I really think it's possible that we just don't understand some of those systems yet. The lock on may not be absolute and the turn speed may still depend on stats and be slower on heavier mechs. It's possible we just don't know how they work.
With how its shown so far, it seems like the way go is to build a mech as if its was dark souls. Max out speed, lock on tether strength and equip melee weapons. Who gives a shit if its called Armored Core at this point.
Long time fans have every right to be upset we haven’t played a legitimate armored core in over a decade. AC 5 was armored core in name only and now it’s the same thing again with 6 like wtf
@@FlatEarthAdministrator I'm the opposite with that, I feel like AC 5 was a return to form but more complicated and grounded AC compared to whatever the hell was Armored Gundam For Unicorn.
@@tehfoxxy9630 absolutely not you just revealed yourself as newb. Ac4 and ac4a both played exactly like 1-3 when using the correct in game regulations whereas ac5 was basically chrome hounds it’s a completely different game with different mechanics. It’s nothing like traditional armored core
I watched a video of one of the early access youtubers describing the UI, the hard lock on is absolutely optional and an extremely useful soft lock still exists
If it's like a care package that you have to pay for and quite costly at that. Then I think that'll be fine. I wonder if there would be a situation wherein we'll run out of ammos all throughout the middle-end of the mission. And have no means of calling a package as we don't have enough credits or what.
I think the obvious reason why they added repair kits is because missions are going to be a lot longer than they were in previous games. And as far as we know, there isn't any way to upgrade how many repair kits you can carry, so maybe you will only get 3 and only use them when you really need to heal. And I doubt the game is suddenly going to automatically become easier because of things like repair kits and a hard lock on (some people like Vaati have been saying there is also a soft lock on that you switch to as well). If anything, looking back on their recent games like Sekiro, they will absolutely find ways to make the game more difficult to compensate.
All in all, It's just AP all the same. Like, the effect is more psychological than anything. What's the actual difference between having, I don't know, 8000 AP and 2000 AP with 3 repair kits that give you 2000 AP each? Game will obviously be designed around that, just how old AC were designed with the thought that players would already have their max AP pool at the start of the mission. It's just such a dumb discussion.
Not only that, but giving players the ability to heal mid-mission gives the game designer a number of very interesting problems and dilemmas to place upon the player. Say the player has 100hp, and you make a boss that has fast 10hp attacks and slow 60hp attacks. Getting chipped by 4x 10hp attacks means you are now at the threshold of being killed by the slow attack. So do you heal? You only have 3 flasks, that's shockingly few for a Souls game. Or do you take the risk, rely on avoiding those slow attacks, and only heal when you are at 20hp? Plus, what if there are character building mechanics that are better at mitigating fast weak attacks versus slow strong attacks? All these options remain valid in the design space when you have a healing system.
The person that brought this up in the video also thought that heals may be necessary just that by doing estus system rather than repair stations or other systems they just copied souls style of healing
@@josearcanjo5079 or its an illusion to give 6th gen ACs the somewhat same number of total AP as a 4th gen or 5th gen AC since were back to 4 digits just like the ACs from PS1-PS2 era. even then what we still do not know is the balance sheet HOW THE HELL DOES IT LOOK LIKE pop 3 heals ok... will that go to the balance sheet? how much is 1 repair kit, and what of total AC damage if one is soo clumsy with how to work with the repair kit and total repair cost you can easily run into the red if you dont farm hard enough
Honestly, when I played AC games as a kid, I played because I wanted to be a very customizable giant robot doing giant robot stuff. As the games went on, they got smoother, faster and less stiff and I always saw that as an improvement. Hard lock, stagger and the new melee combat look like they're going to make it feel more like the robot fights I was watching on Toonami back when this series was getting regular releases. I think this looks great so far, very much looking forward to this
Biggest thing is I just want the mechs to feel like mechs and not dudes with a mech exterior. I hope we have turning speeds. Lock on and healing I don't mind but if I don't feel like a big walking metal mech, I'm going to be disappointed. Turning speed was what made the mechs feel like mechs.
Aside from the healing pack, obvious stagger bar, and hard lock on. Stagger/poise was something that's always in the game, maybe y'all remember a stat called Defensive Stability/Stability, on the Legs? It even becomes a tunable stat via RS points in the 4th gen. Literally the option to switch builds just before a boss encounter is legit streamlined, and it was something introduced in ACV, because they experimented on longer mission.
Someone mentioned the mixed lock was in For Answer, which was after the last game I played, Last Raven. Seems like people just conveniently forget what the old games added when it comes to bitching about new ones.
Heck, the longer missions in AC5 had refill stations for ammo and AP. I feel like some of the things people are complaining about already existed in some form in the previous games.
@@MetalCaffeine56 Almost all of them did. Which is why the coping gatekeepers have to move their goalposts into orbit every single time with "Uh uh uh ackshully it isn't the same because of this tiny difference".
Repair bots heals you overtime and if you get hit while it is still repairing you, it get destroyed or thrown off. This should have been the style of healing and not just copy dark souls.
At first I was confused by a healing mechanic in AC game, but then I realized that you probably will lose money after finishing a mission if you used these repair kits (if the game has reward system similar to previous titles)
@Jarruwat Thorung that would be interesting. Like... once you finish the mission, it would make a report of your succession, your ammo cost, your ac cost, and some other feature like the repair kit cost, the quick hangar cost (cause we just heard that the player in gameplay trailer just get destroyed during thr boss fight and there's an option of quick hangar changes before jumping back into the action.)
AC had "repair kits" before. There were these small trucks that repaired some health and ammo for longer missions. They existed way back before souls games had them. Staggering always existed too but there wasn't a stagger meter, some weapons just had a lot of punch to them and made some lighter builds stop in their tracks for a half second and it was useful for following up with a sword attack when they stopped moving.
As a classic player, Armored Core VI looks really different to me. But so did IV, and folks aren't saying "IV isn't armored core". This is a change in direction. It may not be the heavy metal nostalgia rush some folks are hoping for, but I trust From to get their vision right.
Healing mid mission isn't anything new. It was just relatively rare. The final missions in the older games were typically split into two parts, and you'd get a full refill after a loading screen. There were even other missions that had dedicated healing/ ammo trucks (Defend Lawdas Factory). Of course, you could pay a massive bill if you weren't smart with it, but it was there if you needed it.
@@Phantom_Zer0 Eh, what can ya do? People are weird. 🤣 I'm just glad to see the series back. I already have most of the games and beaten the hell out of them. AC6 will be just as welcome in my collection.
Can confirm, especially with the final mission of AC3. All these complaints about healing items ruining Armored Core are from folks that didn't really pay much attention to the old games.
There’s also the fact that most people adjust fromsoftware games to suit their needed difficulty. Many people refused to use summons. Many people play level 1 runs. Maybe there will be a community that focused on no lock no heal runs.
What I'm afraid off is that lock-on could be forced on. I don't care if a game has lock on but it's always a pain in the ass to be forced to use crappy lock-on's that make things worse than what I could do better myself.
I'm an AC vet from the demo of AC1 onwards. I've been playing them for almost as long as they've existed in the American consumer environment, back when I was a little kid. Armored Core 2 in particular shaped a lot of what I like and love about mecha and science fiction. Everything I've heard so far sounds like? I'm into it, I could recommend a few tweaks to the system but I like what I'm seeing.
Can you tell me more about the franchise ? Is the cuztomisation system as deep as they say ? Are you fighting other human pilots or just Ai pilots ? Is the scenario good ? I dont ask for AC 6 but for the games u played. Thanks again for your time.
@@Oggre Yes, customization is deep enough but it boil down to your leg carry weight and money. There are two mode: Story and Arena mode, in story mode you have to pay the expend (bullet, taken damage, etc.) while in arena you fight with AI and you don't pay your expend.
AC vet here too, the customization is deeper than pretty much anything you might have played before. It's like Grand Turismo but for robots, and even more customization, greater than an RPG game. Lots and lots of stats and perks you need to consider. It's very intimidating at first but you'll get the hang of it. Each numbered game in the series introduced different mechs(called ACs) that handled/played differently but usually were improvements so they all looked a little different but ultimately there are 3 game modes: Story, Arena and multiplayer. AC5 introduced extra squad missions where up to 4 players could attempt to eliminate a dark-souls-like very hard boss that had immense power and health(before DS even existed). But not sure if that is coming back because it wasnt popular in the US since people didnt like how hard it was and how it was online-only. These days, those two "problems" are now the norm and desireable lol. So they may come back. Story mode is story mode, missions that drive the plot forward. you're just a silent mercenary and your watching the world around you fall apart because some uber-rich companies hire you to sabotage or attack the other uber-rich company or defend/support terrorists. Its fun and interesting and its how you make money. You can find parts in the wild too. Arena is 1v1 against NPCs of various skill levels. There is a ranking system and you have to work your way up to number 1. You usually get rewarded money but also unlock new parts to buy or get free parts from manufacturers that want to "sponsor" you by gifting you unique parts that can only be gained through the arena. Multiplayer is where you learn that you suck VS the veterans and you have a long way to go to get to our skill level. 😂 But we will welcome you and share our tips and tricks with you. 😁
@@Oggre The customization is pretty intense, it's probably a bigger draw than the core gameplay in some titles, though the earlier ones had more limited options. Every choice in your build is a tradeoff in some way, and balancing these options was a lot of the depth of building. Later titles bounced around but I personally feel the gen III games (AC3, Nexus, Silent Line, Last Raven) hit the nail on the head for customization. I'm probably in the minority for AC fans when I say streamlining this process wouldn't be the worst thing, but I do think it needs to maintain the idea that every part, whether there's more or less or they have more or less stats, should be a tradeoff that allows you to tweak to a certain playstyle over making all but a few parts the "good" ones with the best stats. In most AC titles the only PVP was split-screen multiplayer, but later games had online versus battles. The main game was PVE, but you went after mostly MTs - lower-end and mass-produced mechs - operated by human pilots. Many villains and major characters turned out to be either transhuman cyborgs integrated into their machine to the point where you couldn't tell where one began and the other ended or AI that was piloting empty mechs like puppets, and in AC2 there's an allusion to a machine intelligence on Mars not of human origin (this is where the DXM team got the idea for their game's story, IIRC). The stories were mostly pretty mid (I personally think MOA into 2 and 4 into FA did story the best) but the games themselves carried well despite this, using simpler plots but letting players focus on their own role in them over getting lost in what everyone else is doing. All in all I'm pretty much about as hype for AC6 as I've ever been.
Just something to mention for the repair kits, the showcase was apparently about half an hour long and it only showcased this one mission whereas most missions in previous AC games were a few minutes at most. if missions are significantly longer and have more enemies, makes sense to have a way to heal mid mission imo.
i think this is what some fail to recognize. they tried to fit these new mechanic on the balancing of the old games on their mind. I think people should reserved their verdict for when the game comes out.
I didn't mind if you can repair and resupply ammo at "check point" But healing mid battle or change your build mid mission (checkpoint), i feel it too much
If I remember correctly Miyazaki and another Dev mentioned that Loadouts and mech parts in particular would heavily influence the flow of combat in the game, so the "turn speed" is prob also a result of that change and different parts setups leading to different roles...which is something AC has always had, just given a little bit more polish and leaned into more as a method of player expression in this game. Edit: Found relevant passage, from an interview with IGN Hidetaka Miyazaki: No, we've not been making a conscious effort to try to direct it towards more Soulsborne type gameplay. First of all, let me just make that clear. The essential direction of [Armored Core VI] was to go back and take a good look at the core concept of Armored Core and what made that series special. So we wanted to take the assembly aspect, assembling and customizing your own mech - your AC - and then being able to exact a high level of control over the assembled mech. So we wanted to take those two core concepts and reexamine those in our modern environment. And, of course, what that means is taking our know-how and experiences from game development in recent years, and applying that knowledge to the development of [Armored Core VI], and reexamining it together with those core concepts of Armored Core. So the real impetus for this project, I think, or at least one of the real appeals for me comes from that aspect of assembly, and being able to really freely assemble and customize the mech, I think is what we really highly focus on in Armored Core. And having mechs or mecha as a theme, it's really about that high level of freedom that adjusting each individual part gives, and how that affects the gameplay and the properties of your mech actually in combat. We think it's a little bit more liberating than, say, just swapping out armor or equipment. There's actually a much higher degree of freedom here, and being able to see these effects both in game, and as part of the world building, and as part of your player choices, we feel like this is a very big part of what makes Armored Core special.
only thing I think is weird is being able to change your mech mid mission. The example vaati gave in his video was the guy purposefully dies then changes his build and just respawns at the last checkpoint. Feels kind of cheap to me, I think changing the build should require you to restart the mission, especially if checkpoints are right outside the boss rooms like in elden ring. People would just switch to a cheese build outside the fog wall and kill the boss for free.
As per usual. You are welcome to play the way you like. I will likely restart if I want to swap myself, being an AC vet. But I’m tired of gatekeeping games. If people want to and can cheese a difficult fights they should have the chance. Sometimes we forget how hard AC is, give the new players the chance to experience it without the soul crushing pressure of failure being a full reset. I’m all for this change.
Who's stopping you from restarting the mission if you want to change build? Folks need to stop making games responsible for their own lack of self restraint.
IMO if they are going to be able to swap mechs mid-mission they should just split missions up into multiple parts where you can change up your mech at a forward base or something between parts.
@@mostlyjovial6177thing is we don't know what kind of penalty you will receive by doing that, or after playing that amount of From's games do you think doing that won't punish you anyway. Probably you will have to pay that. Of course you can still restart. But if mission is like 30 minutes and you are in the final boss I suppose it would be like do you like to reduce your rewards for X amount and change your build or restart the mission and play another 30 minutes to pass the mission earning more rewards.
People will probably do that sure. You don't have too. I certainly won't. Who cares what some stranger you'll never meet is doing? It won't change your game experience in the slightest.
As an original armored core fan, I am actually glad they added repair kits. This means the levels are going to be huge and From Soft will do what they do best, environment story telling, hidden parts, and ridiculous boss battles. I'm all for some change from the old model. I just hope they will have 9-Ball in the game.
You.... Monster. AC1 9ball would be brutal with the new boss design. I mean the dude already was part of human plus already.... Just imagine this - AI learning from your moves during the game and countering your builds. It's possible now and fits with the lore
@@ハク-q6e1j that's making assumptions based on evidence we do not have. Healing kits could just be used for more chaotic missions instead of mission length, they could be nerfing AC health overall, they could be doing many things. The best case scenario is that the missions are just extra long, but we do not know that for sure right now.
@@ArchAngelKnights Have you seen how long the missions in most AC games are? They can be over in a few minutes with a decent build and thus didn't need health kits. Meanwhile, ACVI has these big levels which means there's going to be longer missions which means more enemies or enemies that do more damage or both which necessitates field repair kits compared to how short the previous titles were. It's like being in a tank. Why would you get rid of the repair kit if the tank takes damage? Same thing applies to every vehicle that's expected to see combat.
The only gripe I have is switching your mech mid mission, I know that it could be necessary to the new gameplay but the gameplay that I loved about old school AC games was planning the parts you'd put on your mech to approach different problems in a mission and feeling good about prepping well for the whole mission instead of just being able to switch instantaneously and skipping the trial and error/trying to make do with what you have witch was a factor I loved. Nonetheless I am very exited about AC6
If hard lock dosent bother you you’re not a real fan or you’re dumb and don’t even understand what the franchise is. The entire point of the franchise is to skillfully pilot the ac and to MAINTAIN A LOCK
Yea but those missions were fairly short. These missions seem pretty long. Also you don't have to switch builds. I think we need to wait for release before assuming a lot of things. They'll be videos about it after release
yeah same, also maybe too many checkpoints. if anything the repair kits, if balanced between longer missions, can make the game even more interesting ,as it adds more decision making into the mix.
This isn't a new thing tho, in AC V you can already swap your builds entirely at garages in certain levels that are too complicated/long to complete with the same build.
I'll just say as everyone is speculating at this point, is there a reason why considering the possibility of credits factoring in isn't feasible? So far no one I've seen cover the gameplay they got of AC6 discuss the end of the mission and how much they earned (or piled in debt towards lol). That could incentivize compromising, where yes you can switch your build mid-mission but incur a hefty loss in credits to get that AC build for you to play with (rather than for free), or decide to stick with your build and get more credits in return.
Im an old school AC fan, but i also really enjoyed Zone Of The Enders. I always wanted AC customization and ZoE action and maneuverability. I think this is a solid mix of both.
I always preferred Zone Of The Enders. So if this is more like that with more of the difficulty found in other FromSoftware games they have bought themselves a new customer.
I couldn’t agree more. I’ve always wanted AC to move like Zone of the Enders. There is nothing wrong with less Micro managing resources and more action
@@generalfingers If ZOE were the perfect answer, Hideo Kojima's most famous work wouldn't be MGS. At the moment I can only count on quad and tanks to have very special mechanisms that can distinguish them from the AC seen so far. I expected the AC6 to be an open world, but Miyazaki dismissed that on the grounds that it would make the heavyweight AC unpopular. This reason barely convinced me, but what I see now seems to be a denial of the sense of weight, which confuses me.
I'm laughing so hard at this. These guys will go on and on about how "fast" AC is supposed to be. Now they're nostalgic for turning like a flipped over turtle. Clown behavior.
It's weird but actually true... in the past before all the new developments in AI, robotics and essentially the internet (AC5 onward not withstanding) - there's a mechanical clunk in imaging trying to slowly rotate your behemoth of a machine - like a tank rotating it's turret/body to aim. But now with AI and drone acrobatics, it's not hard to imagine having boosters in the right places to spin a giant machine on a dime. The shear forces would be insane but we're already talking giant mechas which would require some ridiculous material to begin with so it's not a stretch of the imagination that this ridiculous material can handle those forces... a good visual analogy of this change in tech is observing how our expectations of communication technology in a sci-fi setting has changed with the advancement of technology (overlysarcastic made a great video about that). So yeah, I'm chalking this to real life technology changing imagined expectations.
IMO i think it’s an elitist gatekeeping standpoint. They’re like dark souls fans actually. They hated elden ring because it was basically “baby dark souls”. This fanbase just hates their very own game devs me thinks
A lot of my friends are guilty of this behavior: they'll assume, because a new mechanic has been introduced into a franchise they have historically enjoyed (take the wirebug in MH Rise for example), that the game is completely trashed and everything is ruined. And I always counter them with, "yeah, but don't you think the devs, who have been working on this game for several years, noticed that adding [something like the wirebug] to the old games would ruin the pacing and balance, and probably took measures to balance the game against it?" The example doesn't really work as well with Armored Core because I don't foresee a huge issue with what they've added to AC6. The games have been historically clunky, which is somewhat of a point of pride for AC veterans. I myself only played 3 Portable and Formula Front years ago on the PSP, and dropped them a short way in for this exact reason, and then bandwagoned somewhat recently and found myself enjoying the PS2 games a lot. They reminded me of old Monster Hunter games; once you get past the initial control hurdle, the games are incredibly rewarding to play and master. They tweaked and improved the movement, handling, gameplay, combat, etc, of MH games going into the future, and as someone who revisited MH Freedom 1 a few years ago, I don't think you can make a case that they should go back to the old clunkfest. The same applies for Armored Core in my opinion. Edit: I just watched the last two minutes of the video, and you basically said what I posted in much fewer words. As always, I have disliked and unsubscribed.
@karlbharnarl what? They don't add most new mechanics from throughout gens. Hunting styles and Prowler mode didn't come back from Gen, the arm shooter didn't come back from world, and wirebugs + alt weapon movesets aren't gonna come back in MH gen6. And it's obvious you only played MHRise since if you played MHSunbreak (and its endgame especially), it's way harder.
@@karlbharnarl no they weren't, 90% of the hunting styles moves were abandoned. Some of them were added in Sunbreak as Alternate moves but most were new.
I love how so many of the arguments on both sides have just devolved into coping about how much harder their series is than the other. A lot of gamers need better outlets in their lives
I don't think anyone has ever said souls was harder that AC. That would be insane. But yes expecting 6 to be as hard to progress through as Last Raven would be a genuinely bad idea for FromSoftware to go for. There absolutely should be some side content or post-game content that is that hard (much harder than anything that's ever been in a souls game, mind you,) but it would kill the playerbase if you had to try that hard all the time. I think Armored Core 3 difficulty level, or around Elden Ring difficulty for all but the final boss and post-game bosses would be ideal for a healthy and happy playerbase. For the final boss, let's have it be as hard as Sword Saint Isshin
I also want to point out that a lot of the AC fans are making it seem like the whole AC series had the main story as hard as basically every enemy being Sword Saint Isshin, but that is also insane and not true. With an even half-competant set of parts, you would be steamrolling most levels up until you ran into other AC pilots, then you would get your shit pushed in repeatedly until you beat them. The typical level was actually easier than most souls areas, but then with sudden huge spikes in difficulty that make anything in souls look easy. I hope 6 carries over those difficulty spikes, but does not have them be in mandatory parts of the game.
@@thehourman37 Eh, I doubt there's many things harder than Inner Sword Saint. Some? Perhaps, however difficulty isn't something binary like gender. There are different kinds of difficulty. Memorization, Preparation, Anticipation or even just pure reflexes are all different forms of difficulty where many have different levels of trouble with. I sincerely doubt AC challenges the player in the same way a sekiro does, even if there is some overlap. Elden Ring was mostly prep, whereas Sekiro was mostly anticipation and memorization. Games like Devil May Cry are more so based on reflexes. While one finds an AC game to be trivial due to superior reflexes, they find an Elden Ring to be teeth grinding due to bad preparation skills. It's all about what the game wants to challenge to begin with. The game will have good enough challenge, it's a From game in the end.
@@thehourman37 Nintendo honestly has the right idea. Main game content in Mario Odyssey or Kirby Forgotten Lands are easy enough that kids could beat them, but some of the optional content is actually kind of hard.
