Another Century's Episode 2
Another Century's Episode 2 is a PlayStation 2 strategy game released in 2006 developed by FromSoftware. It centers on battlefield assessment, unit or resource management, and turn or phase decisions, with controls and information arranged around the DualShock 2 twin analog sticks, directional pad, shoulder and face buttons, with a dedicated peripheral only where explicitly required.
- AI score · out of 10
- 7.9 / 10
About this game
Another Century's Episode 2 is a PlayStation 2 strategy game centered on battlefield assessment, unit or resource management, and turn or phase decisions. Missions add map constraints, new rules, and tougher opposition, with progress divided into stages, tasks, matches, or growth milestones that make immediate goals understandable. Its value depends on whether these rules continue to create judgment and room for mastery rather than on length, sales, or series recognition. Short campaigns are judged by repeat-challenge value, while longer ones are judged by variety, pacing, and recovery after failure. Maps, unit states, and action feedback determine whether complex situations remain readable, while 3D scenes, streamed data, cinematics, surround audio, and interlaced television output need to preserve action and state readability together. The genre-specific limitation is that tutorial depth, dense menus, controller pointing, and long scenarios increase the learning curve. Platform conditions also include DVD loading, the 8MB Memory Card, analog sticks and pressure-sensitive buttons, Multitap, Network Adapter, dedicated peripherals, and retired online services affect present-day use. This description covers only this platform release and does not import features or conveniences from remasters, emulators, or other console editions.
Collected in series
Another Century’s Episode brings robots from different anime into shared action adventures. You take the controls yourself, learning how each machine moves and when to use its weapons as crossover battles unfold.
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PlayStation 2AI review
AI reviews are subjective assessments, not player ratings. See each review for its evidence and limitations.Published date:
Fluid mecha combat held back by repetitive objectives
Boosting across a battlefield, turning to fire and closing into melee is ACE2's strongest attraction. Speed does not remove the decisions: altitude and attack direction matter, while ammunition and reloads encourage weapon changes rather than dependence on one attack. Character cut-ins, launch sequences and more detailed battlefields give the crossover considerable energy, and its roster invites experimentation. The campaign is less consistently inventive. Many objectives return to clearing enemies, and the experience grind for late upgrades can become tedious. Practical control compromises also remain: accessing additional weapons temporarily replaces maneuver commands, and selecting the right target amid crowded structures is awkward. This suits mecha enthusiasts chiefly interested in handling and armament differences. Players seeking continually changing mission ideas may tire sooner.
Strengths
- Positional and weapon-management combat
- Broad roster for experimentation
- Character cut-ins and launch spectacle
Weaknesses
- Repetitive mission objectives
- Tedious late upgrade grinding
- Awkward crowded-target selection
Who it is for: Mecha fans prioritizing handling, varied armaments and crossover staging.
Play notes: This covers the 2006 original, not Special Vocal Version songs; no present-day original-hardware benchmark was performed.
View scoring basis
| Dimension | Review state | Score | Weight |
|---|---|---|---|
| Dimension A broad roster supports replay, but repeated objectives and late grinding weaken pacing. | Reviewed | 7.4 / 10 | Not provided |
| Dimension Fast combat retains meaningful positional and weapon-management decisions. | Reviewed | 8.5 / 10 | Not provided |
| Dimension Character cut-ins and launch staging strengthen crossover atmosphere without relying on reissue vocals. | Reviewed | 8.2 / 10 | Not provided |
| Dimension Clear weapon access sacrifices maneuver controls, while crowded targeting remains awkward. | Reviewed | 6.7 / 10 | Not provided |
Review sources
Not provided
Core information
- Developer
- FromSoftware
- Publisher
- Banpresto
- Release date
- 2006
- Platforms
- PlayStation 2
- Content kind
- Game
- Release state
- Released
- Region
- Worldwide
- Official website
- Not provided
- Offline minimum players
- Not provided
- Offline maximum players
- Not provided
- Online minimum players
- Not provided
- Online maximum players
- Not provided
- Categories
- Strategy & Tactics · Primary genre
- Tags
- Long-term ProgressionCommand-based CombatMain Story 20–50 HoursTurn-based TacticsSolo-friendly3D GraphicsScience FictionSlow BurnResource ManagementReplayableTop-downAnime Style
- Supported game languages
- Not provided
- Requires base game
- Not provided
- Standalone
- Not provided
- Age ratings
- Not provided
- Play modes
- MultiplayerSingle player
- Perspectives
- Third person
Release editions
- PlayStation 2Worldwide2006
Game gallery
Sources
Not provided