Shogo: Mobile Armor Division

aka: Heavy Metal, Riot: Mobile Armor, Yarost': Vosstanie na Kronuse
Moby ID: 1141
Windows Specs
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Description official descriptions

Sanjuro is a commander in the army of United Corporate Authority and a pilot of a Mobile Combat Armor (a giant mech) in the far future. The UCA is fighting the Fallen, a terrorist organization. This conflict has its victims: Sanjuro's brother, best friend and girlfriend all died while completing a mission years ago, and only recently he has been somewhat succeeding in putting the past behind him. Now Sanjuro is given a mission to find and kill Gabriel, a new leader of the Fallen. But during this assignment, ghosts of the past will come back to haunt him.

Shogo: Mobile Armor Division is a first-person shooter that incorporates ideas from anime and the MechWarrior series. On some levels, the player controls Sanjuro while he is on foot, infiltrating enemy buildings and fighting with handheld firearms. Sanjuro can find health power-ups, more powerful weapons and ammo. Both Sanjuro and the enemies will randomly score critical his, which not only cause more damage, but also replenish a small portion of health.

On other levels, the player pilots one of the four available MCAs, which differ a little in characteristics. This giant mech can walk, jump and crouch just like a human being, and controlling it is very similar to controlling Sanjuro. The player guides this colossus through city districts swarming with enemy soldiers and mechs. It is also possible to transform the mech into a vehicle, though it can not defend itself in that state.

The story progression is linear for the most part. However, at one point, the player is prompted to make a choice that will affect the rest of the plot and the ending.

Spellings

  • Ярость. Восстание на Кронусе - Russian spelling

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Credits (Windows version)

74 People · View all

Game Designer and Lead Level Designer
Lead Game Engineer
Lead LithTech Engineer
LithTech Sound System and Tools Engineer
Lead Texture Artist and Designer
Level and Game Designer
Lead 3D Animator
Game Engineer
Producer
Level Designer
Mecha Designer and Texture Artist
LithTech Engineer
Texture Artist
Lead Audio Designer
Weapon and Character Designs by
Audio Composer
Audio Technician
Additional LithTech and Shogo Engineering by
Additional 3D Animation
[ full credits ]

Reviews

Critics

Average score: 82% (based on 36 ratings)

Players

Average score: 3.8 out of 5 (based on 72 ratings with 5 reviews)

MechWarrior meets Quake

The Good
Being a hardcore FPS fan, and a BattleMech game enthusiast, I was excited when I got my hands on Shogo...Although the game delivers everything that it promises, I couldn't help but be a little bit disappointed with the game...

But the good things first (don't get me wrong, there's plenty of them)...

The storyline is one of the best there is in a Mech game...actually, its probably the only Mech game with a story, (MechWarrior, Earth/Star Siege? all game, no story) ...The in game cutscenes, and triggers really work to advance the storyline...

The weapons effects and the weapons themselves are pretty cool...especially the energy weapons, and the bullgut missile launcher...

Some of the level designs are extremely cool...there's one level where there is a lot of wind, and any ballistic weapons will be thrown off course...I didn't notice it at first...the game is full of these little subtlties...the levels in the city was extremely cool too...stomping around a city in a huge mech squishing cars really makes my day...

The constant switching between mech and person mode was kinda interesting, though there is really no difference except for the fact that you cannot double jump as a human...

The controls to move a mech around is much more intuitive thanother mech games...It uses FPS controls...easy for everyone to get into, but sometimes it doesn't relay the feeling to being inside a huge mech...

There is some puzzle solving, some action, some good old fashioned mech duels...Shogo gives you everything in a neatly wrapped package...

The Multiplayer is pretty fun, the most fast paced mech deathmatch ever to hit the PC...

The Bad
Some of the dialogue was cheesy, and some borders the annoying territory...

The number of different mechs you can choose: 3...WOW!!! you mean I get to choose between THREE WHOLE MECHS?...compared to the huge number of mechs you can choose from in MechWarrior and Earth/Star Siege, three mechs in a mech game really seems like a microscopic amount...