@@kamikeserpentail3778 I don't think main game content in an AC game should ever be that easy. It should be around Undead Berg difficulty for the easy missions, then just slightly more difficult than The Ringed City in the moderate missions. Then the endgame and post-game should be around Last Raven difficulty. That sounds about right for an AC game. Armored Core should never stop being hardcore adreneline pumping chaos. AC games have a flowstate unlike anything else in gaming history
Estus or repair module, could basicly just be thought of as a change in the health bar. You still have the same total health, since that's how missions and fights are ballanced. However, you have less health available at any one moment... meaning you are more vulnerable to large hits or burst hits than you otherwise would be. Imagine you have 1000hp in old armored core, and in the new one you have 400, plus three heals of 200 each. Same total 1000hp in either case you COULD take of damage. So arguably same difficulty, but by doing this you now need to be more careful when you take damage at any moment, one big hit could get you very close to dying if you take a second big hit right after it. While old armored core could let you take say 5 200 dmg hits before dying, now you can only take two, unless you time and use your heals. If there's a cooldown on them, then this could mean you might only be able to take a total of 3 of these hits within X period of time then. This adds a button or input people need to manage... but in exchange can make for more hectic and high stakes feeling gameplay, that more strongly pushes for certain types of play and skills to reliably avoid damage from enemies now, rather than freely face tanking when needed like in the old games to get past some areas. So, estus/repair/health etc... not that big of an issue as most people make it out. It's all about how they ballanced it in my opinion. Part of what I liked about AC4 was the regenerative armor meant you could take a few hits here and there, and recover that, but big repeated hits would dig into actual health. Meant you could play a bit more aggresive in some areas, and make taking damage not feel so inevitable in some cases. Still, some people will like that change, others won't. Overall, I fully agree with Ratatoskr on the part that, we don't know much about this game yet. We haven't played it yet, it's you can't tell how it goes until you do actually play and feel it. Clearly it will be somewhat different, but how it'll feel... can't say yet. I like how Vatiividya did his whole aproach to this. He got all the old games, on original consoles, and played them. Went through it all so he understands the games, their style, their experience... and then when he did his video on the demo footage he was able to give a good perspective from both a souls player, and an armored core player. And he did still find it enjoyable looking, and liked some changes, though also wondered about others. That all said, yes it might not be what you as a specific individual want and liked about the older ones... then don't pre order. Good advice on all games generally. Wait and see, watch gameplay later on, maybe there would be a demo, or you can try a friends copy for a mission. Just don't pre order for now, and reserve judgment till you can actually make it accurately. That all said, providing concerns and feedback for now to From Software is also still valid and valuable so if there is a big sticking point for people they can reconsider if that's something they need to look at perhaps. And if a change there will, or won't work.
It does feel a bit off to have a repair pack that magically repairs you. You don’t have an R2 unit to fix you up mid flight. A repair station would make more sense. But that can only be used on those locations, not during a boss fight. Also different parts of the mech could get damaged, and you lose those abilities. I remember an old mech warrior game were you could target and lose different parts.
@@murray821 Yeah that's one of the things that bothers me the most about the repair kit. In a world as relatively grounded as Armored Core, literally what physical process could repair an AC that quickly? What's like the lore justification for something THAT futuristic? It'd make more sense if it was like our Primal Armor and we could instantly restore it with a new kojima particle pack or something like that.
I wouldn't describe those so called "souls elements" as something specific to Souls game only, but it's more of features you'll see from FromSoft. They had made a bunch of games and gained experiences from it so of course they will implement what they have learn into a new game. Game devs learn as they go and what they learned isn't exclusive to one series.
The main element of souls-like is the soul system itself, the currency that you can lose if you die. That's what make a souls-like game unique, not the difficulty itself or the lock on, healing or stagger. So calling Armored Core a souls-like game just because it has a lock on, healing and stagger doesn't even make any sense.
Yeah, the popularity of the Souls series has led to a situation where people who don't play a lot of Japanese action games think that stuff like hard-lock and aggressive enemies and bosses are unique to Souls and not a major staple of the genre since the first Devil May Cry. I really do not see much actual Souls DNA, to me it just looks like Fromsoft have learned a lot of lessons about enemy and combat design from making those games and are applying what they've learned to a series they haven't touched in a decade. BTW I played a lot of AC3 and For Answer back in the day and while I like the Souls games, I'm not a huge fan of the series outside of the original Dark Souls and Bloodborne.
@@Mochichino15 That's the new cancer of all these soulsborne newcomers. It's super annoying and the worse part is, they clearly have no idea that AC helped shaped the soulsborne series. They'll think everything souls-like when they see some features that resemble one lol
@@Mochichino15 Honestly, if you ask me, all these people going "XX number of reasons why Muh' Armored Core is like XX Souls game" are just trying to jump on a click train. Before Demon Souls even existed on store shelves on 2009, Armored Core 1 came out on 1997 and it had all the hallmarks of a FromSoft game as the series further expanded. It was hard, it was like the bosses cheated sometimes, you had to repeat the mission/checkpoint if you died, and you lost currency as fees when you messed up. The stat building and customization was also there already. People don't seem to realize it, but the repertoire (Weapon 1, 2/shield, Spell, Usable) Souls game use is also quite close to the armaments you get to setup for your AC during missions (Left Weapon, Right, Shoulder L, Shoulder R, etc.) People will probably even say "oh, AC copied Sekiro's stagger meter!", but ACV also had staggers already albeit it was situational depending on the enemy type at most, and you wouldn't get to use it most of the time by shooting rather than melee. The healing/repair mechanic has been done on an AC-style mech game via Daemon X Machina already too, by devs who also came from working on Armored Core because FromSoft at the time didn't allow them to make another AC game (focusing on the Souls games). A lot of FromSoft's games have their hallmark mechanics slathered all over them across multiple genres. All in all, it's childish click baiting honestly. And the most people who'll fall for the clicks are probably people who had very little to no knowledge that Armored Core came out way before any of the Souls games. It's just that they know FromSoft mostly due to the Souls game being presently popular during their generation. For older folks, especially from the PS1, PS2 eras, FromSoft meant Armored Core.
Im skeptical on things like instaheals (even if they incur a cost) but my first thought was damn...we finally look like the ACs in the animated trailers! Its still going to be difficult and rewarding and its now just stylish. Its another end of the AC spectrum If the often reviled gen 5 skewed the meter towards a heavy, militaristic yet still very fast paced mecha sim, this embraces the innate arcadey nature of the mecha genre. Its so smooth. Like sure i have my gripes but i have faith this will be excellent. I have many of the same opinions yet its not enough to deter me from the bigger picture. I'd be more surprised and disappointed if the series remained unchanged and introduced nothing new lol.
@@MemeLordCthulhu yeah and that’s what I’m saying people act like there’s no difficulty in this game and like it won’t be fun because of that when they’ll just buy the game anyway and we all know it
I'm fairly certain that 'snap - turn' you see has to be performed manually. When the biped mech dodges past that ball enemy in the corridor you can see very briefly that the players mech keeps heading in generally the same direction they dashed in even though the camera continues to track the target. The *player* then snaps the mech around to face the target
I played all the generations of Armored Core. Frankly I am super excited to see what this new AC title bring to the table. AC titles has always change up the formula to keep the game interesting.
yeah, people just need to give FromSoft the benefit of the doubt, they're one of the only developters that I can trust to make good decisions and they haven't failed us yet.
@@FlatEarthAdministrator stop living in the past, things change, they add QoL shit and you piss your pants. Keep emulating ac1-4, meanwhile the rest of us will be having a blast in AC6.
I'm not worried, the same thing happened with Gen 4's speed and Gen 5's size scaling. Even with how niche the mecha genre is, the fans are very diverse as well. I'm just happy for the giant robots being back on From's menu.
Then again, it's kinda understandable. We've got nothing but DxM in this genre in the last decade and people are hungry for more. Thus, the bar is set pretty high. Ultimately, all that matters is broad appeal. AC as a series managed to gatekeep itself by it's controls and overall difficulty that did not come from how hard game actually was. Drop modern controls on AC 1-3 and they suddenly become pretty easy to beat - and oldschool fans feel betrayed, cause VI removes this extra layer of skill required. No more monkey grips, no more struggle with camera and stupid vertical platforming.
Hard lock state is a big game changer for this franchise, It might be helpful especially if you care to make your laser blade attacks more accurate than before (I think). Likewise, they have an option to avoid using this hard lock and stay for the OG Soft lock state. As an AC fan I'm really happy for those new mechanics they added especially those repair kits.
But the old AC games allowed players to customize the weapons and add chips or add ons to the internals of the mechs so that they utilize lock on for certain weapons. It wasn't tacked on to make the game accessible. If that's the case, then why are players given options to customize their mechs different ways?
These talks about the changes in AC6 reminds me of when MH World was announced. A lot of vets are VERY critical of "dumbing down" of the mechanics and other nuances that the franchise was known for. And yet, the game turned out to be a massive success and broke the specific niche that MH always has to an even broader audience. I think this is the general goal of the AC dev team as well. Having the heals are eyebrow-raising, sure, but with how Fromsoft as a whole has continually shown, they won't just offer convenience without some sort of payoff. People should just chill out and wait for the final product. Then we could judge if it was a wrong move or not.
A lot of these arguments also ignore how divisive the 4th gen was aswell, AC isn't a series with a continuous single identity almost every major entry adds and revamped mechanics
Hard disagree on the last point. Elden ring is proof that from will absolutely offer convenience with no pay off at all. If I were to list all the mechanics in elden ring that were there, just to give players the ability to complete the game with out ever having to learn its mechanics, we would be here all day lol. Thats why that game was so sucessful, and thats why this game will be very sucessful and very loved as well. It probably wont be loved by the "purist" or "tryhards" or however you want to call them. Which is a shame because at a point in time that was froms target audience but it is what it is.
@@eldenlean5221 Yeah there are mechanics placed in elden ring to make the players have an easier time. I should have worded that one better so it wasn't implying that that is always the case. But still, what Fromsoft basically did in elden ring is give the players MORE TOOLS to play the game they want, all the while achieving the developer's goal of making it a rewarding game to play for different kinds of players. And the best part? You are not forced to use them! Don't like summons? Don't use them. Don't like having too much flasks? Don't upgrade them. Same here in what was shown in AC6 SO FAR, and what most of the people here complain about. Don't want to use the hard lock-on? DON'T USE THEM. Don't like the healing items? DON'T USE THEM. These tools were made AVAILABLE to everyone, NOT FORCED on everyone. So why is it an issue then? This should not be an issue for the "purists" or "tryhards", because from what was shown, they can still effectively play the game like it was on previous installments. The only people I see who will have an issue with this are the "elitist" and "gatekeepers", who wants others to play the game like how they played it. And again, the game isn't even out yet! Why are we giving conclusive narratives when we haven't even seen all the gameplay elements in play?
@@Cool_it_pls I see where you are coming from, and I used to think like that, but the more I play Elden Ring the more Im changing my mind. Dont get me wrong, it is an absolute feat that from soft managed to incorporate so many playstyles into a single game. The problem is that its clear the game simply wasnt designed with 99% of those playstyles in mind. Gimping yourself feels frustrating rather than rewarding, while using the brain dead tools the game gives you feels...well, brain dead. While its amazing that there is such a huge vareity in ER it comes directly at the expense of the fundamentals, which are spacing and timing. The game will regularly take a dump on those key concepts in favor of dumping hundreds of options that trivilize spacing and timing. And sure I could gimp myself to death, but that doesnt result in more skill expression, in fact the skill I can display when I gimp myself is lowered. I think people misunderstand what the try hards are saying. You can play however you want to play, its your game. But making the game acessible at the cost of its fundamentals will defenetly impact the depth of the core gameplay negatively. I know Im in the minority here, and thats fine. I know most people prefer options, I just personally dont see having more options above having strong fundamentals
my question is this: are "people" actually upset? or are the people various creators seeing upset people and assuming that it's a majority, and not just a plurality?
@@iHaveTheDocuments It's not "nothing;" multiple comments are shown in the video and there are even people in this comment section expressing similar opinions. Also, this isn't a zelda channel. He makes content on games he's interested in at the time.
People who played the old AC games are already a minority. So the people who are nostalgia poisoned to the point of clownishness are necessarily a fraction of that. My experience, having been vocal from the first announcement that they have to change AC if they want it to succeed at all in this day and age, is that a lot of the old heads are quite belligerent. I couldn't give you any numbers obviously. But I've seen enough of it to know that it's enough people to be worth commenting on.
Great commentary as always, R. I like how you always try to be precise and just with your arguments, showing both sides and playing devil's advocate when necessary. I also agree with you that we know very little about the game at this point to make assumptions. Also, I think people could just learn that sometimes you have to adapt to new changes in your favorite franchise. You change, the world changes, and games and franchises sometimes change too. It's good to adapt, grow with them, and even, maybe, allow yourself to enjoy this new direction the franchise is heading. I am very excited for the game, and I hope you all enjoy it when it comes out. Peace.
I do have to say. Change is good. But this isn't change. This is making one game like the other, instead of playing off the strengths and differences. If they were to made Forza or GT to have powerups, it is not a good change. Making the handling better/better AI is the right upgrade.
These changes are good though. There are actually all features that previous AC games had already but just in a different form. Staggering existed when you were hit with bazookas but they were brief. It allowed for a follow up attack with a sword but the window was so brief that staggering was semi-pointless to try to do. This is a great improvement and im sure its going to get balanced for 1v1s with players. Repair packs also existed in previous AC games but they were in the form of a supply truck that repaired you and resupplied you a limited amount of times for longer missions. They were rare though. You could also equip ammo packs back then too. Even extra energy and extra defence. The health packs is just an evolution of that.
I mean, I don't think that really matters, but if you want to argue that, it can easily be argued that kings field came before ac by several years, which was the inspiration for demon souls.
I'm both a a Souls fan and an AC fan and I can see both sides of the argument... and I don't know which I support more if not both equally :s Edit: actually no, having thought about it further - this new AC style makes more sense. I mentioned this in a reply to another comment but I believe this is real life technology changing imagined expectations. In the past (say pre 2007) we could not imagine a giant machine being able spin around on a dime. But with the advancements of AI and just watching drone acrobatic videos - it is possible to imagine tuning an AI system and boosters to be able to spin a giant mecha around. Same with the repair kits - previously not an imaginable thing, but now with AI what's wrong with imagining micromachines capable of repairs on the go? Heck thinking about it I almost surprised we don't have regenerating health like in a COD game or something.
I mean Lock-on Systems is just a norm now, at some point soon someone's going to make a Drone, a Helicopter, a Car that can Lock on to a desired target and maybe even orbit around it. So for me personally it makes a ton of sense that these machines will have Lock on at some point
@@Skycube100lol semi trucks already kind of have that feature, cruise control can lock on and follow a vehicle infront of you and the driver doesn't really need to do anything.
There's no point keeping an outdated and clunky control system. If the argument is to keep the old system for difficulty sake it isn't worth it and would be better to improve the controls and then spike the difficulty via the level design and boss fights instead.
What the fuck are you talking about? Giant mechs spinning around on a dime has been happening in media all the time, ESPECIALLY fucking anime and video games. What are you talking about the ability to imagine Mecha doing crazy shit. Hello?
Not just drones, even advanced fighter jets like the F-22 Raptor are capable of insane maneuvers both on paper and in actual usage (albeit the latter happens pretty rarely). So, having advanced humanoid machines being capable of making acrobatic maneuvers is well within the realm of possibility.
As one of the grouches whos not entirely sold on the changes just yet im still interested in the game and where it goes, im still going to get it, and ill still probably love it for what it is. But I do really wish From Software would put out a full gameplay demonstration WITH THE HUD so we can all get a better context on things rather than having to take people who were at the event at face value. After reading all the comments about the event from attendees as well as old interviews and constantly watching the demo to see that little robot get punted into oblivion there are some things that just dont make sense to me. One of them being why does a dedicated Quick Turn exist in an environment where Turn Speed is supposedly gone and the Lock-on just snaps to targets?
The most frustrating thing in my mind is that so many of these people have already made up their mind on the game. When it drops 60% of them are probably going to continue bad mouthing the game without even taking the time to give it a chance.
The most frustrating thing in my mind is that so many of these people have already made up their* mind on the game. When it drops 60% of them are probably going to continue praising the game without even taking the time to critique it.
This is the really stupid part. Apart from the trailers and the demo, how the game actually plays is still not known until there is a public demo. I would also say that 60% will still buy the game at full price while still moaning about it.
@brabarus50 if you grew up with armored core this demo is more than enough to say it won't be armored core. Looks good. But let's not pretend we can't tell how it will play from the trailer.
@@LevattWolfheart mate I did grow up with armored core, and really what exactly defines "armored core" gameplay to you? Is it AC5? 4? 3? None of them play the same, they made changes to the gameplay with each iteration. Personally I always preferred 3 and 3SL wasn't much of a fan of 4/4A and I never played 5. This looks like it is going to play like I always wanted 3 to play, but we won't know until it comes out. All the changes I see look like improvements to me.
@@wwrrrrr3579 "it's just dark souls again" what??? Seriously you look at this go "oh yeah that looks like it's going to play just like dark souls"? You people are delusional.
This was very obviously going to happen. A lot of the most elitist side of the fandom got super full of themselves and were constantly saying that there would be no changes to the formula and that this would be a niche game just for them. It was honestly ridiculous how uppity they were about it
@@bombomos yeah but in the past in most games it was basically the same loc on system in all but name and that you had to aim in the general direction of the enemy for it to work, other than that it’s not a very big change. And you’re also assuming that hard lock on is just the be all end all of combat, when it seems more likely that it’s for specific situations and enemy types like bosses and then will be more of a detriment if you use it at the wrong time because of how vulnerable it leaves you to some flank and side attacks
As an AC veteran, I'm stoked as hell for the hard lock system! There were soooo many times where you have to "Destroy target convoy" and all the f*cking MT's and other shit were in the way or other such scenarios. Having a method to hard lock onto something is a huge quality of life change that should be welcomed. But it's the internet-people always gotta be losing their shit over SOMETHING.
yea for real, I hear people saying that it's just armored core becoming a souls like but they seem to forget that like literally almost every 3d action game in existence has a hard lock on. Whatever lets me not have to set my sensitivity to 10000000 to keep enemy ACs flying around on the screen without putting my back to a wall or tight corridor, I'm all for it
Do you guys realize all your argument boils down to "this makes aiming easier there fore I like it?" Which is fine and dandy but it comes across as extremely hypocrotical when you are so dismissive of people on the other side of the coin. Who prefer the old aiming system because it was more challenging. Its almost as if people have diferent taste in gaming and some prefer to be challenged mechanically while others dont.
@Elden Lean yes because adding a hard lock on instantly makes a game casual and easy. It's not like there's other ways to make games challenging like, I dunno... making enemies more mechanically difficult, something fromsoft has gotten good with? Almost like a studio evolves over the course of a decade. Also feels like most people who hate the new system are also pretty dismissive bro, like "oh this is just made to appeal to the souls crowd, it ain't armored core anymore." Like if I wanted the exact same gameplay for every game released in a franchise, I'd go play CoD. Who knows maybe the new gameplay *will* feel bad, but I'm glad they're at least trying to innovate a franchise after a freaking decade of experience making other games
@@TheQwopChampion I never denied that the game could be challenging in other ways? I just stated the fact that aiming will no longer be challenging if auto lock works like souls. And by extention that means that manouvering wont be challenging either, as its literally impossible to lose track of your target. Again, its cool if this doesnt bother you, more power to you; but stop pretending it isnt a valid concern for people who liked armored core because of the aiming and maneuvering.
@Elden Lean dude both sides of the armored core fan base has been dismissive of the other, if you can't see that then you're just letting bias blind you. But it's OK cause you know what? I can't force you to buy/like the game just like you can't force me to not buy/like the game. We're just people voicing our opinions and what we agree and/or disagree with
You know your franchise has hit the big time when there are people saying the new one "isn't a true entry". Not saying it's unwarranted, just saying it's funny how this is part of the news cycle for every game it seems.
as a pokemon fan- yeah, this happens more often than one would think. and as a pokemon fan- most titles that get shat on for being "not my pokemon game" turn out to be loved later, and the ones that end up loved initially end up being the meh entries sometimes.
@@MrRukrio1 you picked the worst example for the "New game bad old good" syndrome you could have chosen though, off all the games that were shat on release, only BW1 and BW2 have gained a better standing in people's mind with many considering them the best (which is debatable), Gen 1 is still considered a janky mess you shouldn't play for anything other than legacy sake, Gen 2 is kinda liked but shares jank with Gen 1, Gen 3 has always been liked, DPPt if anything actually has lost respect these last years with BDSP highlighting the issues the original games had, HGSS have always been considered some of the best, X&Y are still considered boring and very cookie-cutter, ORAS is in a rough place as people can't decide whether it or Emerald is better, Gen 7 was received well back then but now they've lost respect from fans due to how hand holdy it is and Gen 8 is still hated on because it took the hand holding in Gen 7 and multiplied it by cancer.
Armored Core 6 looks like the best fusion of AC3, 4Answer, and even the best parts of 5&Verdict Day. I have played almost all of the games to the end (AC3 being my favorite one) and this is close to how I thought It would be if they combined it all. Also, yes healing was a bit of a surprise since it has traditionally been rare and a big part of gameplay but I'm sure From soft knows what they are doing.
Except none of those had the shitty Souls Lockon, even 4's lockon only worked at longer ranges reliably and didn't automatically turn you if they ran around behind you.
@@grimnir8872 im confused. I heard in this game there is both hard and soft lock on, and hard lock on has express utility, (like focusing missiles onto one enemy instead of many). So the way i see it is depending on how you want to play the game the hard lock ons importance can be minimized, reserving it for targeting one enemy in a group encounter, and then everything else can be soft lock on to to all ur missiles only having a single target to go to in solo encounters, removing the need for hard lock on if that isnt your preference. Feel free to reply if im missing something because i thought this was an expansion of options more so than removal of feature.
