Uploaded July 2026 | Updated September 2026, 2 weeks ago
Soooooo... as a joint project between "Japan Studio" and "Omiya Soft", "Kikou Souhei Armodyne" is one of many PS2 games that probably should've gotten localized back in the day, and not just cause it's a swanky game (the main story overview is in English and the setting has a lot of Western elements integrated into it). As a mid-life PS2 release in 2007, it's one of the few games Omiya Soft has worked on that isn't "Culdcept" (they've also worked on "Lord Monarch: Tokoton Sentou Densetsu", "Front Mission: Gun Hazard" and did some work on "Dragon Force II") and is an interesting departure for them, going from collectible card-battling fantasy to fast-paced strategy mecha combat (known as a "Administration & Strategy SLG). Immediate highlights include character designs by the prolific Naoyuki Onda (best known for "Sol Bianca", "Psycho-Pass", "Ergo Proxy", "Dandadan", etc.) and music by the legendary Yasunori Mitsuda (Chrono Series, Shadow Hearts Series, Xeno Series, Inazuma Eleven Series, etc.).
In the mid-21st century, humanity has successfully moved forward with plans to begin colonizing Mars in the hopes of a better future. During this time, a single unified government was formed in an attempt to avert conflicts and war that would arise from this arrangement known as the GU (Global Union). The GU created an arms treaty to quell the super powers of Earth and Mars which required both parties to dismantle many of the old-fashioned armaments of aggression in the hopes of peace, but this is short-lived. Economic turmoil, abuses of power and inter-state friction pushed both sides towards reform and the rise of anti-government forces created the birth of a "humanitarian weapon" to protect order. These humanoid machines, called Armodynes, were intended to aid in the development of Mars but were diverted to Earth and repurposed for battle... unbeknownst to the masses at the time, these new weapons would plunge the galaxy into unfathomable chaos.
Earth's turmoil caused the Mars colonization plan to be scaled back and ultimately cancelled, causing millions of Martian colonists to fend for themselves. These displaced people were ultimately led by a genius scientist, Dr. Voct, who they developed intense loyalty towards. Under his leadership, major breakthroughs in technology were born and a highly organized society was created. Within half a century, Mars flourished while Earth remained in turmoil... the GU, now seeing Mars as the only future, attempt to continue their colonization plan which causes the current Martian regime to become very hostile in response (they were left to rot for 50 years after all) and saw it as Earth attempting to overthrow the current system on Mars. The story features a nameless commander and his ragtag group of soldiers who are fighting back against a Martian conspiracy and searching for the truth between the Earth and Martian conflict.
Armodyne is a tile-based strategy game at its core but it functions a little differently as it has a management portion akin to a simulation game and battles are semi-automated. What I mean is that you CAN move characters to certain spots by setting markers and target enemies, and there IS turn order, gear, terrain effects and all that fun stuff, but combat is cleverly streamlined. When moving, a mech's parameters are automatically calculated and the game will tell you how many turns it takes to reach your destination. When making a determination for each character, you can give them general guidelines to follow such as "Quick Attack", "Evade", "Pursuit", etc. While characters will still move to markers, different commands will determine when and how they get there and what tactics they use to engage the enemy. Once you set them, they will follow your commands indefinitely until they reach their goal or destroy their target; you can intervene at any time, change the preferred weapon a mech is using with the square button, and trigger linkage when multiple attacks are aimed on the same enemy as well as skills with different classes such as Sniper, Gunner, Fighter, etc.
The sim and management portion also has various wrinkles. For example, you can buy and sell different Armodynes, Armodynes of different ranks require pilots with the appropriate rank (ranks are raised with training the humans at camp as well as in combat), gear has to be balanced between mobility and performance, things of that nature. You can set training programs for your characters, hire new characters, build trust and morale, and get random perks (and negative effects) as well; this is important as characters are forced to "retire" once they reach rank 20, so you can't overly rely on one batch and need to train up other characters from time to time. The soundtrack, as expected, is great and the visuals are smooth as silk with almost no loading. This is a video of the game in action. Enjoy.
