-4690K CPU, and either an AMD Radeon R7 370 or =
a Nvidia GeForce GTX 660 GPU. My own rig uses a Nvidia GeForce GTX 970 CPU =
and an i5-4690 CPU. The gaming desktop ran the game at a mostly smooth 60 f=
rames per second, with the occasional hitch or slowdown during some charact=
er interactions. And as a Steam game, Darksiders III supports Steam Achieve=
ments, Steam Cloud, and Steam Trading Cards.     A New Beginning
    Darksiders III is not nearly as ambitious a game as its predecessors, g=
iven its comparatively small (though still interconnected) world and focus =
on reactive combat with tighter groups of enemies. While this entry may see=
m limited compared to the previous games, it still delivers a consistent an=
d enjoyable experience.     As it stands, Darksiders III is a pleasant acti=
on-adventure game with solid gameplay mechanics, excellent visuals, and a n=
eat little world to explore. If demon slaying and puzzle solving is your cu=
p of tea, you can't go wrong with what Darksiders III is serving up.     Da=
rksiders III (for PC)
    3.5
    Darksiders III (for PC)
    See It
    $69.02 at Amazon
    MSRP $59.99
    PROS
    Simple, yet addictive, combat.     Comic book-style visuals make the gr=
aphics pop.     Plenty of areas to explore.     CONS
    Unreliable camera.     Enemies are very frustrating to fight in mobs.  =
   A relatively linear interconnected world.     THE BOTTOM LINE
    Darksiders III delivers satisfying action in a delightful apocalyptic s=
etting, but the game's linearity, wonky camera, and relentless enemies weak=
en the demon-slaying experience.     Like What You're Reading?
    Sign up for Lab Report to get the latest reviews and top product advice=
 delivered right to your inbox.     Enter your email
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    This newsletter may contain advertising, deals, or affiliate links. Sub=
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vacy Policy. You may unsubscribe from the newsletters at any time.     Comm=
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