There’s nothing good about verdict day to adopt the 5th gen games were a complete betrayal of the franchise and they’re doing it again.Hard lock? Bruh tht defeats the entire point of piloting
@@grimnir8872 Souls did not invent that type of lock-on. Souls, along with all other action games with that style of lock-on, were directly inspired by Ocarina of Time's Z-Targeting. It's been a basic feature of action games since the late 90s. So hate the lock-on all you want, but stop calling it a Souls-like feature
The funniest thing was the criticism of Miyazaki only knowing how to make souls when he was the director of the AC game that many of the fans seem to consider to be one of the best in the series.
I'm an OG AC pilot who started playing with original on PS1 and I'm still super excited about this title! While I'm not sold on the healing mechanic, I'm hoping that means they plan on having longer more indepth missions. Previous titles would have you blowing through a mission in less than 5 minutes if you knew what you were doing, so there's definitely some potential. Also, I'm guessing they will have a feature to turn off the hard lock on for us veteran pilots who don't want or need our hands held.
Also an OG AC pilot and want to mention that defeating every ac by just using your skill just to get out of attack view of an enemy probably won't work in ac6 when you have enemies with complex attack patters were you need to hit them at just the right time to do good damage. Just because your always locked on now doesn't mean the game is going to be easy.
There could also be some merit to not locking on to one particular enemy in order to have more direct control, so if any older AC fans would prefer to not lock on, there may actually be a higher skill ceiling for that, which would reward the legacy players while still allowing new players to enjoy it.
"I won't use a game mechanic because I feel it makes the game too easy" loool yo they designed the game with these mechanics in mind your just hurting your opinion of the game
@@maatstaf6399 I'm convinced that we're all gonna crash into the skill ceiling in the first hour. From 1 to LR there were little steps and tweaks. The series peaked in 4A. Ever since then, they've been rolling down the other side of that hill. It looks pretty, but apart from that it's looking more and more like a neutered version of what I once enjoyed.
That last comment was hilarious, instant heal sounds bad for traditional AC level design, but I'm going to assume the change was made to compensate for how long the missions are and how difficult some bosses may be.
if mechanics become less frustrating, with fromsoft that usually means the difficulty is going to jump up lol. Like with souls games, sekiro and elden ring having the best quality of life but in exchange have the most difficult enemies.
@@hachikuji_mayoi best comment I’ve seen around this topic. From Soft won’t be making the game easy lol like have we forgotten what studio we’re talking about here?
I mean, knowing how big the levels are according to most of these analysis vids, its probably gonna take awhile to go through and maybe you won't have like a marker to tell you where to go or where your target is.
@@hachikuji_mayoi Yeah, the only game in wich you can revive is the same game where you NEED to learn the bosses, get good, and usually, die a lot of times just to be able to fight and win the boss. Fromsoft knows how to balance their games really well tbh
I don’t see why a repair kit is necessary, why not just have a health pool big enough to last the mission? I think it takes a lot of the immersion out of it. I never really played any of the armored cores after last raven so I don’t know about the mechanics in the games after that(soft lock on or healing stations), but I loved the feeling of having low AP and seeing your mech smoking and sparking. Especially after you just fought your way through grunts and dodging missiles and heavy artillery, and realizing you have to fight another enemy AC seeing how broken you are, and knowing you have to dodge every missile and cannon round and laser that files at you. It’s such an exhilarating experience feeling like your controlling a mech because the controller layout and inputs were raw/awkward and having to master even just maneuvering your mech smoothly and mechanically while having to aim at your enemy in three dimensions . It’s nothing I’ve ever really felt like an any game I’ve played, so seeing the lock on,healing and near instantaneous turns removing all of that refined skill in just moving and operating your LITERAL man made GOD of a machine used as the peak instrument of war and having it be so simplified is kind of disheartening. Even so I will still play the game because I know it will be good but just not in the same way the original games were
You could argue that just increasing the players HP to accommodate the longer missions would be equally immersion breaking - because unless they also increased the enemy HPs to match, why is the player and player alone the only AC in every mission that can take a serious punishment without dying? What makes their mech and their mech alone so special? And if they DID increased enemy HP to match... then it would be a pretty miserable experience to have to spend minutes at a time to deal with each encounter, and enemies would just start to feel spongey Limited healing packs honestly is the only real middle-ground that works, whilst keeping the fast paced encounters and enabling longer mission times Besides, who knows? They might provide substantial additional money rewards for each unused repair pack at the end of missions, meaning that it would still be optimal to just... not take damage rather than healing
@@kai_27-82 That is true but i heard someone say that having 5000 hp and three repair kits that heal for 2500 hp each would be the same as just having a max hp pool of 12500. So why not just have 12500 hp to start with, i cant really imagine how healing would change the gameplay since its instantaneous. Even so i trust that they will make the game good im just miss the old games, hopefully if this one goes well they will port them over to pc or consoles
@@tipsytortoise8742 I agree with you fully about the healing being instant is a problem, it really should take a moment so you its not "free" But again, increasing your health creates problems elsewhere, especially during boss fights Using souls as a reference (because its the only real one we can go for with bosses), From soft like to scale their bosses damage on the presumption that you will be at least near full health when you start the fight, its why they frequently will do at least a fifth of your health with each attack (though, admittedly this may be different in AC6 due to the likelihood of more ranged "chip damage") So if you had no healing, but a massive health pool they would have no real way to gauge how much health a player will likely have when they go into a boss room, meaning they cant tone their damage, as it would always either be WAY too high for the average player who didn't enter the room at full health, or it would be WAY too low if you did, and the boss would feel like a pushover who isn't threatening at all I might be completely wrong ofc, and they might just add a check point outside the boss rooms that fully restocks you, in which case everything I've said is moot, but if not, then it could be a problem... again - fully agree about the heal needing some kind of "cost" in combat, it shouldn't be something you can do whenever, instantly
I've been a Raven, a Lynx and a Merc over the years and I've appreciated every single one of them. I've been critical of their flaws as well and yet I still love them equally. This one will be the same.
Exactly what I've been thinking since all this talk about the demo came up 😂 Fair enough if you're of the view that certain kinds of accessibility aren't in keeping with the style or charm of the original games, but worse things could happen... How about we just let them make as fun a game as they can come up with?
Their last game allowed you to copy yourself and gank a boss. Let's not be disingenuous here. They want to sell more copies of their games without letting go of the difficulty but still making tweaks towards achieving both of those goals the best they can. Both of these things are true now.
@@kimlee6643 All the things in elden ring that make it so easy are 100% optional though. I'm all for adding more ways to play the game, aslong as the core way to play the game is still viable aswell. And if you play Elden Ring the same way you play in dark souls games, it's arguably the hardest one.
@@lileofficial4273 Boss-wise, it is the hardest one indeed, it has the most complex and challenging bosses they've ever done, as well as the option to gank them with a clone. It's so challenging that there's a whole string of discourse on ER boss design on TH-cam, largely centered around the erroneous claim that the bosses are designed with spirit ash usage in mind (they aren't). That, however, is not the point. The point is that you can summon a copy of your character and take a big fat dump on all that design effort specifically *because* From tried to appeal to a wider audience. This is also the argument used for the way they butchered multiplayer complexity. So, we have clear evidence of From appealing to a wider audience by adding entirely new core mechanics and reducing others. Which is precisely what the AC hardcore vets mean with the "casualisation" of AC. That's all I meant.
On the healing part, I believe the reason for it is to make the "weak" enemies actually be more of a mission failure risk to the player character. From the gameplay we have seen, there is significantly more of an emphasis on assessing and planning out how to attack these weaker enemies. In all the other AC games I have watched, several of the missions are just running past them to complete the victory objective. Most of weaker enemies aren't really a threat in of themselves, just a way to wear down health and ammo by the time you have to fight another AC or boss at the end of the mission. The repair kits essentially cut down the AC's health into smaller chunks, so if the player severely blotches an attack on a group of minor enemies, they can actually die and realize they need to plan better for that particular encounter. If the player starts the game with a massive health pool, a player might not really realize how badly they did that particular encounter, and instead keep pushing on without realizing that they're essentially already screwed by the time they actually reach the boss and may not really realize exactly where they are messing up. I think the major change in AC6 is that FromSoftware really wants the player to really strategize their attacks rather than depending on reflexes, timing, or build alone. This could be considered quite different from some of the previous AC games, but it's also massively different from the "souls" games as there really isn't that much customization you can do without releveling your character. Personally, it is this strategy and customization part of AC6 has me far more excited than before. I have no interest in mechs, nor did I have any interest in medieval fantasy before playing Dark Souls, but the worldbuilding and gameplay from FromSoftware has been able to put into their games have consistently won me over, so I have full faith in AC6.
I'd consider your point valid if we actually saw the engangement range be beyond beam-sword range. Either way, the healing mechanic isn't needed, it's there exactly because they are turning it into Mech Souls.
@@grimnir8872 "Mech Souls" Ah yes, because apparently healing yourself is only a Souls game mechanic and not something added into virtually EVERY VIDEO GAME THAT HAS A HEALTH SYSTEM.
@@grimnir8872 I don't really see how your response is really valid to what I was talking about, but I'll go ahead and explain it out. Melee is a lot flashier in a showcase because you get to see both opponents. Watch the Elden Ring Gamplay release trailer, and you will be seeing them use abilities and such at times where most people wouldn't be. It's a showcase to be flashy, often not the most optimum way to really approach that situation. Furthermore, the map we saw it is mostly close-range hallway fights (which, are also extremely common in Armored Core with the fairly notable exception of For Answer), so yeah, melee is probably the way to go in that particular mission they showed off. Most old players I have seen playing the AC games usually always had a melee weapon anyways on their loadout. There's still a ton of stuff we don't know about the game, and I expect for there to be maps where the range is much further out. Someone also made an analogy that AC6 is like a completely different flavor of ice cream branded in the same container. The thing is, you haven't actually tasted it. All you have done is pop the lid off briefly to look at it. The gameplay could actually be better and more satisfying than the older versions. Your eyes can't taste for you. The AC series has always changed and evolved. Gen 3, 4 and 5 are all quite significantly different from each other, and 6 will be no exception. If you are so apprehensive about it, then just wait a week after the game has been released. You don't have to preorder, and you don't have to play day one. You already waited 10 years, so what's another week to get more information?
I'm an Armored Core boomer, started with the og on PS1, got a PS2 just for Armored Core 2, and I could not be happier with what I see from AC6. Anyone complaining that the new game is not the old game should just go play the old game
@@lustrazor44 it looks fantastic, but it’s not the old game. There’s very clear influence from fromsofts recent works but that’s not terrible. The games were always gonna change to fit whatever fromsofts current game design philosophy is.
I’ve played a few AC games and for me, all I want is the mission-workshop cycle. I want to have an ideal AC I work towards, run into a mission I can’t complete, change up my build and experience different strategies and play styles. And the repair kits seem to indicate longer and more challenging missions which I am all for.
I was thinking about the ability to change your build on the fly-- of course it sounds like you have to restart at the checkpoint at least. It both sounds cool, but I'm also skeptical about how well I will like it. Same goes with repair packs. I'm not happy that repair packs are a thing to be blunt. I'm not upset either, but It was one of the few things about the showcase that had me a little concerned. Ultimately I do not think that repair packs will make me dislike the game, not by any means, I just don't know if it's inclusion will make the game better or worse in my eyes even if either case ends up positive. Going back to the on-the-fly assembly option. On one hand it sounds pretty cool and convenient, but on the other it doesn't really make sense in context (not that that's a big deal inherently) and being about to swap things out that easily means the the challenged within each mission are more isolated. In the sense that you no longer have to envision your AC having to deal with all of these different factors during a mission, rather it just needs to deal with a single segment. Granted, when you think about the idea of being able to change loadouts right before a boss-- which people are referring to as basically baby mode; remember that old missions where much more isolated. When you fought a boss in almost every AC game... It was just the boss, again, for the most part. So in that regard is it really making the game easier if at it's core being able to restart at the checkpoint before a boss is effectively no different than doing a mission where all you do is fight that same boss? That said, the idea of having more involved missions is diminished slightly because of this. Also, no, it's not going to be easier than gen 4-- not to say that gen 4 had no challenge or whatever, but good god there was a mission where you drop down, fly over a few mines, and kill like 5 enemies. It takes you, no lie, under 30 seconds with almost literally any build with at least one weapon on it. I like all gens of AC in their own way, so I'm not shitting on 4, but I'm saying that the comments making this claim are more so just being overly emotional. Which I understand, but they need to think about this more rationally. At the end of the day, even if the worst case were true, at least in my own personal uncertainties for the game, I'm still dying to play and I believe that I'll love it. Nothing I saw or heard so far has even made me consider not picking it up and at this point I don't think anything will. And I'm still hopeful that inclusions of the things I talked about, like repair packs, will be better than I thought. Again, not happy that they are there, but I do recognize that I don't truly know what I think. I need to play it and feel it in action before I can say if these things are ultimately good or bad decisions. I'm leaning towards the later, but again, I like to be hopeful and it won't be a deal breaker regardless, not by a long shot.
I can agree with most of what you say but the ability to swap your build fast and easily is nothing but a win imo. The fact is you can go into a mission with a terrible build for a boss. Imagine if you were running the most slow and tankiest build and you got to that final boss shown. I don't want to have to re run the mission just so I can have a fair boss battle. It will also cause more players to mess around with their builds rather then sticking the same type all the way through. If you struggle with a boss you can swap to something you think is easier without much difficulty and learn how other builds play. Repair packs are a bit eh, maybe they could have just increased the health but I don't think it will impact me that much.
Armored Core was one of my favorite game franchises when I was a kid, but I haven't played since AC3. I love what FromSoft has been doing lately and I'm so excited to see them bring AC back. Sure, it probably won't be the same Armored Core that I grew up playing, but I trust those guys to handle the series well and put their passion into it. Some people just want a reason to hate everything and nothing will ever satisfy them, so you just have to ignore that. Pandering to the fans almost always ends in an empty, uninspired 'product' and nothing more. FromSoft clearly has a lot of vision and passion and they should keep making the games they want to make, rather than trying to please anyone. There are very few games that I even consider buying at release, but I'm sure this will be one of them. Just take things for what they are and if you don't like them, move on to something else. You don't have to love everything that comes out.
@@chstens yeah, I’ve definitely noticed that from gameplay I’ve seen. From the speed of gameplay in AC6, it looks like maybe they’re returning to form, in some respects. Only time will tell, but I fully trust that the gameplay will be solid. They know how to nail those things down pretty well.
@@joseph132486 Sekiro has great combat, and the guy responsible for that is also working AC6, and Sekiro is a "soulslike" that most souls fans don't like
@@chstens again, people will always find reasons to dislike something, but that’s fine. Every game should not be made for every person, but people seem to think they have to love every “popular” game that comes out. I thought Sekiro, Bloodborne, and Demon’s Souls we’re all fantastic. Obviously, they’re drastically different in many ways, but I only see that as a net positive. Variety is a beautiful thing.
I feel bad being the soul's person coming into armored core and being super excited to see some more " familiar" stuff then was expected. At the same time, I fully understand dedicated fans of this series having legitimate concerns. Modernizations of control schemes are often excuses to reduce complexity many people enjoyed from the originals. On the other hand, like we've seen with the evolution of Monster Hunter, quality of life changes don't always imply reduced difficulty.
It's not even a complete modernization, but rather a polishing of what's already there. Like the hard lock on people complained about, what they failed to understand is that soft lock on is still a thing and works just as it always did; for single target weapons it targets the closest to center, for multi target it splits between all available targets. What the hard lock on does is force all of your payload to target a specific foe and redirect your camera, meaning that yes, sometimes you'll still be better off NOT using the hard lock.
In all honestly a lot of changes and features I don't agree with but I'm more than happy to try them before blindly hating on them. I just hope PvP lastes. I NEED MECHA PvP games.
I remember a similar situation with Monster Hunter World in how they streamlined certain elements like being able to move while healing. The hard lock on was almost a given to me. They said they wanted to have an extra focus on melee and the Assault Boost was something meant to close that gap. I mean landing melee hits in older games was iffy at best, especially against more mobile targets. Plus like you said, we can't say for sure that the hard lock is some kind of instant win button when - FCS is still a thing - We don't know what kind of range or limit it has The healing actually surprised me. When I first heard of the repair kit I thought it would have been like Silent Line where you were at a standstill for about 10 seconds while your AP filled up but it being instant was a surprise. I don't see how that dumbs the game down...if anything I'm almost worried at how difficult the game will be if we not only get healing, but healing thats instant lmao.
@@Sammysapphira Monster Hunter Rise sold over 12 million copies, and the expansion over 5 million with consistent positive feedback across the board. It's a solid game no matter how much you sit there and seethe. I mean really, nobody is forcing you to LIKE Rise, but saying something so mind bogglingly displaced from reality makes me fear for any small animals and/or children in your vicinity 😥
I got into the Armored Core series last year, playing all the way from 1 to For Answer (still haven't beaten LR though, that game's just evil). Most of 6's gameplay seems consistent with what I was expecting and hoping for. The movement just seems like 4 but faster and more streamlined. The hard lock-on is also something that was in 4 and everyone seems to forget. Most importantly, these AC players mad about 6 are missing the point of the games. The point of the games is to build your funny mech.
Really, the only thing I have a major issue with is the pairing of a hard-lock with the seeming nixing of turning speed. Everything else seems great. I can imagine that the repair kits are _really_ gonna eat into your end-of-mission rewards if you do use one, though.
hard lock on is fundamental in changing the gameplay flow and focus. its more significant than 4th generation speed and extended flights. thats why mostly old fans are the ones not welcoming the change
repair kits means longer missions, which means ammo management will be a thing. It's Dark Souls, but you can only use bows, and you only have 20 arrows to kill 20 enemies :P
Hard lock is a tactical change that allows pilots to focus fire on a target or spread out missile locks by disengaging it. Soft lock is going to be basically mandatory for giant bosses or overboost cores that will just make your head spin if you hardlock, or more than likely against ECM expansions. It's FromSoft, master of the monkey paw. They never give players new tools without some mechanic that leverages it.
@@FelisImpurrator Except the soft lock-on offers zero extra mobility options and who the fuck cares about blowing up 2 more trash normals with a soft lock spread of missiles. "Making your head spin" doesn't matter when spinning is exactly what you want and you'll just hit the target anyway.
God, hearing the Demon's Souls character creation music at the start of the video is nostalgic as heck. I know this is totally off topic but I just had to say it, because it's such a fantastic and ethereal track, and like all things Demon's Souls, it doesn't get enough love. Just hearing it instantly transports me to a completely different time and place, when I first played that game, and evokes feelings I can't even describe. Such a mesmerizing soundtrack honestly.
The game still looks cool but the criticisms are valid. Dark souls is a rhythm game, you memorize the attack patterns, and play accordingly. Shooters like FPS tend to be more reactive, you don’t memorize what the enemy will do, you aim and move based on moment to moment reactions. Earlier AC games struck a great balance of feeling like a shooter, with enough lock on hand holding to accommodate the crazy mech movement. This looks like a rhythm game, where memorizing enemy patterns and timings will be much more rewarding than fast reactions and accurate aiming. That doesn’t mean the game won’t be great, just that it might feel more like a well-made souls game rather than an armored core, which stings for AC fans
I played the old ACs as a kid and again recently. I certainly appreciate them and the new features definitely make me a little uneasy. The hard lock feels streamlined. I know AC4 had a sort of hard lock, but camera control was always a bit part of the gameplay. It really proved who was a good pilot. I sure hope the turning doesn't end up like it does in the preview. It'd really diminish the weighty robot feel, which I personally find important. The other things, like the scan or the repair packs just feel... inappropriate, but longer missions might require some kind of resupply, like some of the older games had. I'm still open to be surprised. I really want to enjoy AC6 and I'll try. I just hope it doesn't lean too hard into Fromsofts proven formulas too much. I remember enjoying AC4 and 4A, despite them being so different to AC 2 and 3. It looks like a new generation of AC is ushered in.
i think old fan shouldn't be worried too much just yet especially in regards to the lock on and camera. ive seen of this argument that the camera was a big part of what separate the newer player and the vet, and now they just dumbed down the game to casual level etc. what i think is very likely to happen is that something else simply will take place as that determining factor of newbie and skilled. and im sure good AC player would find something to master at, that will propel their performance from your standard player. as for the weighty robot feel, i could see the fast turning speed justified since you are using a hefty amount of thrust power. like you can compare this with the part where the AC tried to walk in this hallway without any booster whatsoever, and how very very slow it was (which make sense considering the size of an AC supposed to be)
after playing AC4A again after a couple years I must say the old system is outdated and I remember even back then thinking "I wish there was just a hard lock on system or faster camaera speed". What From Soft did was looking at the game objectively without nostalgia and deciding what needed improvements.
It seems like the only people who are defending this are those who haven't played/don't care about the series. I get this is 99% of the intended audience, but it's just a shame that one of the few unique series is going to fall victim to the boring homogenization that plagues the industry. I sincerely don't get wanting to take away the uniqueness of games. Also, I too like it when a franchise decides to branch out and do new things, but when that "new thing" is just a derivative mechanic that is only there because of laziness, I draw a line. Nothing new is being added to AC here, it's just being made more like something that already exists.
Absolutely. I haven't played AC but I saw this happen in Halo, Elder scrolls, and various other games that lost certain features in order to appeal to a broader audience. If AC is a game that focusses on maneuvering and aiming, the removal of aiming and vehicle turn speed variety also removes the core identity of the game series.