- ADDITION -
Visit Us At: gamingsanctuary.org
Soooooo... as a joint project between "Japan Studio" and "Omiya Soft", "Kikou Souhei Armodyne" is one of many PS2 games that probably should've gotten localized back in the day, and not just cause it's a swanky game (the main story overview is in English and the setting has a lot of Western elements integrated into it). As a mid-life PS2 release in 2007, it's one of the few games Omiya Soft has worked on that isn't "Culdcept" (they've also worked on "Lord Monarch: Tokoton Sentou Densetsu", "Front Mission: Gun Hazard" and did some work on "Dragon Force II") and is an interesting departure for them, going from collectible card-battling fantasy to fast-paced strategy mecha combat (known as a "Administration & Strategy SLG). Immediate highlights include character designs by the prolific Naoyuki Onda (best known for "Sol Bianca", "Psycho-Pass", "Ergo Proxy", "Dandadan", etc.) and music by the legendary Yasunori Mitsuda (Chrono Series, Shadow Hearts Series, Xeno Series, Inazuma Eleven Series, etc.).
In the mid-21st century, humanity has successfully moved forward with plans to begin colonizing Mars in the hopes of a better future. During this time, a single unified government was formed in an attempt to avert conflicts and war that would arise from this arrangement known as the GU (Global Union). The GU created an arms treaty to quell the super powers of Earth and Mars which required both parties to dismantle many of the old-fashioned armaments of aggression in the hopes of peace, but this is short-lived. Economic turmoil, abuses of power and inter-state friction pushed both sides towards reform and the rise of anti-government forces created the birth of a "humanitarian weapon" to protect order. These humanoid machines, called Armodynes, were intended to aid in the development of Mars but were diverted to Earth and repurposed for battle... unbeknownst to the masses at the time, these new weapons would plunge the galaxy into unfathomable chaos.
Earth's turmoil caused the Mars colonization plan to be scaled back and ultimately cancelled, causing millions of Martian colonists to fend for themselves. These displaced people were ultimately led by a genius scientist, Dr. Voct, who they developed intense loyalty towards. Under his leadership, major breakthroughs in technology were born and a highly organized society was created. Within half a century, Mars flourished while Earth remained in turmoil... the GU, now seeing Mars as the only future, attempt to continue their colonization plan which causes the current Martian regime to become very hostile in response (they were left to rot for 50 years after all) and saw it as Earth attempting to overthrow the current system on Mars. The story features a nameless commander and his ragtag group of soldiers who are fighting back against a Martian conspiracy and searching for the truth between the Earth and Martian conflict.
Armodyne is a tile-based strategy game at its core but it functions a little differently as it has a management portion akin to a simulation game and battles are semi-automated. What I mean is that you CAN move characters to certain spots by setting markers and target enemies, and there IS turn order, gear, terrain effects and all that fun stuff, but combat is cleverly streamlined. When moving, a mech's parameters are automatically calculated and the game will tell you how many turns it takes to reach your destination. When making a determination for each character, you can give them general guidelines to follow such as "Quick Attack", "Evade", "Pursuit", etc. While characters will still move to markers, different commands will determine when and how they get there and what tactics they use to engage the enemy. Once you set them, they will follow your commands indefinitely until they reach their goal or destroy their target; you can intervene at any time, change the preferred weapon a mech is using with the square button, and trigger linkage when multiple attacks are aimed on the same enemy as well as skills with different classes such as Sniper, Gunner, Fighter, etc.
The sim and management portion also has various wrinkles. For example, you can buy and sell different Armodynes, Armodynes of different ranks require pilots with the appropriate rank (ranks are raised with training the humans at camp as well as in combat), gear has to be balanced between mobility and performance, things of that nature. You can set training programs for your characters, hire new characters, build trust and morale, and get random perks (and negative effects) as well; this is important as characters are forced to "retire" once they reach rank 20, so you can't overly rely on one batch and need to train up other characters from time to time. The soundtrack, as expected, is great and the visuals are smooth as silk with almost no loading. This is a video of the game in action. Enjoy.
