Armored Core (1997) Part 10: Endgame (Missions 33-34)
Welcome back to Armored Core, where we're about to put a bow on the main campaign.
Surviving the last mission and killing the Giant gets me. . .
. . . absolutely nothing!
Except another mission.
Looks like we're trying this thing again.
Hi yes I know that, it's me, I'm the eyewitness report. You're telling me things I already know. I was there. Please tell me new things.
No?
Okay then.
This time, rather than dropping me down the air shaft into who knows what kind of ambush, I just get dumped at the main entrance. There's nothing for me on the surface right now, so I head down.
It's quiet.
Dead quiet.
Now, having some media literacy, I know that there's gotta be an ambush here at some point. The level's too big to stay empty forever, even if it is the same place I just visited.
Sure enough. . .
I'm sure it's fine.
I can keep going down into the bowels of the complex until I end up at the bottom of the airshaft where I started the last mission, but there's nothing further to be found down here.
Map for location reference.
Once I start climbing back out of this place, I get a couple chambers up before I start seeing radar pings and hearing noises from other machines.
Sure enough, it's another trap.
What's interesting about this is that the enemy complement isn't the CHAOS series or the usual AT-ST-type units. The force composition here is generic biped ACs and reverse-joint units that rely heavily on boosters and use integrated cannons.
Here's a good shot of both. The AC is further left and the paint scheme kind of causes it to blend into the background.
The chicken walkers look familiar. Really familiar.
HMMMM.
What are Raven's Nest ACs doing in a Chrome base? If they were just working for Chrome, there's no reason to let me get so deep in the base before attacking. Curious.
What's not curious is the best way to engage these guys. I could charge into the big open areas where there's more room to maneuver, but there are a lot of enemies and I can only shoot in one direction at a time. Much easier to wait at the edge of one of the ramp tunnels and light them up when they follow me in.
Like so.
My shoulder rockets also help with taking potshots. They're not amazing--the projectile velocity is painfully slow and the launcher doesn't get much elevation, so it struggles to keep up with my point of aim with more mobile targets. That said, though, they hit hard and the enemies move predictably enough that I can catch them and save some high-powered laser ammo for emergencies. A few of the enemies decide to cut me a break and kill themselves with environmental hazards, which is very considerate of them.
As I approach the surface, I get another radio message.
It's Boss Savage, the guy who locked me inside the underwater base and ran off. Did you bring enough gun this time?
Ahhh, who am I kidding, the guy decided to engage me in a heavy build on open terrain with little hard cover.
He died so fast I don't even have a good shot of engaging him.
Completing the mission gets me more credits and . . . that's it?
Really? Not gonna talk about this? No acknowledgment that two raids on the same facility both went sideways?
Something isn't right.
That's a lot of credits. Hm.
A mission inside the Nest? After Nest ACs just came after me? The plot thickens.
Mission start drops us already inside the Nest, which probably shouldn't be a surprise. Proceeding down this hallway leads to a closed door, but I can here some mechs behind it. Maybe it's backup--
Or not. Ow.
More hoppers and some big, burly ACs that punch (yes, punch) really hard. Rockets and the KARASAWA do a lot of work, but I spend a bunch of time trying to save ammo by laser-blading the bipeds. This turns out poorly, as you can probably predict.
Don't bring a knife to a fistfight, kids! Bring a gun instead!
Eventually I stop screwing around and just shoot them, but by that time I'm down a lot of armor. Stupid of me, since I'm sure I'm not finished yet.
After clearing this area, I come to an elevator which takes me further down into the Nest, bringing me to a bridge with less cover and more enemies.
I don't have health to spare, but this time I start by sniping them from the doorway.
Cheap? Yes. But I'm pretty messed up, so.
That still leaves a couple left who don't want to expose themselves, so I have to use my agility to maintain distance and evasion while employing maximum ranged aggression (this is pronounced KARASAWA). This does the trick.
*chef's kiss*
After clearing this mission out, I get a cutscene of a door opening and then . . .
hooooooo boy
Well isn't that something. I hit a checkpoint! AP, ammo, it's all completely refilled. This has never happened before!
. . .This has never happened before. FromSoft thought this mission was hard enough they give you a free refill partway through.
Hahaha. I'm in danger!