I really enjoyed 1st Gen, 3rd Gen and 4th Gen (Master of Arena is particularly fun and the music style is very nice.) I'm going to list a couple things I can only reasonably observe with limited footage. Customization does include the very basics that Armored Core typically has and I'm sure they know people want to customize so that shouldn't be a problem. Even if it isn't as detailed as some others (why can you change your centre of gravity in ACFA), I'm sure they know people will want to do more and think about it in the future. The boss fights seem to be pretty telegraphed and might require a little bit of learning in that regard, which is a bit like Souls but Armored Core has had a couple bosses that let off their weaknesses in similar ways, but I admit this seems to be more leaning in on the former side than usual. I'm not very worried about the boss fights because Armored Core has always had some wacky bosses. (There's been more than one time something has completely split off from a giant machine and shot lasers at you or other weird stuff compared to enemies who usually only do stuff you can do. Plus, Arms Forts also exist which is a lot of spectacle too.) If there is one thing I'm more interested in with boss battles is enemy AC combat. Armored Core would be very neutered if you weren't competing against others just like you, so it would be very, very strange to not have enemy ACs fight against you at some point, mini boss or as a hazard, it doesn't really matter. I'm sure there will be some though because of the next point. They seem to be focusing more on allowing close combat weapons because their experience with Souls like games has drastically improved their AI so they no longer need to have enemies shoot you and dodge a bunch with the occasional blade or Assault Armor when you got close. They'll definitely take advantage of it for AI in things that aren't large machinery looking to be taken down by the player. I'm almost convinced there's a hard lock on because of their increased focus on melee weaponry for ACs. Aiming blades in older games was typically getting someone in front of you and then slashing them. (ACFA did have some complicated methods for melee though with quick turns to allow yourself to slash locked on targets that aren't even on your game screen yet) If there's a variety of weapons in this game, then it makes more sense to add a hard lock on to support melee builds or it would be less worth it to use those builds. (I know they're focused on balancing all the various types of ACs this time so we don't end up with flying mosquitos and giant tanks to shoot them down, or their description for the game wouldn't have mentioned that it would be slower paced with the ability to go at "break-neck speeds"). I'd like to imagine hard lock on wouldn't be as effective at a large distance, because you'd still be forced to use ranged weapons capable of tracking opponents who dodge even at midrange. FCS does still exist so I could probably assume that. It does seem to decrease the skill ceiling for keeping your enemies in your sights though, so I'll have to see more information to find out how that turns out later. Being able to heal between missions wasn't a new concept. In Gen 4 games it is absent because the mission structure doesn't really need you to ever heal during those missions. It was balanced that way, even including 2-3 enemy ACs. (ACFA liked to give you the option to have a teammate with you. Except Old King. He was a good damage sponge for a couple seconds.) Honestly I'd say most AC games were structured to not need healing mid-mission because because the goal was always pretty simple. Destroy enemy AC, destroy reactor, defend base, eliminate intruding guys or something. The only time it ever needed to heal the player was when missions were long because it would be a tall order to ask someone to get past a platforming section with turrets everywhere, fight an AC, fight 2 ACs at once, then fight a SUPER POWERED AC in a single mission. If the missions are longer they're definitely giving the ball to the player to take care of their own AP for that instead of generously healing them up during a loading screen. But we'll see how that turns out. Turn speed is interesting because in typical AC games turning your mech felt like slowly turning the head of a tank sometimes, which included the camera. This game seems to take from 4th gen and make turning and camera more separate. I don't really have much to say about it to be honest, it's kind of like a different style change for AC which has happened quite a few times. (I'm sorry Gen 5 people it was too weird for me) I'm sure people are worried about customizing turn speed, but like in the video I guess it can be customized if they want sniper builds and melee builds to exist in the same game. Light weight melee would need really fast turn speed and burst energy boosting so they can get behind others without taking damage as often. It would be pointless to have more melee weapons - which makes this build possible - if your opponent could turn at the same speed as you. It would be more logical to have a dynamic of heavier builds staying at a distance from melee in order to turn less and shoot accurately where they can't hit them rather than everyone turning really quickly and shooting melee builds down and staggering them before they can even combo. (It's weird saying combo in the context of AC that isn't a set of customizations) Overall I did have a bit of a kneejerk reaction to some things but after thinking about it, if you think about PVP in mind - which they said this game would have - a lot of the changes make a lot more sense than they seem for this new style of AC and it echoes what they mean when they said they would borrow ideas from Souls but have it absolutely be an Armored Core game. I'm going to buy this game and think of it as a bit of a different kind of style, like how Gen 4 changed things up compared to Gen 3 or how Gen 5 changed things up compared to both of them. I know I'll enjoy it and play it a lot. (Also, if you read this, goodness me you must be really invested in Armored Core. If you haven't played AC, I think AC3 is really cool. A lot of people like AC3 Silent Line. I like the whole progression from AC1 to ACPP to ACMoA. The progression of Nineball is very cool to me and the final battle in MoA is super cool. If you have played AC tell me what your favourite game is. One of my favourites is ACFA because I admit I like a bit of speedy mosquito gameplay. Have a nice day.)
I absolutely agree that the lockon was done to facilitate melee combat, which to be honest, looks incredible. Multi hit attacks, large weapon variety, charge attacks, timed blocks on shields, freaking combos?? Not to mention its visual beauty. I'm very curious about the FCS stat now, what does it do in the context of a hard lockon? And is aiming gone altogether, or can you opt for a weaker FCS and manually aim? Too little information to know. Though I hope that they haven't just eliminated aiming, that would be a little silly
This is so strange. I am an absolutely massive souls fan and have been since 2010. Despite not caring that much for armored core series I was delighted for all the fans that they were getting a new one. As far as I am concerned I have been absolutely spoiled by from software with all their souls style titles so good for armored core players that they get a piece of the pie. Low and behold it turns out armored core 6 actually has some souls style stuff to it and oddly enough I am not particularly interested. I will keep an eye on it. I love the focus on customisation that you have supposedly as I tend to lose myself in that stuff but watching gameplay it just.......does not seem to be for me. It reminds me a bit of the pvp with my brother when we played ZOE on ps2 but I dont think I have interest in that style of game today. (Love the majula music in this video btw, Yes I even love dark souls 2 lol)
@@如來-c3l nice! Hope you love it and who knows maybe your brother will too. I am very curious about the pvp potential in this game given I think we are gonna have some serious mecha tinkering going on here. Who knows I may end up loving it and getting into AC 6 pvp! Perhaps I shall meet you in future on the battlefield of armored core 6 random internet stranger! May the best mech win!
It is impossible for a new armored core not to have souls influence at this point. What were these people expecting? That from soft just throwed away all their experience of the last 12 years?
@dificulttocure That's more my reaction. They've been making souls games for a while now. Why would they not add souls like mechanics now? Also, of course it's gonna be more tailored towards casuals because they're trying to get casuals into the AC franchise.
@@dificulttocure Not even just Souls games, I mean it's been 11 freakin' years since the last one was released. Things have progressed a lot since then. Armored Core has for quite some time been in dire need for QOL improvements. It's all about balancing what needs to be updated and what aspects need to stick to it's roots. The team at Fromsoftware has always been good at taking inspiration from even smaller games, so I won't be surprised if we see some things in the game that is inspired by other niche mech games.
This is basically me but I’m the opposite, played AC4 and loved it, fell in love with the souls series growing up. As soon as I saw the trailer I was sold, I absolutely love the look of the gameplay, especially of the faster mech. And having access to healing on the fly is something I am 100% on board with. I cannot wait to run circles around my enemy with a light high efficiency glass cannon melee build.
People need to see this from the AC fan’s perspective it’s been YEARS since this title saw the light of day, we’ve gone through so many new games from software put out in good standings, the moment this was announced I was worried about all the souls fans being angry it’s not Bloodborne or Sekiro 2. I’ve seen a few angry people but a few features that were in the game before but used differently isn’t a game ended for me. Some of us are welcome to be mad about things they don’t like, just like fans that dipped with 5 and VD, I was skeptical about 4and4A, this stuff is always happening. Fans of AC see these changes as being Elden Ring stuff because we haven’t seen AC in a decade.
As an old AC fan, I thought a lot of the issues were stupid but like, come on, what is this video? What did you add here? Your response to people worried about how things might work in the new game is "The game isn't out yet so you don't know." Of course they don't know? The game isn't out yet?? If you think implementation or unknown changes could make these mechanics better or more in line with older AC feel, talk about what you think those could be. Hearing you say "idk, maybe FromSoft will just magically make it better" made me feel like I spent 10 minutes getting baited for any actual analysis. Also, who are these people? In every screenshot, you cut out any reactions or metrics. For all I know these are 0 like facebook posts or buried comments under random youtube videos. If there's a general sentiment, yeah I want to know, but I also want to actually see that that's the case. If like 3 guys posted their whining to their 20 twitter followers, you're just drudging up drama at that point.
The fact that he couldn’t pull any comments without grammatical errors and didn’t show any metrics makes me think this is one of those fake controversies for the sake of content, maybe Rat feels that strongly about a half dozen illiterate randoms complaining on some message board but to me this seems like content farming
I think it looks good. My only real 'complaint' is due to everything being huge....the mech feels kind of small. LIke in AC4/4A you'd often be on levels with skyscrapers that made you realize that you were a giant robot. Whereas here the only sense of scale I got was from some shipping containers briefly.
I think it is due to this area itself,it seems to be designed for the mechs or big robots to do jobs here,so everything is big, but 8:03 actually shows some normal seize containers,and from that we can infer the ac in 6 is 10 meters I assume. The last picture that AC Twitter account posted actually showed a past residential area,I do believe when being there,our ac will have a sense of huge.
I have to wonder how many of the people saying that Miyazaki only knows how to make "one kind of game" remember that he got his start directing AC games? Or that those games had some of the fastest paced combat in the franchise (as well as a lot of changes to the combat before then)? Since I've actually played the older games, AND have a working memory, I'm actually looking forward to this new iteration, and I like what I see so far. Then again, I've always been of the opinion that what gave AC it's identity was it's focus on making a mech suited to your individual playstyle and figuring out how to best the enemy mechs you had to deal with (as well as the dystopian story going on), and not clunky old school controls that were a product of a time when people were still trying to figure out movement and combat in in 3d space. I guess that's just me...
The fans who don't know the history of the series got too snooty about the "prestige" of their "simulator" style game. Never mind the fact that even implying a game is simulator like when it can be played effectively with a console controller is patently ridiculous. They're just malding hard since they denied that any souls-likeness would be in this game when the teaser dropped, and now we have gameplay proving them wrong. I suspect it has less to do with the game and more to do with them being loudly wrong. Someone who saw the full footage from the live event with the HUD displayed said the old style "soft-lock" is the normal mode, and you press a button to "hard-lock" one target. Doing this grants greater flexibility, and more varied combat. The changes have clearly made this game's combat much more dynamic and complex then previous titles.
Because your history doesn't matter when your directing trends point towards the exact same mechanics beinf recycled over and over. But let's be honest, you would gobble any shit Fromsoft spit out.
@@Justowner My issue is quite simple: A Hard Lock on makes all the aiming in the game completely and utterly redundant. You do not need to pay attention to where your gun is aiming because the game literally does it for you. Breaking Lock also seems close to impossible, so the game turns literally into Dark Souls combat; You avoid attacks by pressing the evade key, not by using your movement to move out of the firing lines. What you described is literally how Dark Souls works, you press a button to lock on, and there is no "Flexbility" because why the royal fuck do you need soft lock on when you can hard lock on? Every single bit of footage we have seen has the Core hard locked on. Stop simping for lazy mechanics.
@@grimnir8872 "The exact same mechanics being recycled over and over"... Ok, let's see... - Demons' Souls. Has a world tendency mechanic that hasn't shown up in any of the other games. - Dark Souls: Has a interconnected world design that hasn't fully returned in any of the later games. - Bloodborne: Combat system changed so that aggressive play is encouraged over defensive play, going so far as to toss aside shields, and add a healing mechanic which gives life back when immediately attacking after getting hit. These gameplay mechanics have not shown up in the later games. - Sekrio: Tosses aside the typical "souls" type combat system for one that encourages the player to stay in the face of enemies via parrying incoming attacks, as well as using sub weapons and secondary attacks as a way to vary playstyles. The action differs so much from past games, that many players who played the Souls games had a hard adjusting to the combat in this one, and some even argue that it doesn't count as a "souls game". Again, this mechanic does not show up in later games. - Elden Ring: The one game that definitely could be called a refinement of mechanics used in the past... only it doesn't add world tendency from Demons' Souls, it doesn't really have the same interlocking world design as Dark Souls since it decided to just go with an open world design, it doesn't use the aggressive combat and healing mechanics from Bloodborne, and it doesn't add the parrying system from Sekiro. It also adds new mechanics that aren't in any of those other games, such as spirit summoning, and weapon arts. And now we have this new Armored Core game, which to someone who defines games purely on surface level details, is just like the other games... because it has a lock on option and the ability to repair damage three times... two things that, by the way, can be seen in so many other games. But the aspects that helped define Armored Core, namely aerial and ground based long ranged combat with a variety of guns and rockets, combining of different parts and balancing of stats, energy use, ammo consumption, and abilities to make a custom mech that's truly your own, a mission based gameplay loop with specific goals and win conditions, having to figure out what weapons and armor set ups to adapt to the missions at hand, and wondering about the morally questionable nature of the work you are doing as a mercenary... no, all that is thrown out the window. None of that makes this game different from all the other games that FromSoftware recently put out. No, this game is just like all the others, because it has a lock on feature and the ability to heal three times. I get that you're feeling called out by what I said in my first comment, but I don't think you did a good job countering my premise. If anything, you proved my point. It's not my fault that you don't have a mind for details. Not that it really matters in the long run. At the end of the day, these are just games we play for entertainment. I'm not here to tell you how to spend your money, nor try to force you to like something you don't.
@@grimnir8872hat's not Souls. That's Zelda. Zelda did lock on and dodging before Souls. Also, don't use evade, hard lock on or the quick turn. Problem solved.
Honestly, as an AC gamer back in the day, turning on a dime seems fun as fuk and is what I always wanted in the old games. Healing is annoying but I can get over it. But the fking lock on man. It took skill to aim before. Locking 4 missiles onto a target while tracking was a skill and it was satisfying when you succeeded. Hitting an enemy that was zipping around with a shoulder cannon was a skill, and again, it felt godlike hitting stuff that way. Having auto lock is by far the lamest part and will be hard to get over.
As a player of Armored Core since Armored Core 2, personally I loved almost everything shown in this gameplay. The one thing that slightly disappointed me is the simplified customization, with fewer parts and fewer numbers. I understand why they’ve simplified the process, but figuring out exactly what all the parts do, what all the numbers mean, and how best to optimize them was such a rewarding process. I think it’ll still be rewarding, there is plenty of customization and numbers and such, and I think I will still enjoy it. Part of me just wishes that they had kept more of the separate parts and stats.
There's still a good chance that the simplified stats we've seen were just that. The simplified stats. In all prior Armored Core games, you had to switch over to the detailed stat screen to see everything. It would indeed be a shame if they cut that part out of the game, but there's nothing to indicate that it's not there. They just didn't show it.
@@macvadda2318 Yeah, but that amount of detail is why the game was legendary to that niche. I always liked that the simplified version was plenty good to make a decent mech which would satisfy the casual player base, but that the detailed screen would let me spend hours, days and weeks in the garage tweaking my mechs.
@@SkyReaperOne i garentee its still going to be complicated, just not so complicated to the point its pushing away people, as much as I agree that over complicated stuff was fun, however i dont think it wont be complicated this game. We still havent seem the full number chart, and i think its fair to say that something shouldnt have to push out tons of players to be considered a faithful ac game, also from the looks of it theyre not getting rid of that, just getting rid of a couple extra stuff and combining it which i dont think will have a huge impact on the games complexity
I don't understand the logic of saying that the presence of repair kits is going to make the game easier. If repair kits are in the game, that means From Software is going to make the game HARDER. They are saying, "If these repair kits weren't in the game, you aren't going to make it. You NEED these to survive." They're preparing to turn up the heat. The resupply stations immediately imply that stages are going to be an endurance run. That you are MOST DEFINITELY going to be running out of Repair Kits because of how challenging the game is and need more. Am I making sense here?
Considering every single soulsborne game has been easier with every installment, lol no. You're making baseless assumptions. Sekiro and elden ring were total jokes so your argument of "DURRR THEY WILL MAKE IT HARDER TO COMPENSATE" is completely illogical.
Don't fall into the trap of assuming that "it'll be easier" is actually their issue with this. These people are unable to articulate what they dislike about the new change. They are upset that the game will play differently and not feel like it has the essence of the game franchise they love. It's like when halo was changed to play more like call of duty. The difficulty is not the problem but rather, the familiarity they have with how the game plays. Some series have an undeniably unique style which is important to uphold, otherwise it is not really part of the franchise. That's just my take though.
@@Sammysapphira bruh sekiro is one of the hardest and eldenring is hard for casual players, people who found elden ring easy has been playing souls like for ages now.
I have been playing AC since project phantasma. I love the old armored core games. Still do and still play them. This is a necessary evolution for the game. Back in like 2016 when they were interviewing someone from FromSoft they asked about a new armored core game. The response to them besides the "oh we would love to" was "It HAS to have global appeal". That doesnt mean just appealing to countries outside of Japan, but all sorts of different players as well. I think people are expecting the short form 2-6 minute missions of the old armored core games. From what we hear AC6 missions are going to be MUCH longer. Its not an open world game, but it is a game that wants you to be in the world for longer periods of time. Repair packs and garage access during a mission is going to be actually nice.
I'll never get anyone's obsession with fighting the camera to a point where you only essentially see and use a third of the screen everything else was just noise. I have a feeling to lock on system though it looks automatic i think its specific models of ECMs that do this and others may have to toggle or maneuver to maintain a lock.
"You don't have the game in your hands." Let me give you an example of why I don't like the "estus" healing of repair kits without having to have the game in my hands. It changes the tone of the game. With older AC games, damage was generally permanent. You could find in-mission healing, but you had to find it, and it wasn't mobile. It was more like a checkpoint where you could refill some of your armor then continue on. More notably, you had to pay for repairs at the end of a mission. Throwing in this not-even-estus healing means that instead of wondering if there's a repair bay somewhere ahead, I'm just looking for loot crates with mecha-medpacks in them. Saying 60% HP is "unsafe" means that (probably boss) combat is going to be more focused on quick evasion and dodging of high damage, severe trauma attacks. You can see it with the chainsaw hands boss. Gives you a right, a left, a two-handed Shatner slap. It leans harder into the Soulsborne Die Twice style of "Our combat is for the bosses, not the trash packs we encourage you not to fight." And that we can 'top off' with the press of a button, means that less emphasis is being put on the integrity of our mech. Otherwise the last thing we'll do in every mission is pop a repair kit. Does it look really cool? Yeah, obviously. Are we going to end up loving it? Yeah, probably. Does it look like it's going to feel like a natural extension of Armored Core? No, not really. Is it what FROM has told us to expect from interviews? Well... Honestly, it's more like we're getting Bloodborne when we were promised Dark Souls 2. (I love both games.) What they've shown is explicitly not what FROM has promised in interviews. They promised a return to form, keeping the core identity of the old, PS2 era, games alive. It only bothers me because I love the old games. And I want a modern game with modern polish... that keeps the old meat, the shoe leather I go back to sink my teeth into, alive.
My fuckin thoughts exactly to the tee. I feared we'd get mecha souls.. And We fucking got Mecha souls. Like Come on man. Tbh Im just sick of souls shit entirely. Like good games no doubt, but enough is enough. Havent seen this game in 10+ years and now when we do see it. Its fucking mecha souls. Slap in the face honestly. Hope they delay the game.
well said but i have more gripes with hard lock on. i dont truly know the specific feel its going to bring into the table i just know its certain to be a different focus from the gameplay.
You're sitting there having not bought the game and already crying about been mislead by a company. Who loves to make money just as much as any other publisher mind you.. Let's wait and see though, maybe fromsoft has some tricks. Perhaps if only to draw a new audience into the series only to be hit with pure masochism later in the game where it plays like the rest of the series:>
from soft will obviously make the missions longer to compensate of the heals. Players will still have to worry about health like before. Its common sense to assume the game will be longer with heals lol
So I can definitely see where you concerns are coming from, but imo it'll probably work out fine, I think we'll most likely have an expense associated with using the repair kits probably more or at least equal to end of mission repairs. Similarly I imagine that with the shift to large levels they found that people would end up backtracking too much if they used repair bays. As for your other issues I kind of agree that the boss combat feels to soulsy
I remember being just like these angry AC old-schoolers when I got my hands on Skyrim. I grew up loving Morrowind, have put enough hours into it to be ashamed, and I was floored by how many of the systems got entirely removed, reworked, or castrated by Skyrim. Solution for me was to return the game and just ignore it. I would bitch and moan if asked, but kept it to myself otherwise.
Some good points, especially about how turning speed and lock on may not be infallible. Could've been less petty. There's plenty of concerned AC vets who didn't trash souls players. Not good enough content, those?
i feel like the turning speed thing is a legit concern but it could be that that build of the game isnt finished and there is a missing animation. you can see the ACs thruster firing in some of those turns so its probably quick turn. i dont know what would prompt FromSoft to add a healing kit but my only problem with it is that from people who seen it there is no trade off you just get AP back. the game will probably be fine tho, still buying.
One thing about the healing kits is that I hope they punish you for using the repair kit financially. Like how in all of the previous games, you pay for repairs and ammo. But now, if you use a repair kit, you pay for those repairs and ammo, and if you use all of those kits, by the end of the mission, you'll have a huge repair bill.
@@2ltelautismo394 yah would be nice if those cost cash. could be a nice middle ground between people who want to brute force their way through burning their cash and oldschool AC fans who want every penny.
Th turning speed was a great divider between heavy(armor/firepower) and more ligh/agile AC. I don't know how they are going to differ the gameplay now besides the boost speed, max load and the new leg's moves.
Soft lock on is still in the game its just that if you want the soft lock on just don't click the lock on button to put it on hard lock on. Soft lock on can be used to hit multi targets at once like with missiles or is better at crowd control or you could use the hard lock on to aim for single target to focus fire on them. Both methods are in the game but will be better at doing certain stuff then each other.