- ADDITION -
Visit Us At: gamingsanctuary.org
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A G-MODE recreation / reissue of old mobile phone games, this introduces G-MODE Archives Plus: Mugen Maisou Monstre Waltz. Theyve released quite a few reissues for the PC (Steam) and Nintendo Switch and its good to see them getting ported from old defunct hardware for posterity. Of course, most of them have not aged well and this is more for novelty than anything else, but its a commendable project and I hope many more old mobile phone games can be salvaged such as the BREW service titles, J2ME releases and older Android / iOS titles. There are a few games I really WANT to play such as Climaxs 2006 iteration of Lady Stalker (Waltz of the Labyrinth, which has practically been forgotten) and many Western Java games on mobile, to name a few, but this is a good starting point. There have been projects for years now slowly integrating old mobile titles for use in emulators.
That said, while this is a great recreation of 2007s Hopemoon mobile title. I confess that prior to playing this game, I had no idea what to really think or the subsequent swirl of emotions that would come from finishing it. Hopemoon is a developer that is not exactly new to making mobile games and Monstre Waltz (aka Dream Dance Funeral Monstre Waltz), at a glance, is not one of their better games on a technical level. What drew me in was the artwork by Tsukasa Kiryu (best known for work on So Im a Spider, So What?), the setting which takes place outside Japan (primarily in Minnesota but has many worldly themes not typically covered in Japanese works to this extent) and the games story which was inspired by Cthulu mythos and penned by Izumi Hachiro (his obsession with Cthulu and poignant writing made him a fan favorite of dark stories within mobile phone games). This game also has two predecessors, Mugen Kyoushi Necronomicon (Aka Dream Rhapsody Necronomicon) and Nightmare of the Whole Sky but this game was re-released sooner as its story takes place before both (~20 years or so) and stars one of its side characters, Norman Atkins, so its essential for the worldview of the series.
G-Mode has done what they need to on their part with a few basic configuration elements, the ability to scale up to 1080p and the ability to turn graphics filters on or off (though the in-game filter here is pretty good without making things blurry or too pixelated). The same jerky, low framerate is also here (for better or worse) and the game has gamepad support which doesnt seem to suffer any issues in terms of lag or latency. Even with the games low framerate, its easy to control for the most part, but you cant control things with maximum efficiency like most games in the 30/60FPS range. Ill take the basic plot from the product page:
Professor Norman Atkins, a magician, had already retired from his work as an explorer of otherworldly realms. However, one day, a request arrived, drawn by his skill as a magician.
- A mysterious ruin accidentally uncovered during resort development.
- An opening to another world within the ruin.
- Developers swallowed by this otherworldly portal.
- Their rescue.
Overwhelmed by the passion of the beautiful investor Cordelia Rennur, Norman accepts the task. Well… let this be my final job. Thus begins the last case of Magus Norman.
In truth, the game has very little to do with Cordelia and the overwhelming bulk of the plot deals with Norman Atkins, a mysterious Arab girl named Shiela, a Magic Committee of Cthulu admirers working for the church, an Otherworld Dimension that starts with The Virgins Footsteps and ends with The Succubus Fortress and former Necronomicon / NotWS characters. Yes, theres plenty of mention of Cthulu. Yes, the Miskatonic University is referenced (how could it not given the setting?). Yeah, Shoggoth, Devotees, Martyrs and Heretics are brought up. Cool. The main thing that kept me going was Norman and Shielas relationship as the game touches on Normans life before and after Necronomicon over a period of 20+ years (he starts the game in his 40s) and the Keepsake Box central to Shiela. Theyre not father and daughter, brother and sister or lovers in the conventional sense, but theyre two people with a bond that transcends it all and only truly understand each other (the story as a whole is written well). Theres a weird top-down ARPG tacked on to this visual novel too, but its not that good.
The player does a series of short stages descending layers in the abyss as Norman and wield different wands with different effects (Fire, Water, Wind, etc.) to defeat enemies, solve basic puzzles and get to the exits across seven dungeons. The gimmick is magic circles that ebb and flow like a waltz which determine you and the opponents attack range, and theres a ricochet gimmick to hit enemies around with most wands. There are stone slabs you can collect based on not getting hit or speed, but the later levels are way too finicky to make this an enjoyable endeavor. Monstre Waltz [G-MODEアーカイブス+ 夢幻舞葬モンストラバルツ] Game Sample - PC](https://i.ytimg.com/vi/_Jv3PEGKXBY/mqdefault.jpg)