Wait what?
As if to reinforce the point, a synthesized disembodied voice tells me to stop. Yeah, little late for that, friend.
The door in front of me opens to a massive square-shaped room guarded by a couple of the reverse-joint ACs. The area's relatively confined and doesn't have a lot of cover, so I crush them with a few laser shots.
Buzz off.
There isn't any other obvious path out of this room, and the only other thing I can see in here are these strange floating blocks, some of which have turrets on them.
The turrets don't hurt very much, they just knock me around a little, but the blocks seem to move in some kind of repeating pattern. . . and I can't see the ceiling . . .
Oh.
I don't believe it. They put a fucking Mario level in a mecha game.
Hey, maybe it won't be that bad? Maybe it'll be a test of piloting and fine control and battlefield awareness and hahahahahaha oh my god no. This sucks. It's dogshit. This is terrible. It's a piece of level design that conflicts directly with the camera (which sucks and is too close at the best of times), floaty physics which work great for boost skating and terribly for actual precision maneuvers, not to mention doing all this without analog controls.
Plus, of course, there's no spot to stop and rest, so if you fuck up you're going all the way back to the bottom.
And what's worse is that it just
keeps
going
on and on and aaaaaaaaaaauuughhh
Sheer persistence eventually gets me close to the roof. I know I'm making progress because I run into this blue glass tube that an AC is trying (and failing) to shoot me through.
Don't worry, I'm sure I'll get to you later.
There's also a passageway into another tunnel, as I breathe a sigh of relief for having gotten through that platforming mess, but it just leads to an open pit?
???: Your fate is sealed.
COM: AC Nine Ball found.
Rank 1 AC: NINE BALL
This is Nine Ball. The top-ranked AC. He's got a pulse gun, a grenade launcher, missiles, and a laser blade. He's Human-PLUS, with full kit. And the worst part?
He's camped out in a vertical shaft. A cramped vertical shaft where half the time you can't see him.
You can actually see him in this shot but he looks kind of tiny.
Now, technically speaking, I don't have to fight him. It's totally possible to just drop right down the center of the shaft, into the exit tunnel, and move on. In fact, that's what happens to me by accident.
But I'm not settling for that.
I jump back up into the shaft, start boosting to one of the ledges around the outside, scramble for a lock on Nine-Ball and . . .
. . . down him in a handful of shots.
Hm. That's all she wrote for Hustler One, I guess?
I drop down the opening at the base of the shaft and push my way through the tunnels, past another reverse-joint AC. Then I come to a hole in the ceiling leading to another shaft and
???: Go back. It is not too late.
What the fuck.
There's a second Nine Ball.
Why is there a second Nine Ball? How does that even work? Is Hustler One just a codename for whatever poor Human-Plus subject somebody crammed into one of these things?
Gahhh it's fine, it's fine, it's fine. It's fine!
It's fine.
So I can't really run past this one. I mean, it's possible, but it involves jumping up another shaft and then navigating into a relatively small opening at the top while getting shot at by the most dangerous AC in the game.
Yeah, uh, fuck that. I'm gonna just kill this guy.
Engaging for real is, well, it's actually pretty challenging. Nine Ball is extremely aggressive, stays constantly on the move, has options for basically every engagement range, and they're all extremely damaging. Add in the environment which is extremely hostile to the game's non-analog controls, and the wonky jump physics, and that's a lethal combination. Rather than attempting to just engage in the main shaft I work my way into a cage structure built around the entrance to this shaft. Nineball has to weave around the structural members to get in, and he can't just take potshots at me from above. That lets me force a few engagements where I can hit him with the KARASAWA and burn off chunks of health. He gets me back pretty good with his grenade launcher though.
Then something happens.
See, Nine Ball favors his grenade launcher—with good reason, since it's an AOE weapon that fires fast and hits like a truck. Except . . .
. . . I've already damaged him extensively and forced him into an environment where there's lots of cover that can be deceptively close.
Nine Ball 2 takes himself out with his own grenades
I don't even get a good screencap, but you can see the shards from the impact effect coming from behind the pillar.
???: What is your wish?
Yeah the disembodied voice isn't a good consolation prize. You know what is a good prize, though? Getting out of here, which involves more flying straight up. At least this time there are static ledges.
