Weapons are also going to be a pretty big deal. While not yet unlocked in the build we played, Capcom PR assured us a healthy supply of weapons would be available for specific, persistent character classes (including a host of grenades and machine gun with a laser bayonet). Customization was also heavily pushed, though from a limited impression it was hard to gauge. The availability of dozens of odd weapons doesn’t necessarily guarantee different play styles, but it’s hardly a bad thing. It’s also worth noting that we found a few environment-specific weapons, such as a giant gatling gun from a fallen mech, as well as a functional mech itself. Very cool stuff, to say the least.
Read my full impressions over at Digital Chumps!
