
BREAK ARTS II
If your idea of a good time is spending three hours in a robot garage before the first race, BREAK ARTS II might be the niche cult pick you've been overlooking. If dead online servers kill your motivation, read the fine print first.
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About BREAK ARTS II
I went into BREAK ARTS II expecting a combat racer with mech window-dressing. What I got was closer to a mech construction sandbox that occasionally makes you go race to unlock more parts for the mech construction sandbox. That distinction matters a lot depending on what you're here for. The core loop is built around the Garage. You're called an "Artist" here, and the label earns its keep. Parts slot onto your mech with drag-and-drop placement, and individual components genuinely affect your stat sheet: heavier armor builds trade top speed for damage resistance, lighter frames boost acceleration but shatter faster if opponents land shots. Weapons load out across laser carbines, machine guns, rocket launchers, and traps, and each gun's damage output, shot velocity, and recharge period shifts depending on the parts attached. You can also tweak animation states for actions like reloading and braking, which is a level of granularity you rarely see outside of full Armored Core territory. The closest spiritual comparisons are Armored Core and Gundam Breaker, which is high company for an indie title at this price. On the track, the game handles acceleration automatically, a holdover from the original mobile version. You own steering, a side-boost juke, a standard boost, and an Overdrive mode that hammers the throttle to its absolute ceiling. The skill expression lives in boost meter management and knowing precisely when to brake going into corners. Touch the speed-retardant walls and you bleed time. Run off the track and you respawn behind the pack. Modes include Grand Prix (the main campaign-style bracket against AI), Quick Race for grinding Capital currency, and Time Attack for leaderboard chasers. The racing itself, when it clicks, hits that F-Zero/Wipeout kinetic high that makes your monitor feel too small. Visual feedback at full speed is genuinely good. Here's where I have to be straight with you: the combat side does not match the quality of the movement. Ranged weapons fire with minimal impact feedback, hits are confirmed by a UI cue more than by feel, and incoming damage direction is hard to read at race speed. Opponents in offline modes render as featureless diamonds on the track rather than the custom mechs you just spent an hour building, which is a real deflation of the customization's best asset. The control situation on keyboard is bad enough that a gamepad is not optional, it is required. No custom keybinding was available at launch, and reviewers flagged it as a consistent frustration. The track count is limited enough that Grand Prix grinding goes stale faster than the part-unlock rate justifies. The online mode is, frankly, a ghost town. It was underpopulated at launch and concurrent player data puts current active numbers in the single digits. There's no quick-match matchmaking; you create a lobby and wait. If you came for PvP racing with live opponents, this is not the game that delivers it in 2025. Time Attack leaderboards are the closest you'll get to asynchronous competition, and those are worth something if that format appeals to you. For a certain type of player, specifically someone who loves mech building as the primary activity and treats the races as a validation loop, BREAK ARTS II has more depth than its price and profile suggest. For anyone whose first question is "how's the online?", the answer hasn't improved with age. Fred, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 7, 8, 10
- Memory
- 6 GB RAM
- DirectX
- Version 11
- Network
- Broadband Internet connection
- Storage
- 8 GB available space
- Graphics
- nVidia GeForce GTX 550 Ti
- Processor
- Intel Core i3
Recommended
- OS
- Windows 7, 8, 10
- Memory
- 8 GB RAM
- DirectX
- Version 11
- Network
- Broadband Internet connection
- Storage
- 8 GB available space
- Graphics
- nVidia GeForce GTX 1050 or higher
- Processor
- Intel Core i5 or higher
Reviews & Ratings
No ratings available
Game Info
- Developer
- MercuryStudio
- Publisher
- PLAYISM
- Release Date
- Feb 9, 2018