From here it's a straight shot through the tunnels, with a couple of harrowing moments where I try to take out the Reverse-joints with my rockets. For some reason, I have issues with aiming and end up burning most of them.
Down to the fucking wire.
Passing through the blue tunnel in the Mario shaft (and avoiding getting taken out by a couple semi-transparent explosive mines as a last-ditch "fuck you"), I get another communication.
???: Come no closer . . .
Then my HUD identifies a priority target.
I have no idea what this is, but I'm guessing it's the core of the Nest. Convenient, because after this mission, the last few missions, and the general terribleness of being a mercenary in this world, I have something to say.
Take this job
and shove it.
View: https://www.youtube.com/embed/VczLuSaYRJ4?start=208&end=254
[Timestamp 3:28 through 4:14.]
I. . . that. . .
. . . what?
There's really not a lot to go on here. I'm guessing the core of the Nest is an AI core of some kind, and started going after me/my character because we were winning too much? That still doesn't explain what the deal is with the second Nine Ball, and the whole thing just comes out of nowhere?
It doesn't help that the campaign closes on a real sour note, mechanically speaking. Armored Core opened with a series of missions that established the core gameplay, mechanical feel, themes, and tone very effectively. Armored Core ends with a couple of uninspired combat engagements and a series of vertical navigation and combat challenges that show exactly what this engine and control scheme suck camel dick at. It's difficult because it's cheap. It's lengthy because it's tedious, and success requires the player to work around the game rather than with it. It's a really terrible final impression for a game that is otherwise very impressive in multiple respects.
Or, I should say, it would be.
If that were the game's final impression. Except it isn't.
Because there's a post-game, baby!
Thank you for reading.
Next Time: The Postgame, or, The Roads Not Taken.
Surviving the last mission and killing the Giant gets me. . .
. . . absolutely nothing!
Except another mission.
Looks like we're trying this thing again.
Article: Requester: Ravens' Nest
Advance: 0
Upon success: 48000
We have heard a rumor that a former Chrome military facility has recently been visited by an unknown group.
The true situation is unclear but we have eye-witness reports of presumed weapons. Although supposedly already dismantled, the military superiority of Chrome was awesome in scope. It is not surprising that some may still be loyal to Chrome.
But still they are only remnants of the group. They probably have no serious weapons. This job may not be satisfying for Ravens, but we want to eliminate apprehension quickly. Enter the base and attack them as you find them.
That is all.
Hi yes I know that, it's me, I'm the eyewitness report. You're telling me things I already know. I was there. Please tell me new things.
No?
Okay then.
This time, rather than dropping me down the air shaft into who knows what kind of ambush, I just get dumped at the main entrance. There's nothing for me on the surface right now, so I head down.
It's quiet.
Dead quiet.
Now, having some media literacy, I know that there's gotta be an ambush here at some point. The level's too big to stay empty forever, even if it is the same place I just visited.
Sure enough. . .
I'm sure it's fine.
I can keep going down into the bowels of the complex until I end up at the bottom of the airshaft where I started the last mission, but there's nothing further to be found down here.
Map for location reference.
Once I start climbing back out of this place, I get a couple chambers up before I start seeing radar pings and hearing noises from other machines.
Sure enough, it's another trap.
What's interesting about this is that the enemy complement isn't the CHAOS series or the usual AT-ST-type units. The force composition here is generic biped ACs and reverse-joint units that rely heavily on boosters and use integrated cannons.
Here's a good shot of both. The AC is further left and the paint scheme kind of causes it to blend into the background.
The chicken walkers look familiar. Really familiar.
HMMMM.
What are Raven's Nest ACs doing in a Chrome base? If they were just working for Chrome, there's no reason to let me get so deep in the base before attacking. Curious.
What's not curious is the best way to engage these guys. I could charge into the big open areas where there's more room to maneuver, but there are a lot of enemies and I can only shoot in one direction at a time. Much easier to wait at the edge of one of the ramp tunnels and light them up when they follow me in.
Like so.
My shoulder rockets also help with taking potshots. They're not amazing--the projectile velocity is painfully slow and the launcher doesn't get much elevation, so it struggles to keep up with my point of aim with more mobile targets. That said, though, they hit hard and the enemies move predictably enough that I can catch them and save some high-powered laser ammo for emergencies. A few of the enemies decide to cut me a break and kill themselves with environmental hazards, which is very considerate of them.