I hope the lock on is tied to the fcs and isn't the exact same no matter the part, most old fans myself included don't like the hard lock on system simply because being able to maneuver your mech like that was a skill and not a "I press this button and it does the thing" (and if there's no way to Jam it in pvp there'd be no reason not to use the hard lock since it drives the skill ceiling way down),the estus flasks I'm pretty skeptical on because we don't know how much they heal for, or how long it takes to heal, or how long the missions are, the dumbing down of parts has me the most worried because customizing your AC/NEXT was deep and you truly made YOUR mech your own with complexity. I'm hopeful for the game but I'd be lying that I'm not let down a bit. Before the gameplay it was sitting at 10/10 now? 7/10 at most. And I hope that since from dumbed down the parts selection that at least there's a larger list to choose from.
But what are you looking for? Bragging rights? Or the ability to play in a way that suits your style? I rarely used lock on in Eldin Ring, and never use it in Monster Hunter, because it feels better to me to have control over the camera. But why should it bother me if other people prefer to use it? Manual aim was always important with certain weapons in AC, and I suspect that to remain the case. FCS, as far as I recall, has always dictated lock on speed, missile lock maximum, and lock on type (deep or wide), I doubt it will influence camera lock on. I can't take anyone who uses the term NEXT saying anything about "dumbing down" seriously. AC4 and after players never had to deal with heat, or really worry about energy management. But heat is back, hell yeah
More parts does not make a better AC game just look back at AC games that had more part options than other titles and see if that made a difference in terms of how good the game was compared to others. Also if you watch the part in the demo when it shows the garage there is a button for changing the view so i'm guessing that would give you more specs. When it comes to the lock on, yes in previous armored core games getting behind an enemy AC was a skill but it was the ONLY thing you needed to do to win because as soon as you boosted out of direct sight most enemies took so long to turn and find you again that by the time they did you had already cut there AP to half (lets be honest). And since learning complex attack patterns was not needed or just absent from enemy movements a hard lock-on in previous games would completely dumb it down but that is not what is happening here. Just because you have a hard-lock in a game does that mean you can't die 100 times because of the difficult enemy attack patters or because you're still trying to find the right build to defeat the enemy? Do you think 3 "healing potions" will then make gameplay like that easy?
vaati made a video explaining what he remembers from watching the video with all the ui, you can do both. There are benefits and disadvantages of using both un lock on and lock on. You an probably make builds revolving around not locking on. You gotta remember the team will design the game revolving around the lockon so it wont be easy, the same with heals as well. Its teh same with sekiro, people thought the game would have been easy from the reviving mecahnic but it was no where near that because they revolved the game around that mechanic
A lot of Armored Core's fundamental structure has to change, based on the change to the mission structure. Old AC games possessed small, say 5-10 minute missions (obviously some missions were longer, but that tended to be due to AC vs AC combat, or really tedious tunnel navigation that was a real pain to navigate), and switching to the large map mission scale is going to require repair kits, especially if we wanted to take older style AC missions and make them larger and longer. The other aspect which likely has a little more validity is that, yes, the game is being made simpler to control. AC veterans who really stuck with the game throughout the years love the simulator-like aspect to the controls. Equipping quick-turn parts, or later, having to manual execute quick turn. Maintaining a target in your FCS range while evading as much damage as possible. The skill ceiling for 1 on 1 AC battles is extremely high, and the focus is about being the best AC controller/pilot. A lot of those skills that many developed over the years are essentially being automated by the new systems, and naturally that is going to make the longest time AC supporters, the ones who have stuck through with the series forever when no one cared about it, a bit salty. It's not the game they loved. It would be as though Souls games suddenly incorportated Devil May Cry combo systems. It's just a totally different game altogether. The hiccup here is that there ISN'T different yet similar games like the way Souls games exist, and then there's stuff like DMC or Bayonetta for more action, and then even you have games like Sekiro which can play like a bit of hybrid having fewer menus and stats in favor of more action compared to Souls, etc etc. The mech simulator, or even just mech games in general, you have stuff like Mechwarrior for the more western approach, or Armored Core for the Japanese approach. Both of these simulators never ranked too highly among gamers, and both had disappeared from the market for many years until relatively recent revivals. Even in the narrow niche of Gundam fans, there's not really any sort of massively popular Gundam game. FromSoft is aiming to scoop up the entire mech fan market in one shot and introduce as many new people into the fray as possible, and that is for sure going to leave older fans feeling sour. Personally, I even used to play AC4 against EJRaven, the first online comment you snagged there. But for me personally, the more time I put into AC games, the more and more I wished they would play like Virtual On, or shift from less simulator to a little more 'anime' in execution, and let you do a little cooler stuff. It meant even as an old fan, I never could stay playing AC games as long as others because it would fall just short of what I dreamed of actually playing. But these guys are the ones who used 3rd party apps to connect their PS2s to play VS over the internet before anyone even bothered to even think of implementing online play. They're still out there playing the shit out of Last Raven because even AC4 and AC5 generations already weren't their cup of tea.
A good way to point out the difference in your point of view. I lost a lot of good game franchises - completly or to "casualty" (I like solo stealth games and tactical shooter). So yeah, to point out, that souls fans (like me) are the "winner" here is a interesting take. Even if it not feels winnig, if therefor something is taken from other fans. (sorry for my bad english, it is not my native language).
Great video! I share your final thoughts that we haven't seen enough to really make judgements on how well these systems work in practice. I also think it looks great and I trust that From is invested in providing a good Armored Core experience. They could have let the series go to the wayside, but they didn't. They chose to make a new Armored Core, and I fully believe it is a work of passion and reverence for their beloved series.
The big thing I am noticing is that the sense of feeling "free" is now constrained. You no longer have that sense that combat can change at any split second and is completely unpredictable. Enemies now have predictable move sets that follow a pattern to be exploited (Especially bosses). The bosses to me now have this megaman boss feeling (it's very different). The point of combat is to now lock on to your enemies specifically. The biggest issue that I am seeing is that it doesn't feel like you are piloting a Mech anymore, especially with the melee moves. Watching those videos felt like a "Character" was just attacking the enemy, not some big clunky machine. The Mech did seem to move a lot like Jehuty from Zone of the Enders. That is a bit futuristic for Armored Core. Aside from my critiques, I do have an open mind for this game. I am a big AC fan from WAY BACK and I hope that this 6th gen does indeed deliver in it's own way. To be perfectly honest with you though I am nowhere near as excited for this game as I am for the inevitable expansion game that will follow a year or two later. Looking at the 4th gen, we saw just how much they revolutionized the game from AC4 to For Answer. They made the BEST game in the entire series with that expansion.
Armored core 6 looks fantastic. I hope we get more of this. It’s a new entry in the franchise. Let them experiment and make a new entry. I trust fromsoft and this looks like a great place to start for modern armored core.
Hardcore fans will always be upset at core changes… from any fanbase And anyone writing them off as “petty” would’ve been upset if developers changed their favorite series lol
@@thestylemage2092 Bet 99% just want the game to reward actually having to pilot the AC yourself instead of just letting the hard lock on do the heavy lifting.
@@thestylemage2092 Not really what I mean… there’s a difference between improving what’s there and changing the fundamentals For example, when RE4 came out the controls were modernized for the time and nearly everyone loved it… however they also dialed back the horror aspect and longtime fans were very irritated by that
The fact that this is coming a year and a half after Elden Ring is insane.. How do they do that??!!! What kind of sorcery?! Kay now I need to see the EDM/synth album recommendations by the community to play in the background while playing this really early in the morning if you know what I mean.
I played AC when I was a really young kid and have lots of great memories of playing AC2 so that's kinda where my AC experience lies and i have a few points based on my perspective. One positive is that the trailers for AC6 look like how I imagined my mech when I was a kid and how I felt playing and that's so cool. Another thing is that I am a sucker for fast/agile mechs and never really played tank much so the speed doesn't look too out there for me. I feel the healing being it's own unique item might be alright, I remember being able to equip different activatables back in AC2 that had limited use but different effects and i think if the healing was done through that system it would become a build option as opposed to a main mechanic. It doesn't make much of a difference to me but I think it would be more aligned with everyone's opinions. Going back to the speed thing although I primarily play fast mechs I will say it feels like from soft has been reducing the viability of tanks with each new game and i just hope that there are options for slower more deliberate and mythodical gameplay. Also i think the jump pads are a bit daft but that's my only real strong negative everything else is kinda meh All in all I'm excited, I'm all for change in my sequals and some of the more negative opinions are gonna stop me from enjoying a game that still looks very AC
See as someone who plays a heavy tank with big guns, this focus on speed and dodge has gotten me worried. I'm glad fun paced players can have their agility fix! But I do also want to be able to tank as a NEXT.
@@redfield7389 I 100% understand, I had a bit of fun with tanks in the older games but they seemed less viable in the newer games (mainly AC4). I really hope we get some viable build diversity in 6
I don't have any AC experience but I have transformed from dex (agility) to strength (heavy tank builds) over the course of souls games. I feel like dodge and agility might be meta in the initial days of AC6. But then again I know how havel monsters worked so who know, we might just be able to tank the hits easily and dish it back out by few folds. As for the jump pads, I think they wanted to make focused on verticality probably and instead of giving upward thrusters, opted for jump pads. I'll have to wait and see how the game plays out. I am excited to be able to experience fromsoft's original game series.
It's almost exactly what I expected, and hoped for. I was a little on the fence about the hard lock, but I still think it's gonna elevate the combat in ways, while not alienating newcomers. Having heals makes me think longer, more complex mission structure. Which was at the top of my wish list
@@___.51 I doubt it. The pace, attack, and movement options, make it impossible to feel souls like. You won't be waiting for openings, it's gonna be constant fire, and dashing around.
The only reason i can think why there is "estus flask" a.k.a repair kit, is because the mission is not one isolated area anymore. It's an open, big giant world called Rubicon connect each other. The checkpoint is your HQ, hangar to check your mission, change parts, reading info etc. "But that lowering the difficulty". Healing item is always *optional* , not mandatory. You can do "a mission without healing once" playstyle. If there is any achievement of that, even better for you to motivate the old school AC style. edited : The game implies there will be an area which decreasing you AP gradually like contaminated radiation area or implicitly blazing hot area (because Fires of Rubicon 👈👈). It could be a hint that those areas demand you to use repair kit
It looks great, it's just that it's not really what I wanted from an AC game and that means classic AC gameplay is dead, which will always saddens me regardless of how great 6 is going to be. My old dog is dead, this puppy is adorable and I don't hate him, but it's not a substitute
The upset fans are having problems articulating their precise qualms, but I've got it down in a less hostile note; Armored Core 6 is an Action Rpg. Armored Core historically has been a 3rd person shooter. There it is. Under that lens, their issues now make sense. A lock on in Gears of War would feel out of place. Having 3+ instant medpacks on every character in Fortnite would seem bizarre. Being able to swing your reticle around on a dime in Ace Combat is absurd. THAT is the crux of the argument. They're not just mad because you're happy; They're upset that THE ENTIRE GENRE HAS SHIFTED. Or, at the least, they're incredibly apprehensive. Especially after the double and tripling down there was that this would not be a soulslike, and would remain Armored Core. But flipping genres clearly has alienated these fans. And being hostile towards all of those who are unhappy with the changes is a really bad look. I know i don't personally matter, but i you're no better than they are with the ending of this video.
You pretty much nailed the main problem AC fans have. Unfortunately, the majority of people excited for AC6 have never played an AC game before, so they just aren't able to understand it completely.
Since my favorite armored core was for answer I feel like a lot of these changes are quality of life improvements. I’m honestly quite excited to see how the game feels. White glint has always been my favorite style of mech , and I can’t wait to play with the mechanics. It looks like there’s gonna be less set pieces for the mech but that might actually be a good thing. At least in the sense that one of my biggest frustrations was only getting one part of an armor set that I wanted due to RNG and that this new system might make it more applicable to get more of a complete set per drop. Either way, I’m really looking forward to it. I want to do some sort of sniping and close range sword build with a lightweight mech and aerial assault style of attack.
I really think it's possible that we just don't understand some of those systems yet. The lock on may not be absolute and the turn speed may still depend on stats and be slower on heavier mechs. It's possible we just don't know how they work.
With how its shown so far, it seems like the way go is to build a mech as if its was dark souls. Max out speed, lock on tether strength and equip melee weapons. Who gives a shit if its called Armored Core at this point.
Long time fans have every right to be upset we haven’t played a legitimate armored core in over a decade. AC 5 was armored core in name only and now it’s the same thing again with 6 like wtf
@@FlatEarthAdministrator I'm the opposite with that, I feel like AC 5 was a return to form but more complicated and grounded AC compared to whatever the hell was Armored Gundam For Unicorn.
@@tehfoxxy9630 absolutely not you just revealed yourself as newb. Ac4 and ac4a both played exactly like 1-3 when using the correct in game regulations whereas ac5 was basically chrome hounds it’s a completely different game with different mechanics. It’s nothing like traditional armored core
I watched a video of one of the early access youtubers describing the UI, the hard lock on is absolutely optional and an extremely useful soft lock still exists
As a classic AC fan, I'm a bit skeptical on things like repair packs, but... honestly? It seems fine. The trailer looks amazing as hell.
Pretty sure the repair kits have cost, maybe the missions will get longer compared to past AC games?
Same, been playing since 3.
The repair packs are probably just a concession to have longer missions without needing to make the player super tanky.
If it's like a care package that you have to pay for and quite costly at that. Then I think that'll be fine. I wonder if there would be a situation wherein we'll run out of ammos all throughout the middle-end of the mission. And have no means of calling a package as we don't have enough credits or what.
same, as long as it equals long, dynamic missions
I think the obvious reason why they added repair kits is because missions are going to be a lot longer than they were in previous games. And as far as we know, there isn't any way to upgrade how many repair kits you can carry, so maybe you will only get 3 and only use them when you really need to heal.
And I doubt the game is suddenly going to automatically become easier because of things like repair kits and a hard lock on (some people like Vaati have been saying there is also a soft lock on that you switch to as well). If anything, looking back on their recent games like Sekiro, they will absolutely find ways to make the game more difficult to compensate.
All in all, It's just AP all the same. Like, the effect is more psychological than anything. What's the actual difference between having, I don't know, 8000 AP and 2000 AP with 3 repair kits that give you 2000 AP each? Game will obviously be designed around that, just how old AC were designed with the thought that players would already have their max AP pool at the start of the mission. It's just such a dumb discussion.
Sekiro was the easiest game from has ever released.
Not only that, but giving players the ability to heal mid-mission gives the game designer a number of very interesting problems and dilemmas to place upon the player.
Say the player has 100hp, and you make a boss that has fast 10hp attacks and slow 60hp attacks. Getting chipped by 4x 10hp attacks means you are now at the threshold of being killed by the slow attack. So do you heal? You only have 3 flasks, that's shockingly few for a Souls game. Or do you take the risk, rely on avoiding those slow attacks, and only heal when you are at 20hp? Plus, what if there are character building mechanics that are better at mitigating fast weak attacks versus slow strong attacks? All these options remain valid in the design space when you have a healing system.
The person that brought this up in the video also thought that heals may be necessary just that by doing estus system rather than repair stations or other systems they just copied souls style of healing
@@josearcanjo5079 or its an illusion to give 6th gen ACs the somewhat same number of total AP as a 4th gen or 5th gen AC since were back to 4 digits just like the ACs from PS1-PS2 era.
even then what we still do not know is the balance sheet HOW THE HELL DOES IT LOOK LIKE pop 3 heals ok... will that go to the balance sheet? how much is 1 repair kit, and what of total AC damage
if one is soo clumsy with how to work with the repair kit and total repair cost you can easily run into the red if you dont farm hard enough
Honestly, when I played AC games as a kid, I played because I wanted to be a very customizable giant robot doing giant robot stuff. As the games went on, they got smoother, faster and less stiff and I always saw that as an improvement. Hard lock, stagger and the new melee combat look like they're going to make it feel more like the robot fights I was watching on Toonami back when this series was getting regular releases. I think this looks great so far, very much looking forward to this
My thoughts exactly.
Exactly how I feel aswell
Preach
Nothing to do with the video, but nice profile pic
Biggest thing is I just want the mechs to feel like mechs and not dudes with a mech exterior. I hope we have turning speeds. Lock on and healing I don't mind but if I don't feel like a big walking metal mech, I'm going to be disappointed. Turning speed was what made the mechs feel like mechs.
Aside from the healing pack, obvious stagger bar, and hard lock on. Stagger/poise was something that's always in the game, maybe y'all remember a stat called Defensive Stability/Stability, on the Legs? It even becomes a tunable stat via RS points in the 4th gen. Literally the option to switch builds just before a boss encounter is legit streamlined, and it was something introduced in ACV, because they experimented on longer mission.
Someone mentioned the mixed lock was in For Answer, which was after the last game I played, Last Raven. Seems like people just conveniently forget what the old games added when it comes to bitching about new ones.
Heck, the longer missions in AC5 had refill stations for ammo and AP. I feel like some of the things people are complaining about already existed in some form in the previous games.
@@MetalCaffeine56 Almost all of them did. Which is why the coping gatekeepers have to move their goalposts into orbit every single time with "Uh uh uh ackshully it isn't the same because of this tiny difference".
Repair bots heals you overtime and if you get hit while it is still repairing you, it get destroyed or thrown off. This should have been the style of healing and not just copy dark souls.
@@archshade7891so rapid fire builds would make healing completely useless?
At first I was confused by a healing mechanic in AC game, but then I realized that you probably will lose money after finishing a mission if you used these repair kits (if the game has reward system similar to previous titles)
and as long as this is the case I'm pretty good w/ it
or maybe you'll even need to pay huge buck to buy that repair pack and bring it into the mission with you from the start.
@Jarruwat Thorung that would be interesting. Like... once you finish the mission, it would make a report of your succession, your ammo cost, your ac cost, and some other feature like the repair kit cost, the quick hangar cost
(cause we just heard that the player in gameplay trailer just get destroyed during thr boss fight and there's an option of quick hangar changes before jumping back into the action.)
🎉
AC had "repair kits" before. There were these small trucks that repaired some health and ammo for longer missions. They existed way back before souls games had them.
Staggering always existed too but there wasn't a stagger meter, some weapons just had a lot of punch to them and made some lighter builds stop in their tracks for a half second and it was useful for following up with a sword attack when they stopped moving.
As a classic player, Armored Core VI looks really different to me. But so did IV, and folks aren't saying "IV isn't armored core". This is a change in direction. It may not be the heavy metal nostalgia rush some folks are hoping for, but I trust From to get their vision right.
Healing mid mission isn't anything new. It was just relatively rare. The final missions in the older games were typically split into two parts, and you'd get a full refill after a loading screen. There were even other missions that had dedicated healing/ ammo trucks (Defend Lawdas Factory). Of course, you could pay a massive bill if you weren't smart with it, but it was there if you needed it.
yes but AC4 fanboys didn't play the older games so there lies the problem .
@@Phantom_Zer0 Eh, what can ya do? People are weird. 🤣 I'm just glad to see the series back. I already have most of the games and beaten the hell out of them. AC6 will be just as welcome in my collection.
You can also make you unable to get S rank if you use healing item
@@Phantom_Zer0 I get the feeling that a lot of ac fans didn't really play the ac games outside of their favorite generation
Can confirm, especially with the final mission of AC3. All these complaints about healing items ruining Armored Core are from folks that didn't really pay much attention to the old games.
There’s also the fact that most people adjust fromsoftware games to suit their needed difficulty. Many people refused to use summons.
Many people play level 1 runs. Maybe there will be a community that focused on no lock no heal runs.
What I'm afraid off is that lock-on could be forced on. I don't care if a game has lock on but it's always a pain in the ass to be forced to use crappy lock-on's that make things worse than what I could do better myself.
@@MTURC7078there is a soft lock that functions almost identically to old ac aiming.
Tell me about it. I see a large majority attacking Dark Souls 2 because the game forced them to play differently. It's all about a state of mind.
I'm an AC vet from the demo of AC1 onwards. I've been playing them for almost as long as they've existed in the American consumer environment, back when I was a little kid. Armored Core 2 in particular shaped a lot of what I like and love about mecha and science fiction. Everything I've heard so far sounds like? I'm into it, I could recommend a few tweaks to the system but I like what I'm seeing.
Can you tell me more about the franchise ? Is the cuztomisation system as deep as they say ? Are you fighting other human pilots or just Ai pilots ? Is the scenario good ? I dont ask for AC 6 but for the games u played. Thanks again for your time.
@@Oggre Yes, customization is deep enough but it boil down to your leg carry weight and money. There are two mode: Story and Arena mode, in story mode you have to pay the expend (bullet, taken damage, etc.) while in arena you fight with AI and you don't pay your expend.
AC vet here too, the customization is deeper than pretty much anything you might have played before. It's like Grand Turismo but for robots, and even more customization, greater than an RPG game. Lots and lots of stats and perks you need to consider. It's very intimidating at first but you'll get the hang of it.
Each numbered game in the series introduced different mechs(called ACs) that handled/played differently but usually were improvements so they all looked a little different but ultimately there are 3 game modes: Story, Arena and multiplayer. AC5 introduced extra squad missions where up to 4 players could attempt to eliminate a dark-souls-like very hard boss that had immense power and health(before DS even existed). But not sure if that is coming back because it wasnt popular in the US since people didnt like how hard it was and how it was online-only. These days, those two "problems" are now the norm and desireable lol. So they may come back.
Story mode is story mode, missions that drive the plot forward. you're just a silent mercenary and your watching the world around you fall apart because some uber-rich companies hire you to sabotage or attack the other uber-rich company or defend/support terrorists. Its fun and interesting and its how you make money. You can find parts in the wild too.
Arena is 1v1 against NPCs of various skill levels. There is a ranking system and you have to work your way up to number 1. You usually get rewarded money but also unlock new parts to buy or get free parts from manufacturers that want to "sponsor" you by gifting you unique parts that can only be gained through the arena.
Multiplayer is where you learn that you suck VS the veterans and you have a long way to go to get to our skill level. 😂 But we will welcome you and share our tips and tricks with you. 😁
@@Oggre The customization is pretty intense, it's probably a bigger draw than the core gameplay in some titles, though the earlier ones had more limited options. Every choice in your build is a tradeoff in some way, and balancing these options was a lot of the depth of building. Later titles bounced around but I personally feel the gen III games (AC3, Nexus, Silent Line, Last Raven) hit the nail on the head for customization. I'm probably in the minority for AC fans when I say streamlining this process wouldn't be the worst thing, but I do think it needs to maintain the idea that every part, whether there's more or less or they have more or less stats, should be a tradeoff that allows you to tweak to a certain playstyle over making all but a few parts the "good" ones with the best stats.
