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Coded Arms

Coded Arms
Coded Arms cover art.jpg
North American box art
Developer(s) Konami
Publisher(s) Konami
Director(s) Yasushi Fujisawa
Designer(s) Takayuki Makino
Tetsuya Matsui
Jutaro Oue
Platform(s) PlayStation Portable
Release date(s)
  • JP: June 23, 2005
  • NA: July 6, 2005
  • AU: September 16, 2005
  • EU: September 23, 2005
Genre(s) First-person shooter
Mode(s) Single-player, multiplayer

Coded Arms is a first-person shooter video game that was developed and published by Konami for the PlayStation Portable handheld in 2006.

Late in the 21st century, advancements in medical and computer technology allow for linear connectivity of human minds to computer networks, causing an unprecedented boom in computer hackers. The game takes place inside a virtual reality military training simulator named "AIDA" which has since been long-abandoned. However, the program continues to run, generating enemies and levels for the no longer present soldiers-in-training. The player takes the role of one of the many hackers attempting to break the codes of the simulator and extract the most valuable data possible for fame and profit. To do this, the player must explore several "sectors" that are infested with various kinds of enemies, including soldiers, security bots, giant bugs and other insect and plant-like creatures. The only way to survive and reap the greatest rewards is by reaching the Kernel database, destroying the enemies and the bosses at the end of each sector. The game's intro cutscene informs the hacker/player that hacking too deeply into unknown non-civilian protocols with what seem to be homebrew hacking tools carries the risk of contracting a medical condition called the "Achiba Syndrome", and warns them that upon infection that they 'will not be able to return' - presumably meaning their consciousness will become corrupted or otherwise lost and their minds will not be able to return to their bodies in the real world.

After hacking into the training simulator, the player (in the chronological order of the map menu layout) arrives at what seems to be an underground city filled with snipers, drones and some insect-like creatures that are presumably analogues of computer viruses. After completing the City map, the player arrives at the "Base" map (described in-game as an abandoned mine site in an alien planetary colony). There, like the City, the player battles through a 6-floor map in order to get to the Kernel and defeat the level's boss. Upon making their way through the Base, the player will have to travel through the "Ruins" map to complete Sector 1 Training - unlike the past maps, this map contains a majority of insect and flora-like enemies and at points appears to be of Egyptian or Aztec influence. After making their way through the Ruins, the player will hack into a new and more dangerous sector called "Sector 2 Training". Like the previous maps they are also named City, Base and Ruins but possess shifts in visuals throughout progression - for example, Sector 2 City is at first almost identical to Sector 1 City, but about halfway through the art style and decoration immediately shift to a more Japanese aesthetic (interestingly, Sector 2 City is the only map to have a visible sky) - Sector 2 Base changes from an exposed, industrial warehouse look to a colder military outpost with what appear to be cryogenic pods and computer databases that can be destroyed, and Sector 2 Ruins changes to a darker and much more technologically advanced ruin.


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