As I approach the surface, I get another radio message.
It's Boss Savage, the guy who locked me inside the underwater base and ran off. Did you bring enough gun this time?
Ahhh, who am I kidding, the guy decided to engage me in a heavy build on open terrain with little hard cover.
He died so fast I don't even have a good shot of engaging him.
Completing the mission gets me more credits and . . . that's it?
Really? Not gonna talk about this? No acknowledgment that two raids on the same facility both went sideways?
Something isn't right.
That's a lot of credits. Hm.
Article: Requester: Ravens' Nest
Advance: 0
Upon success: 50000
An armed band of unknown affiliation broke into the Nest HQ and destroyed part of the facility. The security corps quelled the disturbance without incident.
There is one problem: the floating mines left by the band. Normally, our corps would deal with them, but the mines are numerous, of a special structure and very powerful.
We want you to take care of these mines. Just blow them up as you find them. You will be paid well.
A mission inside the Nest? After Nest ACs just came after me? The plot thickens.
Mission start drops us already inside the Nest, which probably shouldn't be a surprise. Proceeding down this hallway leads to a closed door, but I can here some mechs behind it. Maybe it's backup--
Or not. Ow.
More hoppers and some big, burly ACs that punch (yes, punch) really hard. Rockets and the KARASAWA do a lot of work, but I spend a bunch of time trying to save ammo by laser-blading the bipeds. This turns out poorly, as you can probably predict.
Don't bring a knife to a fistfight, kids! Bring a gun instead!
Eventually I stop screwing around and just shoot them, but by that time I'm down a lot of armor. Stupid of me, since I'm sure I'm not finished yet.
After clearing this area, I come to an elevator which takes me further down into the Nest, bringing me to a bridge with less cover and more enemies.
I don't have health to spare, but this time I start by sniping them from the doorway.
Cheap? Yes. But I'm pretty messed up, so.
That still leaves a couple left who don't want to expose themselves, so I have to use my agility to maintain distance and evasion while employing maximum ranged aggression (this is pronounced KARASAWA). This does the trick.
*chef's kiss*
After clearing this mission out, I get a cutscene of a door opening and then . . .
hooooooo boy
Well isn't that something. I hit a checkpoint! AP, ammo, it's all completely refilled. This has never happened before!
. . .This has never happened before. FromSoft thought this mission was hard enough they give you a free refill partway through.
Hahaha. I'm in danger!
Wait what?
As if to reinforce the point, a synthesized disembodied voice tells me to stop. Yeah, little late for that, friend.
The door in front of me opens to a massive square-shaped room guarded by a couple of the reverse-joint ACs. The area's relatively confined and doesn't have a lot of cover, so I crush them with a few laser shots.
Buzz off.
There isn't any other obvious path out of this room, and the only other thing I can see in here are these strange floating blocks, some of which have turrets on them.
The turrets don't hurt very much, they just knock me around a little, but the blocks seem to move in some kind of repeating pattern. . . and I can't see the ceiling . . .
Oh.
I don't believe it. They put a fucking Mario level in a mecha game.
Hey, maybe it won't be that bad? Maybe it'll be a test of piloting and fine control and battlefield awareness and hahahahahaha oh my god no. This sucks. It's dogshit. This is terrible. It's a piece of level design that conflicts directly with the camera (which sucks and is too close at the best of times), floaty physics which work great for boost skating and terribly for actual precision maneuvers, not to mention doing all this without analog controls.
Plus, of course, there's no spot to stop and rest, so if you fuck up you're going all the way back to the bottom.
And what's worse is that it just
keeps
going
on and on and aaaaaaaaaaauuughhh
Sheer persistence eventually gets me close to the roof. I know I'm making progress because I run into this blue glass tube that an AC is trying (and failing) to shoot me through.
Don't worry, I'm sure I'll get to you later.
There's also a passageway into another tunnel, as I breathe a sigh of relief for having gotten through that platforming mess, but it just leads to an open pit?
???: Your fate is sealed.
COM: AC Nine Ball found.