In most AC titles the only PVP was split-screen multiplayer, but later games had online versus battles. The main game was PVE, but you went after mostly MTs - lower-end and mass-produced mechs - operated by human pilots. Many villains and major characters turned out to be either transhuman cyborgs integrated into their machine to the point where you couldn't tell where one began and the other ended or AI that was piloting empty mechs like puppets, and in AC2 there's an allusion to a machine intelligence on Mars not of human origin (this is where the DXM team got the idea for their game's story, IIRC). The stories were mostly pretty mid (I personally think MOA into 2 and 4 into FA did story the best) but the games themselves carried well despite this, using simpler plots but letting players focus on their own role in them over getting lost in what everyone else is doing.
All in all I'm pretty much about as hype for AC6 as I've ever been.
Recommend a few tweaks? Why do gamers have such outrageous egos?
Just something to mention for the repair kits, the showcase was apparently about half an hour long and it only showcased this one mission whereas most missions in previous AC games were a few minutes at most. if missions are significantly longer and have more enemies, makes sense to have a way to heal mid mission imo.
it seems that they are balancing it around the mechanics of ACV which has some features but really who knows
i think this is what some fail to recognize. they tried to fit these new mechanic on the balancing of the old games on their mind. I think people should reserved their verdict for when the game comes out.
@@count_dcinamon Verdict day will come, until then I like and don't like what I see
That "Even with 60% AP you might not be safe" comment is what worries me.
I didn't mind if you can repair and resupply ammo at "check point"
But healing mid battle or change your build mid mission (checkpoint), i feel it too much
If I remember correctly Miyazaki and another Dev mentioned that Loadouts and mech parts in particular would heavily influence the flow of combat in the game, so the "turn speed" is prob also a result of that change and different parts setups leading to different roles...which is something AC has always had, just given a little bit more polish and leaned into more as a method of player expression in this game.
Edit: Found relevant passage, from an interview with IGN
Hidetaka Miyazaki: No, we've not been making a conscious effort to try to direct it towards more Soulsborne type gameplay. First of all, let me just make that clear.
The essential direction of [Armored Core VI] was to go back and take a good look at the core concept of Armored Core and what made that series special. So we wanted to take the assembly aspect, assembling and customizing your own mech - your AC - and then being able to exact a high level of control over the assembled mech. So we wanted to take those two core concepts and reexamine those in our modern environment.
And, of course, what that means is taking our know-how and experiences from game development in recent years, and applying that knowledge to the development of [Armored Core VI], and reexamining it together with those core concepts of Armored Core.
So the real impetus for this project, I think, or at least one of the real appeals for me comes from that aspect of assembly, and being able to really freely assemble and customize the mech, I think is what we really highly focus on in Armored Core. And having mechs or mecha as a theme, it's really about that high level of freedom that adjusting each individual part gives, and how that affects the gameplay and the properties of your mech actually in combat. We think it's a little bit more liberating than, say, just swapping out armor or equipment. There's actually a much higher degree of freedom here, and being able to see these effects both in game, and as part of the world building, and as part of your player choices, we feel like this is a very big part of what makes Armored Core special.
@@nicetry5620 more like Gundam Core tbh
@@nicetry5620 cry about it
@@nicetry5620Nice homophobic slur. Really not much of an argument if that's all you got. I believe this Armored Core is gonna be amazing.
I have a hard time seeing tank treads instant-turning, even if there doesn’t seem to be a visible turn speed stat
@@iESCAP1SM they drift in the trailer 😅
only thing I think is weird is being able to change your mech mid mission. The example vaati gave in his video was the guy purposefully dies then changes his build and just respawns at the last checkpoint. Feels kind of cheap to me, I think changing the build should require you to restart the mission, especially if checkpoints are right outside the boss rooms like in elden ring. People would just switch to a cheese build outside the fog wall and kill the boss for free.
As per usual. You are welcome to play the way you like. I will likely restart if I want to swap myself, being an AC vet. But I’m tired of gatekeeping games. If people want to and can cheese a difficult fights they should have the chance. Sometimes we forget how hard AC is, give the new players the chance to experience it without the soul crushing pressure of failure being a full reset.
I’m all for this change.
Who's stopping you from restarting the mission if you want to change build?
Folks need to stop making games responsible for their own lack of self restraint.
IMO if they are going to be able to swap mechs mid-mission they should just split missions up into multiple parts where you can change up your mech at a forward base or something between parts.
@@mostlyjovial6177thing is we don't know what kind of penalty you will receive by doing that, or after playing that amount of From's games do you think doing that won't punish you anyway. Probably you will have to pay that.
Of course you can still restart. But if mission is like 30 minutes and you are in the final boss I suppose it would be like do you like to reduce your rewards for X amount and change your build or restart the mission and play another 30 minutes to pass the mission earning more rewards.
People will probably do that sure.
You don't have too. I certainly won't.
Who cares what some stranger you'll never meet is doing? It won't change your game experience in the slightest.
As an original armored core fan, I am actually glad they added repair kits. This means the levels are going to be huge and From Soft will do what they do best, environment story telling, hidden parts, and ridiculous boss battles. I'm all for some change from the old model. I just hope they will have 9-Ball in the game.
Health packs being added doesn't mean that at all.....wth?
They probably added my 9-balls too
You.... Monster. AC1 9ball would be brutal with the new boss design. I mean the dude already was part of human plus already.... Just imagine this - AI learning from your moves during the game and countering your builds. It's possible now and fits with the lore
@@ハク-q6e1j that's making assumptions based on evidence we do not have. Healing kits could just be used for more chaotic missions instead of mission length, they could be nerfing AC health overall, they could be doing many things. The best case scenario is that the missions are just extra long, but we do not know that for sure right now.
@@ArchAngelKnights Have you seen how long the missions in most AC games are? They can be over in a few minutes with a decent build and thus didn't need health kits.
Meanwhile, ACVI has these big levels which means there's going to be longer missions which means more enemies or enemies that do more damage or both which necessitates field repair kits compared to how short the previous titles were.
It's like being in a tank. Why would you get rid of the repair kit if the tank takes damage? Same thing applies to every vehicle that's expected to see combat.
The only gripe I have is switching your mech mid mission, I know that it could be necessary to the new gameplay but the gameplay that I loved about old school AC games was planning the parts you'd put on your mech to approach different problems in a mission and feeling good about prepping well for the whole mission instead of just being able to switch instantaneously and skipping the trial and error/trying to make do with what you have witch was a factor I loved. Nonetheless I am very exited about AC6
If hard lock dosent bother you you’re not a real fan or you’re dumb and don’t even understand what the franchise is. The entire point of the franchise is to skillfully pilot the ac and to MAINTAIN A LOCK
Yea but those missions were fairly short. These missions seem pretty long. Also you don't have to switch builds.
I think we need to wait for release before assuming a lot of things. They'll be videos about it after release
yeah same, also maybe too many checkpoints.
if anything the repair kits, if balanced between longer missions, can make the game even more interesting ,as it adds more decision making into the mix.
This isn't a new thing tho, in AC V you can already swap your builds entirely at garages in certain levels that are too complicated/long to complete with the same build.
I'll just say as everyone is speculating at this point, is there a reason why considering the possibility of credits factoring in isn't feasible? So far no one I've seen cover the gameplay they got of AC6 discuss the end of the mission and how much they earned (or piled in debt towards lol). That could incentivize compromising, where yes you can switch your build mid-mission but incur a hefty loss in credits to get that AC build for you to play with (rather than for free), or decide to stick with your build and get more credits in return.
Im an old school AC fan, but i also really enjoyed Zone Of The Enders. I always wanted AC customization and ZoE action and maneuverability. I think this is a solid mix of both.
I always preferred Zone Of The Enders. So if this is more like that with more of the difficulty found in other FromSoftware games they have bought themselves a new customer.
I couldn’t agree more. I’ve always wanted AC to move like Zone of the Enders. There is nothing wrong with less Micro managing resources and more action
best take
Yeah, looks like ZoE to me, but I've never jumped into AC...
Until now?
@@generalfingers If ZOE were the perfect answer, Hideo Kojima's most famous work wouldn't be MGS. At the moment I can only count on quad and tanks to have very special mechanisms that can distinguish them from the AC seen so far.
I expected the AC6 to be an open world, but Miyazaki dismissed that on the grounds that it would make the heavyweight AC unpopular. This reason barely convinced me, but what I see now seems to be a denial of the sense of weight, which confuses me.
"They ruined the franchise by not making you fight with the camera enough" is a rare take. Might wanna save it in case it becomes collectible later.
RIGHT! It’s so weird that people want BAD camera mechanics back.
I'm laughing so hard at this.
These guys will go on and on about how "fast" AC is supposed to be. Now they're nostalgic for turning like a flipped over turtle.
Clown behavior.
It's weird but actually true... in the past before all the new developments in AI, robotics and essentially the internet (AC5 onward not withstanding) - there's a mechanical clunk in imaging trying to slowly rotate your behemoth of a machine - like a tank rotating it's turret/body to aim. But now with AI and drone acrobatics, it's not hard to imagine having boosters in the right places to spin a giant machine on a dime. The shear forces would be insane but we're already talking giant mechas which would require some ridiculous material to begin with so it's not a stretch of the imagination that this ridiculous material can handle those forces... a good visual analogy of this change in tech is observing how our expectations of communication technology in a sci-fi setting has changed with the advancement of technology (overlysarcastic made a great video about that). So yeah, I'm chalking this to real life technology changing imagined expectations.
@@CloudWind0643honestly the old camera isn't bad, but requires a bit of more effort to use it
IMO i think it’s an elitist gatekeeping standpoint. They’re like dark souls fans actually. They hated elden ring because it was basically “baby dark souls”. This fanbase just hates their very own game devs me thinks
A lot of my friends are guilty of this behavior: they'll assume, because a new mechanic has been introduced into a franchise they have historically enjoyed (take the wirebug in MH Rise for example), that the game is completely trashed and everything is ruined. And I always counter them with, "yeah, but don't you think the devs, who have been working on this game for several years, noticed that adding [something like the wirebug] to the old games would ruin the pacing and balance, and probably took measures to balance the game against it?"
The example doesn't really work as well with Armored Core because I don't foresee a huge issue with what they've added to AC6. The games have been historically clunky, which is somewhat of a point of pride for AC veterans. I myself only played 3 Portable and Formula Front years ago on the PSP, and dropped them a short way in for this exact reason, and then bandwagoned somewhat recently and found myself enjoying the PS2 games a lot. They reminded me of old Monster Hunter games; once you get past the initial control hurdle, the games are incredibly rewarding to play and master. They tweaked and improved the movement, handling, gameplay, combat, etc, of MH games going into the future, and as someone who revisited MH Freedom 1 a few years ago, I don't think you can make a case that they should go back to the old clunkfest. The same applies for Armored Core in my opinion.
Edit: I just watched the last two minutes of the video, and you basically said what I posted in much fewer words. As always, I have disliked and unsubscribed.
@@karlbharnarloh god one of those people
@karlbharnarl what? They don't add most new mechanics from throughout gens. Hunting styles and Prowler mode didn't come back from Gen, the arm shooter didn't come back from world, and wirebugs + alt weapon movesets aren't gonna come back in MH gen6. And it's obvious you only played MHRise since if you played MHSunbreak (and its endgame especially), it's way harder.
@@karlbharnarl eh most of the time when they introduce new mechanics in mh they leave them behind in new games anyway
Nah old head monster Hunter fans just complain about everything.
@@karlbharnarl no they weren't, 90% of the hunting styles moves were abandoned. Some of them were added in Sunbreak as Alternate moves but most were new.
I love how so many of the arguments on both sides have just devolved into coping about how much harder their series is than the other. A lot of gamers need better outlets in their lives
I don't think anyone has ever said souls was harder that AC. That would be insane. But yes expecting 6 to be as hard to progress through as Last Raven would be a genuinely bad idea for FromSoftware to go for. There absolutely should be some side content or post-game content that is that hard (much harder than anything that's ever been in a souls game, mind you,) but it would kill the playerbase if you had to try that hard all the time. I think Armored Core 3 difficulty level, or around Elden Ring difficulty for all but the final boss and post-game bosses would be ideal for a healthy and happy playerbase. For the final boss, let's have it be as hard as Sword Saint Isshin
I also want to point out that a lot of the AC fans are making it seem like the whole AC series had the main story as hard as basically every enemy being Sword Saint Isshin, but that is also insane and not true. With an even half-competant set of parts, you would be steamrolling most levels up until you ran into other AC pilots, then you would get your shit pushed in repeatedly until you beat them. The typical level was actually easier than most souls areas, but then with sudden huge spikes in difficulty that make anything in souls look easy. I hope 6 carries over those difficulty spikes, but does not have them be in mandatory parts of the game.
@@thehourman37 Eh, I doubt there's many things harder than Inner Sword Saint. Some? Perhaps, however difficulty isn't something binary like gender. There are different kinds of difficulty. Memorization, Preparation, Anticipation or even just pure reflexes are all different forms of difficulty where many have different levels of trouble with. I sincerely doubt AC challenges the player in the same way a sekiro does, even if there is some overlap. Elden Ring was mostly prep, whereas Sekiro was mostly anticipation and memorization. Games like Devil May Cry are more so based on reflexes. While one finds an AC game to be trivial due to superior reflexes, they find an Elden Ring to be teeth grinding due to bad preparation skills.
It's all about what the game wants to challenge to begin with. The game will have good enough challenge, it's a From game in the end.
@@thehourman37 Nintendo honestly has the right idea.
Main game content in Mario Odyssey or Kirby Forgotten Lands are easy enough that kids could beat them, but some of the optional content is actually kind of hard.
@@kamikeserpentail3778 I don't think main game content in an AC game should ever be that easy. It should be around Undead Berg difficulty for the easy missions, then just slightly more difficult than The Ringed City in the moderate missions. Then the endgame and post-game should be around Last Raven difficulty. That sounds about right for an AC game. Armored Core should never stop being hardcore adreneline pumping chaos. AC games have a flowstate unlike anything else in gaming history
Estus or repair module, could basicly just be thought of as a change in the health bar. You still have the same total health, since that's how missions and fights are ballanced. However, you have less health available at any one moment... meaning you are more vulnerable to large hits or burst hits than you otherwise would be. Imagine you have 1000hp in old armored core, and in the new one you have 400, plus three heals of 200 each. Same total 1000hp in either case you COULD take of damage. So arguably same difficulty, but by doing this you now need to be more careful when you take damage at any moment, one big hit could get you very close to dying if you take a second big hit right after it. While old armored core could let you take say 5 200 dmg hits before dying, now you can only take two, unless you time and use your heals. If there's a cooldown on them, then this could mean you might only be able to take a total of 3 of these hits within X period of time then. This adds a button or input people need to manage... but in exchange can make for more hectic and high stakes feeling gameplay, that more strongly pushes for certain types of play and skills to reliably avoid damage from enemies now, rather than freely face tanking when needed like in the old games to get past some areas.
So, estus/repair/health etc... not that big of an issue as most people make it out. It's all about how they ballanced it in my opinion. Part of what I liked about AC4 was the regenerative armor meant you could take a few hits here and there, and recover that, but big repeated hits would dig into actual health. Meant you could play a bit more aggresive in some areas, and make taking damage not feel so inevitable in some cases. Still, some people will like that change, others won't.
Overall, I fully agree with Ratatoskr on the part that, we don't know much about this game yet. We haven't played it yet, it's you can't tell how it goes until you do actually play and feel it. Clearly it will be somewhat different, but how it'll feel... can't say yet. I like how Vatiividya did his whole aproach to this. He got all the old games, on original consoles, and played them. Went through it all so he understands the games, their style, their experience... and then when he did his video on the demo footage he was able to give a good perspective from both a souls player, and an armored core player. And he did still find it enjoyable looking, and liked some changes, though also wondered about others.
That all said, yes it might not be what you as a specific individual want and liked about the older ones... then don't pre order. Good advice on all games generally. Wait and see, watch gameplay later on, maybe there would be a demo, or you can try a friends copy for a mission. Just don't pre order for now, and reserve judgment till you can actually make it accurately. That all said, providing concerns and feedback for now to From Software is also still valid and valuable so if there is a big sticking point for people they can reconsider if that's something they need to look at perhaps. And if a change there will, or won't work.
It does feel a bit off to have a repair pack that magically repairs you. You don’t have an R2 unit to fix you up mid flight. A repair station would make more sense. But that can only be used on those locations, not during a boss fight. Also different parts of the mech could get damaged, and you lose those abilities. I remember an old mech warrior game were you could target and lose different parts.
"Good heavens! A game? With healing?!
Its just like dark souls!"
@@murray821consider it a package of spare parts for the internal repair system to use.
Rather just have one big hp pool. Tired of random one shots or near one shots in souls games tbh.
@@murray821 Yeah that's one of the things that bothers me the most about the repair kit. In a world as relatively grounded as Armored Core, literally what physical process could repair an AC that quickly? What's like the lore justification for something THAT futuristic? It'd make more sense if it was like our Primal Armor and we could instantly restore it with a new kojima particle pack or something like that.
I can see why old fans of the series might be upset. There are some pretty big changes.. but I think it looks phenomenal and cannot wait to play it.
I wouldn't describe those so called "souls elements" as something specific to Souls game only, but it's more of features you'll see from FromSoft. They had made a bunch of games and gained experiences from it so of course they will implement what they have learn into a new game. Game devs learn as they go and what they learned isn't exclusive to one series.
The main element of souls-like is the soul system itself, the currency that you can lose if you die. That's what make a souls-like game unique, not the difficulty itself or the lock on, healing or stagger.
So calling Armored Core a souls-like game just because it has a lock on, healing and stagger doesn't even make any sense.
Yeeeah not gonna lie a lot of the criticisms sound a lot like journalists calling every game with dodging "the darksouls of" whatever
Yeah, the popularity of the Souls series has led to a situation where people who don't play a lot of Japanese action games think that stuff like hard-lock and aggressive enemies and bosses are unique to Souls and not a major staple of the genre since the first Devil May Cry. I really do not see much actual Souls DNA, to me it just looks like Fromsoft have learned a lot of lessons about enemy and combat design from making those games and are applying what they've learned to a series they haven't touched in a decade. BTW I played a lot of AC3 and For Answer back in the day and while I like the Souls games, I'm not a huge fan of the series outside of the original Dark Souls and Bloodborne.
@@Mochichino15 That's the new cancer of all these soulsborne newcomers. It's super annoying and the worse part is, they clearly have no idea that AC helped shaped the soulsborne series. They'll think everything souls-like when they see some features that resemble one lol
@@Mochichino15 Honestly, if you ask me, all these people going "XX number of reasons why Muh' Armored Core is like XX Souls game" are just trying to jump on a click train. Before Demon Souls even existed on store shelves on 2009, Armored Core 1 came out on 1997 and it had all the hallmarks of a FromSoft game as the series further expanded.
It was hard, it was like the bosses cheated sometimes, you had to repeat the mission/checkpoint if you died, and you lost currency as fees when you messed up. The stat building and customization was also there already. People don't seem to realize it, but the repertoire (Weapon 1, 2/shield, Spell, Usable) Souls game use is also quite close to the armaments you get to setup for your AC during missions (Left Weapon, Right, Shoulder L, Shoulder R, etc.) People will probably even say "oh, AC copied Sekiro's stagger meter!", but ACV also had staggers already albeit it was situational depending on the enemy type at most, and you wouldn't get to use it most of the time by shooting rather than melee. The healing/repair mechanic has been done on an AC-style mech game via Daemon X Machina already too, by devs who also came from working on Armored Core because FromSoft at the time didn't allow them to make another AC game (focusing on the Souls games). A lot of FromSoft's games have their hallmark mechanics slathered all over them across multiple genres.
All in all, it's childish click baiting honestly. And the most people who'll fall for the clicks are probably people who had very little to no knowledge that Armored Core came out way before any of the Souls games. It's just that they know FromSoft mostly due to the Souls game being presently popular during their generation. For older folks, especially from the PS1, PS2 eras, FromSoft meant Armored Core.
Im skeptical on things like instaheals (even if they incur a cost) but my first thought was damn...we finally look like the ACs in the animated trailers!
Its still going to be difficult and rewarding and its now just stylish. Its another end of the AC spectrum
If the often reviled gen 5 skewed the meter towards a heavy, militaristic yet still very fast paced mecha sim, this embraces the innate arcadey nature of the mecha genre. Its so smooth.
Like sure i have my gripes but i have faith this will be excellent. I have many of the same opinions yet its not enough to deter me from the bigger picture. I'd be more surprised and disappointed if the series remained unchanged and introduced nothing new lol.
Someone said the dev died 3 times in their gameplay
@@godly_potatoe69xd19sounds like armored core
@@MemeLordCthulhu yeah and that’s what I’m saying people act like there’s no difficulty in this game and like it won’t be fun because of that when they’ll just buy the game anyway and we all know it
I'm fairly certain that 'snap - turn' you see has to be performed manually. When the biped mech dodges past that ball enemy in the corridor you can see very briefly that the players mech keeps heading in generally the same direction they dashed in even though the camera continues to track the target. The *player* then snaps the mech around to face the target
It's kinda confirmed that 180° turns are input based, so yeah you will need to press something to do that as you said.
I played all the generations of Armored Core. Frankly I am super excited to see what this new AC title bring to the table. AC titles has always change up the formula to keep the game interesting.
yeah, people just need to give FromSoft the benefit of the doubt, they're one of the only developters that I can trust to make good decisions and they haven't failed us yet.