The melee weapons is totally useless, as is the vehicle mode...you can hardly ever run out of ammo in the game, especially when many enemies can be put down with a few shots...by the time you finished the game, you will have left behind enough ammo to outfit the entire US army, I'm exaggerating of course, but there seem to be an unlimited amount of ammo in the game...This takes away much of the regular FPS challenge of being careful and conserving ammunition...and whats the point of turning yourself into a vehicle, especially an unarmed one???

Monolith seems to think that a game with huge amounts of blood is good...if you snipe a human when you are in mech mode, gallons of blood seems to spurt everywhere...it seems like the entire content of the human you just killed was blood¡KAlso, the total lack of fear of people when looking at the business end of a laser cannon on a huge mech is quite unrealistic...they stand there and try to blast you with their pea shooters while you loom in front of them more than fifty times their height...Aren't they supposed to run away??? The puny little rooftop snipers are one of the most annoying aspects of the game...

The AI in Shogo has a lot of problems...For example, you can empty your entire gun at an enemy from far away, and the guy standing next to him would continue to stand there, looking into space...sometimes, even the guy you're shooting give no reaction of just having been sniped at all...Last but not least, your mech seems to be able to handle much more punishment than the other mechs...the enemies can snipe at you all day long, before you die, but a sniper bullet or two to any enemy mech can get you a kill, or sometimes even one critical hit...

Some game developers place insane amounts of enemies on the map to make the game more difficult, while others make platform jumping puzzles that would make tarzan tremble...Shogo doesn't do either, and I praise Monolith for it...but it is too easy...to many hardcore FPS fans, the game shouldn't take more than a few hours...you can try beating the game using three different mechs, but other than that, the replayablility isn't much...

The Bottom Line
Good for two or three weeks of fun, even the novelty from the multiplayer aspect wears off...after that, Shogo sort of just finds its way back on the shelf...a good game for short spurts of gaming...but don't expect it to last as long as Diablo, Quake or Starcraft...

Windows · by MadCat (53) · 2000

More Shooter like than Mech Sim, Great game!

The Good
The game's most impressive feature is its anime style.From its Japanese rock music intro, to its humoristic ending anime is everywhere. All characters in the game are drawn in an anime fashion, the robots when they move have the foot stomp sound. When characters notice you there is that sun clang ever prevalent in anime. The Mech designs are top notch, enemies and good guys look great. The good guys get to choose 3 types of Mech, and if you don't like the one you have, you can change it during certain points in the game. The Mech weapons are the ones that really shine. The Mech weapons includes Pulse Cannons, Sniper Rifles, Lasers, and this Nuke weapon called the 'Red Riot'. Lastly, it is extremely fun to go around in the Mech stomping on infantry, and destroying billboards and automobiles. The human weapons also have cool reload and pull out animations and sounds. Oh ya, the game is also filled with sarcastic dialogue by the protagonist, and one character is for purely comedic purposes.

The Bad
There is nothing I really didn't like about the game. I think the story was to cliche. Of course it is the typical family vs. duty type storyline where the main character has a brother and a girlfriend lost in battle. Also, you know to soon of who the main bad guy is, and who is everyone else. The scripting deals mostly with go to one location and someone or something talks. There is no terrain deformation like in Half-life. Lastly, while I said the Mech weapons are impressive, the human weapons are pretty typical.

The Bottom Line
The game is basically an FPS. The Mech part is no Mechwarrior combat, it sticks more to FPS. The game is pretty easy for most shooter fans, and has the anime feel.

Windows · by Mister_T (15) · 2000

Sometimes it clicks and sometimes it clunks

The Good
If nothing else, Shogo: MAD is a stylish game. Although Monolith Productions is an American developer they've done their research and perfectly captured the zany art style of animes like BattleTech and Gundam Wing. With a wildly unusual premise and huge production values, this was Monolith's big offering for 1998.

Shogo features standard, on-foot FPS action and combat with anime-style battle mechas. The on-foot parts of the game are fairly standard FPS fare. You play as Sanjuro Makabe, a soldier who has recently lost his girlfriend in a tragic accident. He's been summoned to the moon Cronos, where an element has been discovered that enables space-craft to travel at faster-than-light speeds. This immensely valuable resource has led to all of Earth's nations to scramble for control of Cronos, and you've got to help oust a rebel leader who has seized control. Predictably, the story rapidly disintegrates into a mess of lies, betrayals and back-stabbings that Shakespeare would be proud of.