Rank 1 AC: NINE BALL
This is Nine Ball. The top-ranked AC. He's got a pulse gun, a grenade launcher, missiles, and a laser blade. He's Human-PLUS, with full kit. And the worst part?
He's camped out in a vertical shaft. A cramped vertical shaft where half the time you can't see him.
You can actually see him in this shot but he looks kind of tiny.
Now, technically speaking, I don't have to fight him. It's totally possible to just drop right down the center of the shaft, into the exit tunnel, and move on. In fact, that's what happens to me by accident.
But I'm not settling for that.
I jump back up into the shaft, start boosting to one of the ledges around the outside, scramble for a lock on Nine-Ball and . . .
. . . down him in a handful of shots.
Hm. That's all she wrote for Hustler One, I guess?
I drop down the opening at the base of the shaft and push my way through the tunnels, past another reverse-joint AC. Then I come to a hole in the ceiling leading to another shaft and
???: Go back. It is not too late.
What the fuck.
There's a second Nine Ball.
Why is there a second Nine Ball? How does that even work? Is Hustler One just a codename for whatever poor Human-Plus subject somebody crammed into one of these things?
Gahhh it's fine, it's fine, it's fine. It's fine!
It's fine.
So I can't really run past this one. I mean, it's possible, but it involves jumping up another shaft and then navigating into a relatively small opening at the top while getting shot at by the most dangerous AC in the game.
Yeah, uh, fuck that. I'm gonna just kill this guy.
Engaging for real is, well, it's actually pretty challenging. Nine Ball is extremely aggressive, stays constantly on the move, has options for basically every engagement range, and they're all extremely damaging. Add in the environment which is extremely hostile to the game's non-analog controls, and the wonky jump physics, and that's a lethal combination. Rather than attempting to just engage in the main shaft I work my way into a cage structure built around the entrance to this shaft. Nineball has to weave around the structural members to get in, and he can't just take potshots at me from above. That lets me force a few engagements where I can hit him with the KARASAWA and burn off chunks of health. He gets me back pretty good with his grenade launcher though.
Then something happens.
See, Nine Ball favors his grenade launcher—with good reason, since it's an AOE weapon that fires fast and hits like a truck. Except . . .
. . . I've already damaged him extensively and forced him into an environment where there's lots of cover that can be deceptively close.
Nine Ball 2 takes himself out with his own grenades
I don't even get a good screencap, but you can see the shards from the impact effect coming from behind the pillar.
Yeah the disembodied voice isn't a good consolation prize. You know what is a good prize, though? Getting out of here, which involves more flying straight up. At least this time there are static ledges.
From here it's a straight shot through the tunnels, with a couple of harrowing moments where I try to take out the Reverse-joints with my rockets. For some reason, I have issues with aiming and end up burning most of them.
Down to the fucking wire.
Passing through the blue tunnel in the Mario shaft (and avoiding getting taken out by a couple semi-transparent explosive mines as a last-ditch "fuck you"), I get another communication.
???: Come no closer . . .
Then my HUD identifies a priority target.
I have no idea what this is, but I'm guessing it's the core of the Nest. Convenient, because after this mission, the last few missions, and the general terribleness of being a mercenary in this world, I have something to say.
Take this job
and shove it.
View: https://www.youtube.com/embed/VczLuSaYRJ4?start=208&end=254
[Timestamp 3:28 through 4:14.]
I. . . that. . .
. . . what?
There's really not a lot to go on here. I'm guessing the core of the Nest is an AI core of some kind, and started going after me/my character because we were winning too much? That still doesn't explain what the deal is with the second Nine Ball, and the whole thing just comes out of nowhere?
It doesn't help that the campaign closes on a real sour note, mechanically speaking. Armored Core opened with a series of missions that established the core gameplay, mechanical feel, themes, and tone very effectively. Armored Core ends with a couple of uninspired combat engagements and a series of vertical navigation and combat challenges that show exactly what this engine and control scheme suck camel dick at. It's difficult because it's cheap. It's lengthy because it's tedious, and success requires the player to work around the game rather than with it. It's a really terrible final impression for a game that is otherwise very impressive in multiple respects.
Or, I should say, it would be.
If that were the game's final impression. Except it isn't.
Because there's a post-game, baby!
Thank you for reading.
Next Time: The Postgame, or, The Roads Not Taken.