Absolutely not. They already completely changed the formula with 5 and now again with 6. We want 1 - 4a that’s ac not this garbage made for newbs
@@FlatEarthAdministrator If you want 1-4, I advice to go play 1-4. They will never run out of the old-game-clunk you deem necessary for the series :)
@@FlatEarthAdministrator stop living in the past, things change, they add QoL shit and you piss your pants. Keep emulating ac1-4, meanwhile the rest of us will be having a blast in AC6.
@@FlatEarthAdministrator you say 1-4 as if 4 was anything like 1
I'm not worried, the same thing happened with Gen 4's speed and Gen 5's size scaling. Even with how niche the mecha genre is, the fans are very diverse as well. I'm just happy for the giant robots being back on From's menu.
Then again, it's kinda understandable. We've got nothing but DxM in this genre in the last decade and people are hungry for more. Thus, the bar is set pretty high.
Ultimately, all that matters is broad appeal. AC as a series managed to gatekeep itself by it's controls and overall difficulty that did not come from how hard game actually was. Drop modern controls on AC 1-3 and they suddenly become pretty easy to beat - and oldschool fans feel betrayed, cause VI removes this extra layer of skill required. No more monkey grips, no more struggle with camera and stupid vertical platforming.
Hard lock state is a big game changer for this franchise, It might be helpful especially if you care to make your laser blade attacks more accurate than before (I think). Likewise, they have an option to avoid using this hard lock and stay for the OG Soft lock state. As an AC fan I'm really happy for those new mechanics they added especially those repair kits.
But the old AC games allowed players to customize the weapons and add chips or add ons to the internals of the mechs so that they utilize lock on for certain weapons. It wasn't tacked on to make the game accessible. If that's the case, then why are players given options to customize their mechs different ways?
These talks about the changes in AC6 reminds me of when MH World was announced. A lot of vets are VERY critical of "dumbing down" of the mechanics and other nuances that the franchise was known for. And yet, the game turned out to be a massive success and broke the specific niche that MH always has to an even broader audience. I think this is the general goal of the AC dev team as well. Having the heals are eyebrow-raising, sure, but with how Fromsoft as a whole has continually shown, they won't just offer convenience without some sort of payoff. People should just chill out and wait for the final product. Then we could judge if it was a wrong move or not.
A lot of these arguments also ignore how divisive the 4th gen was aswell, AC isn't a series with a continuous single identity almost every major entry adds and revamped mechanics
A lot of people are forgetting that a ECM system could easily disable the lock-on systems. People are geting mad over nothing.
Hard disagree on the last point. Elden ring is proof that from will absolutely offer convenience with no pay off at all. If I were to list all the mechanics in elden ring that were there, just to give players the ability to complete the game with out ever having to learn its mechanics, we would be here all day lol.
Thats why that game was so sucessful, and thats why this game will be very sucessful and very loved as well.
It probably wont be loved by the "purist" or "tryhards" or however you want to call them. Which is a shame because at a point in time that was froms target audience but it is what it is.
@@eldenlean5221 Yeah there are mechanics placed in elden ring to make the players have an easier time. I should have worded that one better so it wasn't implying that that is always the case. But still, what Fromsoft basically did in elden ring is give the players MORE TOOLS to play the game they want, all the while achieving the developer's goal of making it a rewarding game to play for different kinds of players. And the best part? You are not forced to use them! Don't like summons? Don't use them. Don't like having too much flasks? Don't upgrade them. Same here in what was shown in AC6 SO FAR, and what most of the people here complain about. Don't want to use the hard lock-on? DON'T USE THEM. Don't like the healing items? DON'T USE THEM. These tools were made AVAILABLE to everyone, NOT FORCED on everyone. So why is it an issue then? This should not be an issue for the "purists" or "tryhards", because from what was shown, they can still effectively play the game like it was on previous installments. The only people I see who will have an issue with this are the "elitist" and "gatekeepers", who wants others to play the game like how they played it. And again, the game isn't even out yet! Why are we giving conclusive narratives when we haven't even seen all the gameplay elements in play?
@@Cool_it_pls I see where you are coming from, and I used to think like that, but the more I play Elden Ring the more Im changing my mind. Dont get me wrong, it is an absolute feat that from soft managed to incorporate so many playstyles into a single game.
The problem is that its clear the game simply wasnt designed with 99% of those playstyles in mind. Gimping yourself feels frustrating rather than rewarding, while using the brain dead tools the game gives you feels...well, brain dead.
While its amazing that there is such a huge vareity in ER it comes directly at the expense of the fundamentals, which are spacing and timing. The game will regularly take a dump on those key concepts in favor of dumping hundreds of options that trivilize spacing and timing.
And sure I could gimp myself to death, but that doesnt result in more skill expression, in fact the skill I can display when I gimp myself is lowered.
I think people misunderstand what the try hards are saying. You can play however you want to play, its your game. But making the game acessible at the cost of its fundamentals will defenetly impact the depth of the core gameplay negatively.
I know Im in the minority here, and thats fine. I know most people prefer options, I just personally dont see having more options above having strong fundamentals
my question is this: are "people" actually upset? or are the people various creators seeing upset people and assuming that it's a majority, and not just a plurality?
a loud minority
Creators need to make something out of nothing for content. This Zelda channel is no different
@@iHaveTheDocuments It's not "nothing;" multiple comments are shown in the video and there are even people in this comment section expressing similar opinions. Also, this isn't a zelda channel. He makes content on games he's interested in at the time.
its a loud minority literally everyone else is excited to play this game
People who played the old AC games are already a minority.
So the people who are nostalgia poisoned to the point of clownishness are necessarily a fraction of that.
My experience, having been vocal from the first announcement that they have to change AC if they want it to succeed at all in this day and age, is that a lot of the old heads are quite belligerent. I couldn't give you any numbers obviously. But I've seen enough of it to know that it's enough people to be worth commenting on.
Great commentary as always, R. I like how you always try to be precise and just with your arguments, showing both sides and playing devil's advocate when necessary. I also agree with you that we know very little about the game at this point to make assumptions. Also, I think people could just learn that sometimes you have to adapt to new changes in your favorite franchise. You change, the world changes, and games and franchises sometimes change too. It's good to adapt, grow with them, and even, maybe, allow yourself to enjoy this new direction the franchise is heading. I am very excited for the game, and I hope you all enjoy it when it comes out. Peace.
I do have to say. Change is good. But this isn't change. This is making one game like the other, instead of playing off the strengths and differences. If they were to made Forza or GT to have powerups, it is not a good change. Making the handling better/better AI is the right upgrade.
These changes are good though. There are actually all features that previous AC games had already but just in a different form. Staggering existed when you were hit with bazookas but they were brief. It allowed for a follow up attack with a sword but the window was so brief that staggering was semi-pointless to try to do. This is a great improvement and im sure its going to get balanced for 1v1s with players.
Repair packs also existed in previous AC games but they were in the form of a supply truck that repaired you and resupplied you a limited amount of times for longer missions. They were rare though. You could also equip ammo packs back then too. Even extra energy and extra defence. The health packs is just an evolution of that.
@@JupiterxBlues Cheers!
Sorry wasn't me who posted these comments. But glad you see the good in this game!
Alot of people forgetting that AC came before souls games.
I mean, I don't think that really matters, but if you want to argue that, it can easily be argued that kings field came before ac by several years, which was the inspiration for demon souls.
I'm both a a Souls fan and an AC fan and I can see both sides of the argument... and I don't know which I support more if not both equally :s Edit: actually no, having thought about it further - this new AC style makes more sense. I mentioned this in a reply to another comment but I believe this is real life technology changing imagined expectations. In the past (say pre 2007) we could not imagine a giant machine being able spin around on a dime. But with the advancements of AI and just watching drone acrobatic videos - it is possible to imagine tuning an AI system and boosters to be able to spin a giant mecha around. Same with the repair kits - previously not an imaginable thing, but now with AI what's wrong with imagining micromachines capable of repairs on the go? Heck thinking about it I almost surprised we don't have regenerating health like in a COD game or something.
I mean Lock-on Systems is just a norm now, at some point soon someone's going to make a Drone, a Helicopter, a Car that can Lock on to a desired target and maybe even orbit around it. So for me personally it makes a ton of sense that these machines will have Lock on at some point
@@Skycube100lol semi trucks already kind of have that feature, cruise control can lock on and follow a vehicle infront of you and the driver doesn't really need to do anything.
There's no point keeping an outdated and clunky control system. If the argument is to keep the old system for difficulty sake it isn't worth it and would be better to improve the controls and then spike the difficulty via the level design and boss fights instead.
What the fuck are you talking about? Giant mechs spinning around on a dime has been happening in media all the time, ESPECIALLY fucking anime and video games. What are you talking about the ability to imagine Mecha doing crazy shit. Hello?
Not just drones, even advanced fighter jets like the F-22 Raptor are capable of insane maneuvers both on paper and in actual usage (albeit the latter happens pretty rarely).
So, having advanced humanoid machines being capable of making acrobatic maneuvers is well within the realm of possibility.
As one of the grouches whos not entirely sold on the changes just yet im still interested in the game and where it goes, im still going to get it, and ill still probably love it for what it is.
But I do really wish From Software would put out a full gameplay demonstration WITH THE HUD so we can all get a better context on things rather than having to take people who were at the event at face value.
After reading all the comments about the event from attendees as well as old interviews and constantly watching the demo to see that little robot get punted into oblivion there are some things that just dont make sense to me. One of them being why does a dedicated Quick Turn exist in an environment where Turn Speed is supposedly gone and the Lock-on just snaps to targets?
The most frustrating thing in my mind is that so many of these people have already made up their mind on the game. When it drops 60% of them are probably going to continue bad mouthing the game without even taking the time to give it a chance.
The most frustrating thing in my mind is that so many of these people have already made up their* mind on the game. When it drops 60% of them are probably going to continue praising the game without even taking the time to critique it.
This is the really stupid part. Apart from the trailers and the demo, how the game actually plays is still not known until there is a public demo.
I would also say that 60% will still buy the game at full price while still moaning about it.
@brabarus50 if you grew up with armored core this demo is more than enough to say it won't be armored core. Looks good. But let's not pretend we can't tell how it will play from the trailer.
@@LevattWolfheart mate I did grow up with armored core, and really what exactly defines "armored core" gameplay to you? Is it AC5? 4? 3? None of them play the same, they made changes to the gameplay with each iteration. Personally I always preferred 3 and 3SL wasn't much of a fan of 4/4A and I never played 5. This looks like it is going to play like I always wanted 3 to play, but we won't know until it comes out. All the changes I see look like improvements to me.
@@wwrrrrr3579 "it's just dark souls again" what??? Seriously you look at this go "oh yeah that looks like it's going to play just like dark souls"? You people are delusional.
This was very obviously going to happen. A lot of the most elitist side of the fandom got super full of themselves and were constantly saying that there would be no changes to the formula and that this would be a niche game just for them. It was honestly ridiculous how uppity they were about it
No changes to a formula that has been changed significantly in every single game after 3, even. Truly delusional.
I wonder how you would feel if Halo or Cod got a hard lock on system? Would that idk be bad for multiplayer?? That's how we feel
@@bombomos Surely fromsoft didn't think of any way to balance a hard lock on feature in a highly fast mobile pvp game
@@bombomos AC is not a FPS aiming is not the most important part even in the old games
@@bombomos yeah but in the past in most games it was basically the same loc on system in all but name and that you had to aim in the general direction of the enemy for it to work, other than that it’s not a very big change. And you’re also assuming that hard lock on is just the be all end all of combat, when it seems more likely that it’s for specific situations and enemy types like bosses and then will be more of a detriment if you use it at the wrong time because of how vulnerable it leaves you to some flank and side attacks
As an AC veteran, I'm stoked as hell for the hard lock system! There were soooo many times where you have to "Destroy target convoy" and all the f*cking MT's and other shit were in the way or other such scenarios. Having a method to hard lock onto something is a huge quality of life change that should be welcomed. But it's the internet-people always gotta be losing their shit over SOMETHING.
yea for real, I hear people saying that it's just armored core becoming a souls like but they seem to forget that like literally almost every 3d action game in existence has a hard lock on. Whatever lets me not have to set my sensitivity to 10000000 to keep enemy ACs flying around on the screen without putting my back to a wall or tight corridor, I'm all for it
Do you guys realize all your argument boils down to "this makes aiming easier there fore I like it?" Which is fine and dandy but it comes across as extremely hypocrotical when you are so dismissive of people on the other side of the coin. Who prefer the old aiming system because it was more challenging.
Its almost as if people have diferent taste in gaming and some prefer to be challenged mechanically while others dont.
@Elden Lean yes because adding a hard lock on instantly makes a game casual and easy. It's not like there's other ways to make games challenging like, I dunno... making enemies more mechanically difficult, something fromsoft has gotten good with? Almost like a studio evolves over the course of a decade. Also feels like most people who hate the new system are also pretty dismissive bro, like "oh this is just made to appeal to the souls crowd, it ain't armored core anymore." Like if I wanted the exact same gameplay for every game released in a franchise, I'd go play CoD. Who knows maybe the new gameplay *will* feel bad, but I'm glad they're at least trying to innovate a franchise after a freaking decade of experience making other games
@@TheQwopChampion I never denied that the game could be challenging in other ways? I just stated the fact that aiming will no longer be challenging if auto lock works like souls. And by extention that means that manouvering wont be challenging either, as its literally impossible to lose track of your target.
Again, its cool if this doesnt bother you, more power to you; but stop pretending it isnt a valid concern for people who liked armored core because of the aiming and maneuvering.
@Elden Lean dude both sides of the armored core fan base has been dismissive of the other, if you can't see that then you're just letting bias blind you. But it's OK cause you know what? I can't force you to buy/like the game just like you can't force me to not buy/like the game. We're just people voicing our opinions and what we agree and/or disagree with
You know your franchise has hit the big time when there are people saying the new one "isn't a true entry".
Not saying it's unwarranted, just saying it's funny how this is part of the news cycle for every game it seems.
Oh it's unwarranted. Ask any of these people what they mean by Armored Core, cus this franchise has changed things up a lot several times.
as a pokemon fan- yeah, this happens more often than one would think. and as a pokemon fan- most titles that get shat on for being "not my pokemon game" turn out to be loved later, and the ones that end up loved initially end up being the meh entries sometimes.
@@JL32506 At this point, the franchise is almost as defined by change as it is mecha.
@@JL32506 Same exact thing happened with AC4.
@@MrRukrio1 you picked the worst example for the "New game bad old good" syndrome you could have chosen though, off all the games that were shat on release, only BW1 and BW2 have gained a better standing in people's mind with many considering them the best (which is debatable), Gen 1 is still considered a janky mess you shouldn't play for anything other than legacy sake, Gen 2 is kinda liked but shares jank with Gen 1, Gen 3 has always been liked, DPPt if anything actually has lost respect these last years with BDSP highlighting the issues the original games had, HGSS have always been considered some of the best, X&Y are still considered boring and very cookie-cutter, ORAS is in a rough place as people can't decide whether it or Emerald is better, Gen 7 was received well back then but now they've lost respect from fans due to how hand holdy it is and Gen 8 is still hated on because it took the hand holding in Gen 7 and multiplied it by cancer.
Armored Core 6 looks like the best fusion of AC3, 4Answer, and even the best parts of 5&Verdict Day. I have played almost all of the games to the end (AC3 being my favorite one) and this is close to how I thought It would be if they combined it all. Also, yes healing was a bit of a surprise since it has traditionally been rare and a big part of gameplay but I'm sure From soft knows what they are doing.
Except none of those had the shitty Souls Lockon, even 4's lockon only worked at longer ranges reliably and didn't automatically turn you if they ran around behind you.
@@grimnir8872 im confused. I heard in this game there is both hard and soft lock on, and hard lock on has express utility, (like focusing missiles onto one enemy instead of many). So the way i see it is depending on how you want to play the game the hard lock ons importance can be minimized, reserving it for targeting one enemy in a group encounter, and then everything else can be soft lock on to to all ur missiles only having a single target to go to in solo encounters, removing the need for hard lock on if that isnt your preference. Feel free to reply if im missing something because i thought this was an expansion of options more so than removal of feature.
There’s nothing good about verdict day to adopt the 5th gen games were a complete betrayal of the franchise and they’re doing it again.Hard lock? Bruh tht defeats the entire point of piloting
@@FlatEarthAdministratorexactly
@@grimnir8872 Souls did not invent that type of lock-on. Souls, along with all other action games with that style of lock-on, were directly inspired by Ocarina of Time's Z-Targeting. It's been a basic feature of action games since the late 90s. So hate the lock-on all you want, but stop calling it a Souls-like feature
The funniest thing was the criticism of Miyazaki only knowing how to make souls when he was the director of the AC game that many of the fans seem to consider to be one of the best in the series.
I'm an OG AC pilot who started playing with original on PS1 and I'm still super excited about this title! While I'm not sold on the healing mechanic, I'm hoping that means they plan on having longer more indepth missions. Previous titles would have you blowing through a mission in less than 5 minutes if you knew what you were doing, so there's definitely some potential. Also, I'm guessing they will have a feature to turn off the hard lock on for us veteran pilots who don't want or need our hands held.
Also an OG AC pilot and want to mention that defeating every ac by just using your skill just to get out of attack view of an enemy probably won't work in ac6 when you have enemies with complex attack patters were you need to hit them at just the right time to do good damage. Just because your always locked on now doesn't mean the game is going to be easy.
There could also be some merit to not locking on to one particular enemy in order to have more direct control, so if any older AC fans would prefer to not lock on, there may actually be a higher skill ceiling for that, which would reward the legacy players while still allowing new players to enjoy it.
"I won't use a game mechanic because I feel it makes the game too easy" loool yo they designed the game with these mechanics in mind your just hurting your opinion of the game
@@maatstaf6399 I'm convinced that we're all gonna crash into the skill ceiling in the first hour. From 1 to LR there were little steps and tweaks. The series peaked in 4A. Ever since then, they've been rolling down the other side of that hill. It looks pretty, but apart from that it's looking more and more like a neutered version of what I once enjoyed.
@@NickJJUprobably not.
That last comment was hilarious, instant heal sounds bad for traditional AC level design, but I'm going to assume the change was made to compensate for how long the missions are and how difficult some bosses may be.
if mechanics become less frustrating, with fromsoft that usually means the difficulty is going to jump up lol. Like with souls games, sekiro and elden ring having the best quality of life but in exchange have the most difficult enemies.
@@hachikuji_mayoi best comment I’ve seen around this topic. From Soft won’t be making the game easy lol like have we forgotten what studio we’re talking about here?
I mean, knowing how big the levels are according to most of these analysis vids, its probably gonna take awhile to go through and maybe you won't have like a marker to tell you where to go or where your target is.
I think that's what they're saying. Longer levels with bosses than required healing goes against the basis of AC.
@@hachikuji_mayoi Yeah, the only game in wich you can revive is the same game where you NEED to learn the bosses, get good, and usually, die a lot of times just to be able to fight and win the boss. Fromsoft knows how to balance their games really well tbh
I don’t see why a repair kit is necessary, why not just have a health pool big enough to last the mission? I think it takes a lot of the immersion out of it. I never really played any of the armored cores after last raven so I don’t know about the mechanics in the games after that(soft lock on or healing stations), but I loved the feeling of having low AP and seeing your mech smoking and sparking. Especially after you just fought your way through grunts and dodging missiles and heavy artillery, and realizing you have to fight another enemy AC seeing how broken you are, and knowing you have to dodge every missile and cannon round and laser that files at you. It’s such an exhilarating experience feeling like your controlling a mech because the controller layout and inputs were raw/awkward and having to master even just maneuvering your mech smoothly and mechanically while having to aim at your enemy in three dimensions . It’s nothing I’ve ever really felt like an any game I’ve played, so seeing the lock on,healing and near instantaneous turns removing all of that refined skill in just moving and operating your LITERAL man made GOD of a machine used as the peak instrument of war and having it be so simplified is kind of disheartening. Even so I will still play the game because I know it will be good but just not in the same way the original games were
You could argue that just increasing the players HP to accommodate the longer missions would be equally immersion breaking - because unless they also increased the enemy HPs to match, why is the player and player alone the only AC in every mission that can take a serious punishment without dying? What makes their mech and their mech alone so special?
And if they DID increased enemy HP to match... then it would be a pretty miserable experience to have to spend minutes at a time to deal with each encounter, and enemies would just start to feel spongey
Limited healing packs honestly is the only real middle-ground that works, whilst keeping the fast paced encounters and enabling longer mission times
Besides, who knows? They might provide substantial additional money rewards for each unused repair pack at the end of missions, meaning that it would still be optimal to just... not take damage rather than healing
@@kai_27-82 That is true but i heard someone say that having 5000 hp and three repair kits that heal for 2500 hp each would be the same as just having a max hp pool of 12500. So why not just have 12500 hp to start with, i cant really imagine how healing would change the gameplay since its instantaneous. Even so i trust that they will make the game good im just miss the old games, hopefully if this one goes well they will port them over to pc or consoles
@@tipsytortoise8742 I agree with you fully about the healing being instant is a problem, it really should take a moment so you its not "free"
But again, increasing your health creates problems elsewhere, especially during boss fights
Using souls as a reference (because its the only real one we can go for with bosses), From soft like to scale their bosses damage on the presumption that you will be at least near full health when you start the fight, its why they frequently will do at least a fifth of your health with each attack (though, admittedly this may be different in AC6 due to the likelihood of more ranged "chip damage")
So if you had no healing, but a massive health pool they would have no real way to gauge how much health a player will likely have when they go into a boss room, meaning they cant tone their damage, as it would always either be WAY too high for the average player who didn't enter the room at full health, or it would be WAY too low if you did, and the boss would feel like a pushover who isn't threatening at all
I might be completely wrong ofc, and they might just add a check point outside the boss rooms that fully restocks you, in which case everything I've said is moot, but if not, then it could be a problem... again - fully agree about the heal needing some kind of "cost" in combat, it shouldn't be something you can do whenever, instantly
Shut the fuck up, I better don’t catch you playing the game after the shit that comes out of your mouth
I've been a Raven, a Lynx and a Merc over the years and I've appreciated every single one of them. I've been critical of their flaws as well and yet I still love them equally.
