Daemon X Machina: Titanic Scion is the sequel to the original 2019 hit, but by name alone. Many things remain familiar, but changes hinted at in the title are visible, audible, and tangible.
Game Name: Daemon X Machina: Titanic Scion Platform(s): PC (reviewed), PS5, Xbox Series X|S Developer(s): Marvelous First Studio Publisher(s): Marvelous Release Date: September 5, 2025
Things are a bit different following the conclusion of the first game, Daemon X Machina, as you’ll see. The main character and his friend battle through a colony, only to be split up by a challenging foe. After being ejected to the planet below, he meets two helpful strangers also piloting Arsenals. These suits have evolved from their towering mecha origins, adding a fresh twist to the lore. He joins the fight against the Reclaimers and the Neun, two powerful factions threatening the Outers’ colony. The team feels almost straight out of a Hideo Kojima Metal Gear Solid game, with superhuman abilities and advanced technology.
Marvelous is using a more powerful system to tell the story of Daemon X Machina: Titanic Scion, and it shows. Fights are more vivid and faster than before, with Action QTE flair during sword clashes and other encounters. Rail-shooting scenes add variety to the action. Visually, improvements are noticeable compared to the Nintendo Switch origins. The UI is more polished, and the cel-shaded style is gone, replaced by a sleeker look. The soundtrack incorporates guitar riffs that bleed into cutscenes, and the Arsenal designs are impressive.
Fighting Gets A Shrinkage
The biggest change is the move from towering mechs to something closer to Captain Power or Iron Man suits. Combat is faster and more frantic. Previously, Arsenals were massive mechs with small pilots. Now, they function more like high-powered exosuits, capable of rapid ground movement and unrestricted flight. Arsenals can sprint across terrain or soar to any destination, limited only by the Femto gauge and altitude cap. Armor pieces—Helm, Cuirass, Left Vambrace, Right Vambrace, and Greaves—are retained with weight classes intact. Weapons are plentiful, with at least eight categories, including machine guns, assault rifles, and broadswords. Grades indicate strength, and each weapon comes with an explanation the first time it is acquired.
The post-apocalyptic world, known as The Ground, feels vast, populated by Immortals, Axiom Soldiers, zombie Arsenal users called Strays, and other threats. Missions take place here, with full exploration possible by air. Unlockable throughways allow fast travel. Dilapidated buildings can be destroyed during fights, and Axiom Installations are heavily guarded. Massive monsters roam freely, including returning foes like the mecha Hulk, Gunfort. Transportation isn’t limited to flight—players can use horses, attack vehicles, and even a transforming motorcycle. Yes, you read that right: horses.
Every Arsenal Pilot Is Labbing
Enemies can be quite challenging, but the Training Room allows pilots to develop tactics. Immortals, the monster-like enemies, roam with hostility, while boss fights can be replayed in a special facility. Sometimes, revisiting the Base is necessary to rethink strategy. Environmental weapons—like canisters or poles—can still be ripped out and used, and enemies can be thrown at each other.
Arsenal loadouts can be saved and reused for different builds. Once the VP gauge is depleted, survival depends on a 3-bar health system. I personally name my builds after childhood icons—for example, one Arsenal equipped with Grim Reaper assault rifles, a katana, and camouflage is named Snake Eyes after G.I. Joe’s mute master ninja. Quick button presses sometimes determine the outcome of clashes.
The Fight Has Changed
The battle system has undergone significant changes. Weapon proficiency improves through usage, and skills such as Boomerang throws and Mirage consume Femto energy. These are obtained by collecting DNA strands from enemies and bosses, though mutations can distort your avatar’s appearance. Thankfully, this can be reset for a high price. New weapons drop from enemies, but only one item can be looted at a time, similar to the original game. Weapons improve over time, such as the Revolution—a cannon that deals massive old-school single-shot damage.
Characters feel more developed compared to the original Daemon X Machina. The protagonist now has spoken lines, and branching paths emerge based on decisions. For example, some skirmishes can be avoided entirely, though this can lead to unforeseen complications later. The dialogue balances cheeky anime tropes with a darker, mature tone. Toby, Forge’s robotic companion, is a perfect example—less Saturday-morning-cartoon, more dry, biting commentary.
No Place Like Home Base
The Base offers a range of amenities for Arsenal pilots, including a simulator and even an Ice Cream Shop that grants buffs. Missions are launched from here, and characters met during missions may return to unlock new options, such as changing background music. Research allows crafting and attribute upgrades. Battlefield scraps can be donated to unlock new items, or even a cat companion for the base.
Mini-games also add variety. The coliseum hosts a 30-man leaderboard with increasingly tough battles. As expected of Japanese fiction, some fights aren’t straightforward—special challenges appear, similar to Unicorn Overlord or Dragon Ball Z. Overbullet, a collectible card game, offers a strategic diversion. While not on the level of Witcher 3’s Gwent, it provides quick, fun matches with Attack, Defense, and elemental cards scattered throughout the world. It carries a definite Yu-Gi-Oh vibe.
Multiplayer allows co-op missions and competitive coliseum matches. Teaming up makes tough missions more manageable, while aiding lower-ranked players against massive bosses is rewarding. Player remains appear in the world and can be looted, adding a persistent online feel. Performance is smooth overall.
The Bad of Daemon X Machina: Titanic Scion
Not everything hits the mark in Daemon X Machina: Titanic Scion. While visuals improve over the Switch version, they sometimes feel dated for current-gen hardware. The aesthetic is closer to Phantasy Star Online 2: New Genesis, and some character animations resemble late PS3-era models, especially with the English dub. NPC allies often underperform in combat, making them feel more like tagalongs than useful partners. Coliseum invasions are limited, and some unexplained long load times break immersion.
The open-world setup occasionally feels underutilized. For example, Axiom and the Reclaimers never clash dynamically with Immortals, and emergent encounters are rare. Unlike Skyrim, spontaneity is missing. Side missions, while serviceable, sometimes feel repetitive.
Conclusion
If Anthem had succeeded, it might look something like Daemon X Machina: Titanic Scion. Its story and gameplay scratch the itch left by Armored Core VI, though pacing leans closer to Vanquish. Still, it delivers freedom and depth that mech fans crave, making this sequel a worthy follow-up.
Review Disclosure Statement: A copy of Daemon X Machina: Titanic Scion was provided to us by Marvelous for review purposes. For more information on how we review video games and other media/technology, please review our Review Guidelines/Scoring Policy. Affiliate Link Disclosure: One or more of the links above contain affiliate links. At no additional cost to you, we may receive a commission if you click through and purchase.
Summary
If Anthem actually had BioWare stick the landing, it would be something similar to what Daemon X Machina: Titanic Scion has put out. Titanic Scion‘s story and gameplay does the job to somewhat get over the itch that Armored Core 6 came and went with. However, it feels as though it’s going the Vanquish route with how quick the pacing is. Titanic Scion delivers on giving players that freedom some mech games sorrowly need with a sequel that keeps you glued to your Arsenal.
Pros
Loads of loadout options
frantic mecha fights
engaging boss battles
the coliseum gauntlet
open world to traverse
crafting and testing builds can be endless
Cons
Dated character movements for a Current Gen game
hard to do coliseum interference.side missions can be repetitive
Kevin's a budding game journalist with history on a few blogs, a retro collector, and Virtua Fighter 5 head, Kevin is no slouch on a runback. Kevin is a deep geek on various traits, loves several artbooks, classic hip hop and Japanese culture. Good with either his Hori Fighting Commander pad, pen, or brush.