But it isn't enough to go pedestrian these days, and you've got a choice of four gigantic mecha robots that eat tanks for breakfast. This is the game's main selling point and is a clothesline for all kinds of wacky stuff. You can jump on top of skyscrapers and get along building-tops, or kick cars around and step on human beings like insects. You get a whole bunch of devastatingly powerful weapons (the 4x rocket-launching Bullgut being my favourite) and can pick and choose the mecha you control for even greater variety (for example, the Andra 35 Predator is slow but powerful, while the Shogo Akuma Series 12 is faster and weaker).

You can't switch from on-foot to in-mecha any time you want, but only when the game lets you. Some levels you'll play as a mecha, others will be fought entirely on foot. Both modes get very repetitive on their own but the levels are split up so you're never doing one or the other for too long.

Like Quake 2 and Half-Life, the game is mission driven, and you usually have to complete a series of objectives to win a level. At two pivotal points in the game, the player also has the opportunity to make a crucial decision which can alter the game's ending. While the first decision is almost purely a narrative decision, the second decision actually determines who you'll be facing the rest of the game and how the game will end. If nothing else, the ability to play the game twice with two different sets of final missions adds to the game's replay value.

There's a lot of smart concepts floating around here. You have dynamic audio (when fighting a battle the music picks up tempo, for example), and the most accurate polygon hit-boxing yet seen in a shooter. How much damage you inflict on an enemy depends on where you shoot them, making the game a lot more tense and realistic. Especially since it's a two-way street and you run the risk of an enemy taking you out with a single shot to the head.

One cool feature in this game that really sets it apart from the pack is the Critical Hit system. If you hit someone in a certain part of the body (it varies) or just particularly hard, they flash purple and you gain health, giving you not only an incentive to kill your enemies, but kill them with style. I'm not sure what the explanation for this is, but it's a really good idea and means you can easily replenish your health even when there are no health packs around.

And of course it's all powered by Monolith's first-generation LithTech engine, and while it's rather buggy and unstable it allows for truly spectacular visuals, easily surpassing Quake 2 and Unreal. Explosions and light effects are rendered in glorious detail, and although the polygon models are rather blocky (the anime art style is an angular one, anyway) Shogo makes up for this with intricate character motions and gestures comparable to the first Resident Evil game. As soon as you see a character shrugging or cracking his knuckles you'll know what I mean.

The Bad
The previous reviewers have said it well. Shogo: MAD was designed by people who had a lot of bright ideas but no clue how to put them together into a game. Some parts really impressed me, but for everything Shogo: MAD does well, it does something else poorly. It's a clumsy, hit-and-miss game only a fanboy could truly love.

The meat of the game (mecha combat) simply doesn't work. When you're riding around in a 30-foot robot there has to be a sense of wonder and amazement, and the game fails to communicate this to the player. It doesn't feel like you're stomping around in a giant metal suit weighing hundreds of tons. It feels like you're a gravity-defying ballerina. You can jump to ridiculous heights, do impossible mid-air pirouettes...heck, the game doesn't even attempt at making the physics feel right. Aside from realism there isn't much real difference from being on the ground to being in a mecha. The controls are the same as in human form, your abilities are the same as in human form, the weapons function like souped-up versions of whatever you were using on the ground...why bother?

Mecha combat is almost laughably easy due to your overpowered weapons and the enemies' buggy AI. Some of these bugs are so severe they almost break the game. For example, when an enemy mecha gets hit it goes through a lengthy recoil animation (sometimes as long as 2-3 seconds) and you'll almost certainly be able to fire again before it's ready, effectively paralysing it until it's destroyed. By exploiting AI loopholes like this you can cruise through most mecha levels with impunity, and only when you have to face multiple mecha does the going get tough. The mecha levels are very straightforward and boring, usually just finding a building or flipping a switch somewhere. Come on guys, this is a game about giant robots. Surely there must be more exciting gameplay possibilities then that.

Since the mecha side of the game is a substantial disappointment, are the game's on-foot portions good enough to redeem the game? I won't deny it, Shogo: MAD provides a nice slab of classic FPS action and this is probably the game's most successful aspect. But even here there are many glaring problems. The game restricts itself to indoor levels, once the badass anime theme gets old the game becomes an exercise in repetition, with whole levels consisting of gigantic mazes and nearly identical hallways filled with enemies. Speaking of which, the enemies are texture-swapped versions of the same few models, and this gives the feeling you're fighting an army of clones.

I could point out that Shogo contains some squad-based elements that add a bit of interest to the gameplay, but sadly these are mere gimmicks that never rise above the level of baby-sitting missions. You either have to help a group of friendly soldiers in a firefight (which you could probably win on your own, by the way) or help a scientist into a compound so he can deactivate a computer or something retarded. At least your "squad mates" have decent AI and can be trusted not to get stuck against walls, so that's something to be thankful of.

In contrast to the somnolent mecha gameplay, Shogo's ground-based missions are extremely hard. Even on the lower difficulty levels you'll soon be best friends with the quick-load key. On the higher difficulty levels prepare to leave your ego at the door, as your enemies have superhuman reflexes and will open fire on you as soon as you walk into their view, leading to instant death if you're not ready. Add to this the high damage levels they can dish out (Shogo: MAD isn't quite a "two hits and you're dead" tactical shooter, but it gets pretty close some times) and you've got a game that often leans towards frustrating.

Level design (in a typical Monolith way) starts out strong but gets steadily worse as the game progresses. To any amateur modders out there, take note of Shogo: MAD's final missions because they are textbook examples of how levels should not be built. They're just a long series of identical hallways to get lost in, peppered with randomly-placed enemies that bog gameplay down to a slog. And architecture doesn't vary much so if you find a place you'll need to come back to (such as a locked door) you'll have one hell of a job finding it again. Admittedly most of the levels are less boring than the example above (one particularly fun level has you zipping through air shafts reminiscent of Quake) but there's still a gratuitous over-use of mazes and other stock FPS devices to complicate and extend play life.

The "story" is a huge load of crap, and is basically just a generic gotta-save-the-world plot but made more complicated through a million unnecessary subplots (female love interests, the rejection of your best friend, ...) which have el zilcho to do with the game itself and all miraculously resolve themselves when you beat the final boss. What's a inane soap opera to begin with is made even worse through pandering to the sensibilities of a PG-rated thriller movie. Let me give you an example: you have to infiltrate an enemy base, but a gate that you need a key to unlock blocks your path. The key is held by an elderly woman (you can see where this is going already, can't you?) who has lost her pet cat, and you'll have to find it for her before she'll give you the key. This development stopped me dead in my tracks, unable to believe what I'd just been told. Excuse me? The whole world hangs in the balance and I'm expected to find a lost pet to continue the game? I've watched Disney cartoons that are less condescending.

Plus it was released just two weeks before a certain game that stole all the holiday season hype, and that hardly helped.

The Bottom Line
I pity an FPS game trying to compete with Half Life's massive success; it must have been like an American musician trying to keep his career afloat during the British Invasion. Although personally I'd attribute Shogo: MAD's lack of success to an entirely different reason: it's a mediocre game.

It has lots of promise and with a bit more time in development (someone correct me but wasn't Monolith designing and marketing Blood 2 more or less simultaneously?) it could have been a classic. But Shogo is a half-baked mess and even an anime nerd would have a hard time digesting it. Get No-One Lives Forever.

Windows · by Maw (832) · 2007

[ View all 5 player reviews ]

Discussion

Subject By Date
Review of Shogo: Mobile Armored Division Eric Brewster Mar 2, 2012

Trivia

If you keep scrolling past the credits you'll find some interesting messages. Some are just plain dumb (Shogo rulz, monolith rulz, etc...) but some, like the ones that tell of all the different names the game had (heavy metal, Metal Tek, Riot, etc.) are quite funny to read.

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Related Sites +

  • Planet Shogo
    fan-site with everything from game info to cheats, editing and mods (archived - 2005)

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  • MobyGames ID: 1141
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Contributors to this Entry

Game added by Derrick 'Knight' Steele.

Linux added by chirinea. Amiga added by Kabushi. Macintosh added by Martin Smith.

Additional contributors: Zovni, Apogee IV, tarmo888, Ivan Napreenko, Stratege.

Game added March 26, 2000. Last modified February 13, 2024.