This one will be the same.
Now we will all be hounds. Can’t wait
Oh yes, FromSoftware; a company known for appealing to the masses for higher sales and making easy games XD
I'm still waiting for these cowards to bring back Bone Fist. Populist hacks, the lot of them.
Exactly what I've been thinking since all this talk about the demo came up 😂 Fair enough if you're of the view that certain kinds of accessibility aren't in keeping with the style or charm of the original games, but worse things could happen... How about we just let them make as fun a game as they can come up with?
Their last game allowed you to copy yourself and gank a boss. Let's not be disingenuous here. They want to sell more copies of their games without letting go of the difficulty but still making tweaks towards achieving both of those goals the best they can. Both of these things are true now.
@@kimlee6643 All the things in elden ring that make it so easy are 100% optional though. I'm all for adding more ways to play the game, aslong as the core way to play the game is still viable aswell. And if you play Elden Ring the same way you play in dark souls games, it's arguably the hardest one.
@@lileofficial4273 Boss-wise, it is the hardest one indeed, it has the most complex and challenging bosses they've ever done, as well as the option to gank them with a clone. It's so challenging that there's a whole string of discourse on ER boss design on TH-cam, largely centered around the erroneous claim that the bosses are designed with spirit ash usage in mind (they aren't).
That, however, is not the point. The point is that you can summon a copy of your character and take a big fat dump on all that design effort specifically *because* From tried to appeal to a wider audience. This is also the argument used for the way they butchered multiplayer complexity.
So, we have clear evidence of From appealing to a wider audience by adding entirely new core mechanics and reducing others. Which is precisely what the AC hardcore vets mean with the "casualisation" of AC. That's all I meant.
8:06 YES. The level design changed completely, it makes sense that the healing and HP system changed with it.
Ikr, its clearly so different. Not to mention more extensive and probably harder boss fights.
On the healing part, I believe the reason for it is to make the "weak" enemies actually be more of a mission failure risk to the player character. From the gameplay we have seen, there is significantly more of an emphasis on assessing and planning out how to attack these weaker enemies. In all the other AC games I have watched, several of the missions are just running past them to complete the victory objective. Most of weaker enemies aren't really a threat in of themselves, just a way to wear down health and ammo by the time you have to fight another AC or boss at the end of the mission. The repair kits essentially cut down the AC's health into smaller chunks, so if the player severely blotches an attack on a group of minor enemies, they can actually die and realize they need to plan better for that particular encounter. If the player starts the game with a massive health pool, a player might not really realize how badly they did that particular encounter, and instead keep pushing on without realizing that they're essentially already screwed by the time they actually reach the boss and may not really realize exactly where they are messing up.
I think the major change in AC6 is that FromSoftware really wants the player to really strategize their attacks rather than depending on reflexes, timing, or build alone. This could be considered quite different from some of the previous AC games, but it's also massively different from the "souls" games as there really isn't that much customization you can do without releveling your character. Personally, it is this strategy and customization part of AC6 has me far more excited than before. I have no interest in mechs, nor did I have any interest in medieval fantasy before playing Dark Souls, but the worldbuilding and gameplay from FromSoftware has been able to put into their games have consistently won me over, so I have full faith in AC6.
I'd consider your point valid if we actually saw the engangement range be beyond beam-sword range. Either way, the healing mechanic isn't needed, it's there exactly because they are turning it into Mech Souls.
@@grimnir8872 "Mech Souls"
Ah yes, because apparently healing yourself is only a Souls game mechanic and not something added into virtually EVERY VIDEO GAME THAT HAS A HEALTH SYSTEM.
@@grimnir8872 I don't really see how your response is really valid to what I was talking about, but I'll go ahead and explain it out. Melee is a lot flashier in a showcase because you get to see both opponents. Watch the Elden Ring Gamplay release trailer, and you will be seeing them use abilities and such at times where most people wouldn't be. It's a showcase to be flashy, often not the most optimum way to really approach that situation. Furthermore, the map we saw it is mostly close-range hallway fights (which, are also extremely common in Armored Core with the fairly notable exception of For Answer), so yeah, melee is probably the way to go in that particular mission they showed off. Most old players I have seen playing the AC games usually always had a melee weapon anyways on their loadout. There's still a ton of stuff we don't know about the game, and I expect for there to be maps where the range is much further out.
Someone also made an analogy that AC6 is like a completely different flavor of ice cream branded in the same container. The thing is, you haven't actually tasted it. All you have done is pop the lid off briefly to look at it. The gameplay could actually be better and more satisfying than the older versions. Your eyes can't taste for you. The AC series has always changed and evolved. Gen 3, 4 and 5 are all quite significantly different from each other, and 6 will be no exception. If you are so apprehensive about it, then just wait a week after the game has been released. You don't have to preorder, and you don't have to play day one. You already waited 10 years, so what's another week to get more information?
I'm an Armored Core boomer, started with the og on PS1, got a PS2 just for Armored Core 2, and I could not be happier with what I see from AC6. Anyone complaining that the new game is not the old game should just go play the old game
The dumbest part is…it’s still the old game lol
@@lustrazor44 it looks fantastic, but it’s not the old game. There’s very clear influence from fromsofts recent works but that’s not terrible. The games were always gonna change to fit whatever fromsofts current game design philosophy is.
@@RevolverRho You know what else isn't the old game? 4, for answer, 5 etc.
The only thing I’m worried about is the hard lock on. That’s it. But I trust FromSoft
Wow, so you never actually played multiplayer?
I’ve played a few AC games and for me, all I want is the mission-workshop cycle. I want to have an ideal AC I work towards, run into a mission I can’t complete, change up my build and experience different strategies and play styles. And the repair kits seem to indicate longer and more challenging missions which I am all for.
I was thinking about the ability to change your build on the fly-- of course it sounds like you have to restart at the checkpoint at least. It both sounds cool, but I'm also skeptical about how well I will like it. Same goes with repair packs. I'm not happy that repair packs are a thing to be blunt. I'm not upset either, but It was one of the few things about the showcase that had me a little concerned. Ultimately I do not think that repair packs will make me dislike the game, not by any means, I just don't know if it's inclusion will make the game better or worse in my eyes even if either case ends up positive.
Going back to the on-the-fly assembly option. On one hand it sounds pretty cool and convenient, but on the other it doesn't really make sense in context (not that that's a big deal inherently) and being about to swap things out that easily means the the challenged within each mission are more isolated. In the sense that you no longer have to envision your AC having to deal with all of these different factors during a mission, rather it just needs to deal with a single segment. Granted, when you think about the idea of being able to change loadouts right before a boss-- which people are referring to as basically baby mode; remember that old missions where much more isolated. When you fought a boss in almost every AC game... It was just the boss, again, for the most part. So in that regard is it really making the game easier if at it's core being able to restart at the checkpoint before a boss is effectively no different than doing a mission where all you do is fight that same boss?
That said, the idea of having more involved missions is diminished slightly because of this. Also, no, it's not going to be easier than gen 4-- not to say that gen 4 had no challenge or whatever, but good god there was a mission where you drop down, fly over a few mines, and kill like 5 enemies. It takes you, no lie, under 30 seconds with almost literally any build with at least one weapon on it. I like all gens of AC in their own way, so I'm not shitting on 4, but I'm saying that the comments making this claim are more so just being overly emotional. Which I understand, but they need to think about this more rationally.
At the end of the day, even if the worst case were true, at least in my own personal uncertainties for the game, I'm still dying to play and I believe that I'll love it. Nothing I saw or heard so far has even made me consider not picking it up and at this point I don't think anything will. And I'm still hopeful that inclusions of the things I talked about, like repair packs, will be better than I thought. Again, not happy that they are there, but I do recognize that I don't truly know what I think. I need to play it and feel it in action before I can say if these things are ultimately good or bad decisions. I'm leaning towards the later, but again, I like to be hopeful and it won't be a deal breaker regardless, not by a long shot.
I can agree with most of what you say but the ability to swap your build fast and easily is nothing but a win imo. The fact is you can go into a mission with a terrible build for a boss. Imagine if you were running the most slow and tankiest build and you got to that final boss shown. I don't want to have to re run the mission just so I can have a fair boss battle. It will also cause more players to mess around with their builds rather then sticking the same type all the way through. If you struggle with a boss you can swap to something you think is easier without much difficulty and learn how other builds play. Repair packs are a bit eh, maybe they could have just increased the health but I don't think it will impact me that much.
Armored Core was one of my favorite game franchises when I was a kid, but I haven't played since AC3. I love what FromSoft has been doing lately and I'm so excited to see them bring AC back. Sure, it probably won't be the same Armored Core that I grew up playing, but I trust those guys to handle the series well and put their passion into it. Some people just want a reason to hate everything and nothing will ever satisfy them, so you just have to ignore that. Pandering to the fans almost always ends in an empty, uninspired 'product' and nothing more. FromSoft clearly has a lot of vision and passion and they should keep making the games they want to make, rather than trying to please anyone. There are very few games that I even consider buying at release, but I'm sure this will be one of them. Just take things for what they are and if you don't like them, move on to something else. You don't have to love everything that comes out.
Armored Core hasn't been the Armored Core you grew up with since AC3, they've made significant changes in every iteration since.
@@chstens yeah, I’ve definitely noticed that from gameplay I’ve seen. From the speed of gameplay in AC6, it looks like maybe they’re returning to form, in some respects. Only time will tell, but I fully trust that the gameplay will be solid. They know how to nail those things down pretty well.
@@joseph132486 Sekiro has great combat, and the guy responsible for that is also working AC6, and Sekiro is a "soulslike" that most souls fans don't like
@@chstens again, people will always find reasons to dislike something, but that’s fine. Every game should not be made for every person, but people seem to think they have to love every “popular” game that comes out. I thought Sekiro, Bloodborne, and Demon’s Souls we’re all fantastic. Obviously, they’re drastically different in many ways, but I only see that as a net positive. Variety is a beautiful thing.
I feel bad being the soul's person coming into armored core and being super excited to see some more " familiar" stuff then was expected. At the same time, I fully understand dedicated fans of this series having legitimate concerns. Modernizations of control schemes are often excuses to reduce complexity many people enjoyed from the originals. On the other hand, like we've seen with the evolution of Monster Hunter, quality of life changes don't always imply reduced difficulty.
It's not even a complete modernization, but rather a polishing of what's already there. Like the hard lock on people complained about, what they failed to understand is that soft lock on is still a thing and works just as it always did; for single target weapons it targets the closest to center, for multi target it splits between all available targets. What the hard lock on does is force all of your payload to target a specific foe and redirect your camera, meaning that yes, sometimes you'll still be better off NOT using the hard lock.
In all honestly a lot of changes and features I don't agree with but I'm more than happy to try them before blindly hating on them. I just hope PvP lastes. I NEED MECHA PvP games.
I remember a similar situation with Monster Hunter World in how they streamlined certain elements like being able to move while healing.
The hard lock on was almost a given to me. They said they wanted to have an extra focus on melee and the Assault Boost was something meant to close that gap. I mean landing melee hits in older games was iffy at best, especially against more mobile targets. Plus like you said, we can't say for sure that the hard lock is some kind of instant win button when
- FCS is still a thing
- We don't know what kind of range or limit it has
The healing actually surprised me. When I first heard of the repair kit I thought it would have been like Silent Line where you were at a standstill for about 10 seconds while your AP filled up but it being instant was a surprise. I don't see how that dumbs the game down...if anything I'm almost worried at how difficult the game will be if we not only get healing, but healing thats instant lmao.
And monster hunter was ultimately ruined by those changes being cemented. Rise was a colossal failure.
@@SammysapphiraAre you literally insane? Serious question, kind of alarmed here 😳
@@Sammysapphira Monster Hunter Rise sold over 12 million copies, and the expansion over 5 million with consistent positive feedback across the board. It's a solid game no matter how much you sit there and seethe. I mean really, nobody is forcing you to LIKE Rise, but saying something so mind bogglingly displaced from reality makes me fear for any small animals and/or children in your vicinity 😥
@@Sammysapphira
*proceeds to sell 12 million copies worldwide*
@@Sammysapphirayeah sure buddy
I got into the Armored Core series last year, playing all the way from 1 to For Answer (still haven't beaten LR though, that game's just evil). Most of 6's gameplay seems consistent with what I was expecting and hoping for. The movement just seems like 4 but faster and more streamlined. The hard lock-on is also something that was in 4 and everyone seems to forget. Most importantly, these AC players mad about 6 are missing the point of the games. The point of the games is to build your funny mech.
Really, the only thing I have a major issue with is the pairing of a hard-lock with the seeming nixing of turning speed.
Everything else seems great.
I can imagine that the repair kits are _really_ gonna eat into your end-of-mission rewards if you do use one, though.
hard lock on is fundamental in changing the gameplay flow and focus. its more significant than 4th generation speed and extended flights. thats why mostly old fans are the ones not welcoming the change
repair kits means longer missions, which means ammo management will be a thing. It's Dark Souls, but you can only use bows, and you only have 20 arrows to kill 20 enemies :P
@@davids7646 Translation: I am a retarded Soulsfaggot who doesn't know how to aim.
Hard lock is a tactical change that allows pilots to focus fire on a target or spread out missile locks by disengaging it. Soft lock is going to be basically mandatory for giant bosses or overboost cores that will just make your head spin if you hardlock, or more than likely against ECM expansions.
It's FromSoft, master of the monkey paw. They never give players new tools without some mechanic that leverages it.
@@FelisImpurrator Except the soft lock-on offers zero extra mobility options and who the fuck cares about blowing up 2 more trash normals with a soft lock spread of missiles.
"Making your head spin" doesn't matter when spinning is exactly what you want and you'll just hit the target anyway.
God, hearing the Demon's Souls character creation music at the start of the video is nostalgic as heck. I know this is totally off topic but I just had to say it, because it's such a fantastic and ethereal track, and like all things Demon's Souls, it doesn't get enough love. Just hearing it instantly transports me to a completely different time and place, when I first played that game, and evokes feelings I can't even describe. Such a mesmerizing soundtrack honestly.
The game still looks cool but the criticisms are valid. Dark souls is a rhythm game, you memorize the attack patterns, and play accordingly. Shooters like FPS tend to be more reactive, you don’t memorize what the enemy will do, you aim and move based on moment to moment reactions.
Earlier AC games struck a great balance of feeling like a shooter, with enough lock on hand holding to accommodate the crazy mech movement.
This looks like a rhythm game, where memorizing enemy patterns and timings will be much more rewarding than fast reactions and accurate aiming.
That doesn’t mean the game won’t be great, just that it might feel more like a well-made souls game rather than an armored core, which stings for AC fans
I played the old ACs as a kid and again recently. I certainly appreciate them and the new features definitely make me a little uneasy.
The hard lock feels streamlined. I know AC4 had a sort of hard lock, but camera control was always a bit part of the gameplay. It really proved who was a good pilot.
I sure hope the turning doesn't end up like it does in the preview. It'd really diminish the weighty robot feel, which I personally find important.
The other things, like the scan or the repair packs just feel... inappropriate, but longer missions might require some kind of resupply, like some of the older games had.
I'm still open to be surprised. I really want to enjoy AC6 and I'll try. I just hope it doesn't lean too hard into Fromsofts proven formulas too much.
I remember enjoying AC4 and 4A, despite them being so different to AC 2 and 3. It looks like a new generation of AC is ushered in.
i think old fan shouldn't be worried too much just yet especially in regards to the lock on and camera. ive seen of this argument that the camera was a big part of what separate the newer player and the vet, and now they just dumbed down the game to casual level etc.
what i think is very likely to happen is that something else simply will take place as that determining factor of newbie and skilled. and im sure good AC player would find something to master at, that will propel their performance from your standard player.
as for the weighty robot feel, i could see the fast turning speed justified since you are using a hefty amount of thrust power. like you can compare this with the part where the AC tried to walk in this hallway without any booster whatsoever, and how very very slow it was (which make sense considering the size of an AC supposed to be)
after playing AC4A again after a couple years I must say the old system is outdated and I remember even back then thinking "I wish there was just a hard lock on system or faster camaera speed".
What From Soft did was looking at the game objectively without nostalgia and deciding what needed improvements.
It seems like the only people who are defending this are those who haven't played/don't care about the series. I get this is 99% of the intended audience, but it's just a shame that one of the few unique series is going to fall victim to the boring homogenization that plagues the industry. I sincerely don't get wanting to take away the uniqueness of games.
Also, I too like it when a franchise decides to branch out and do new things, but when that "new thing" is just a derivative mechanic that is only there because of laziness, I draw a line. Nothing new is being added to AC here, it's just being made more like something that already exists.
Absolutely. I haven't played AC but I saw this happen in Halo, Elder scrolls, and various other games that lost certain features in order to appeal to a broader audience. If AC is a game that focusses on maneuvering and aiming, the removal of aiming and vehicle turn speed variety also removes the core identity of the game series.
Too bad you few veterans aren’t enough to keep the light on at fromsoft ware
if I had to fix the Repair kit blabber I would just put a option in the game setting when starting a new game to turn of repair kits or turn on
I really enjoyed 1st Gen, 3rd Gen and 4th Gen (Master of Arena is particularly fun and the music style is very nice.)
I'm going to list a couple things I can only reasonably observe with limited footage.
Customization does include the very basics that Armored Core typically has and I'm sure they know people want to customize so that shouldn't be a problem. Even if it isn't as detailed as some others (why can you change your centre of gravity in ACFA), I'm sure they know people will want to do more and think about it in the future.
The boss fights seem to be pretty telegraphed and might require a little bit of learning in that regard, which is a bit like Souls but Armored Core has had a couple bosses that let off their weaknesses in similar ways, but I admit this seems to be more leaning in on the former side than usual. I'm not very worried about the boss fights because Armored Core has always had some wacky bosses. (There's been more than one time something has completely split off from a giant machine and shot lasers at you or other weird stuff compared to enemies who usually only do stuff you can do. Plus, Arms Forts also exist which is a lot of spectacle too.) If there is one thing I'm more interested in with boss battles is enemy AC combat. Armored Core would be very neutered if you weren't competing against others just like you, so it would be very, very strange to not have enemy ACs fight against you at some point, mini boss or as a hazard, it doesn't really matter. I'm sure there will be some though because of the next point.
They seem to be focusing more on allowing close combat weapons because their experience with Souls like games has drastically improved their AI so they no longer need to have enemies shoot you and dodge a bunch with the occasional blade or Assault Armor when you got close. They'll definitely take advantage of it for AI in things that aren't large machinery looking to be taken down by the player. I'm almost convinced there's a hard lock on because of their increased focus on melee weaponry for ACs. Aiming blades in older games was typically getting someone in front of you and then slashing them. (ACFA did have some complicated methods for melee though with quick turns to allow yourself to slash locked on targets that aren't even on your game screen yet) If there's a variety of weapons in this game, then it makes more sense to add a hard lock on to support melee builds or it would be less worth it to use those builds. (I know they're focused on balancing all the various types of ACs this time so we don't end up with flying mosquitos and giant tanks to shoot them down, or their description for the game wouldn't have mentioned that it would be slower paced with the ability to go at "break-neck speeds"). I'd like to imagine hard lock on wouldn't be as effective at a large distance, because you'd still be forced to use ranged weapons capable of tracking opponents who dodge even at midrange. FCS does still exist so I could probably assume that. It does seem to decrease the skill ceiling for keeping your enemies in your sights though, so I'll have to see more information to find out how that turns out later.
Being able to heal between missions wasn't a new concept. In Gen 4 games it is absent because the mission structure doesn't really need you to ever heal during those missions. It was balanced that way, even including 2-3 enemy ACs. (ACFA liked to give you the option to have a teammate with you. Except Old King. He was a good damage sponge for a couple seconds.) Honestly I'd say most AC games were structured to not need healing mid-mission because because the goal was always pretty simple. Destroy enemy AC, destroy reactor, defend base, eliminate intruding guys or something. The only time it ever needed to heal the player was when missions were long because it would be a tall order to ask someone to get past a platforming section with turrets everywhere, fight an AC, fight 2 ACs at once, then fight a SUPER POWERED AC in a single mission. If the missions are longer they're definitely giving the ball to the player to take care of their own AP for that instead of generously healing them up during a loading screen. But we'll see how that turns out.
Turn speed is interesting because in typical AC games turning your mech felt like slowly turning the head of a tank sometimes, which included the camera. This game seems to take from 4th gen and make turning and camera more separate. I don't really have much to say about it to be honest, it's kind of like a different style change for AC which has happened quite a few times. (I'm sorry Gen 5 people it was too weird for me) I'm sure people are worried about customizing turn speed, but like in the video I guess it can be customized if they want sniper builds and melee builds to exist in the same game. Light weight melee would need really fast turn speed and burst energy boosting so they can get behind others without taking damage as often. It would be pointless to have more melee weapons - which makes this build possible - if your opponent could turn at the same speed as you. It would be more logical to have a dynamic of heavier builds staying at a distance from melee in order to turn less and shoot accurately where they can't hit them rather than everyone turning really quickly and shooting melee builds down and staggering them before they can even combo. (It's weird saying combo in the context of AC that isn't a set of customizations)
Overall I did have a bit of a kneejerk reaction to some things but after thinking about it, if you think about PVP in mind - which they said this game would have - a lot of the changes make a lot more sense than they seem for this new style of AC and it echoes what they mean when they said they would borrow ideas from Souls but have it absolutely be an Armored Core game. I'm going to buy this game and think of it as a bit of a different kind of style, like how Gen 4 changed things up compared to Gen 3 or how Gen 5 changed things up compared to both of them. I know I'll enjoy it and play it a lot.
(Also, if you read this, goodness me you must be really invested in Armored Core. If you haven't played AC, I think AC3 is really cool. A lot of people like AC3 Silent Line. I like the whole progression from AC1 to ACPP to ACMoA. The progression of Nineball is very cool to me and the final battle in MoA is super cool.
If you have played AC tell me what your favourite game is. One of my favourites is ACFA because I admit I like a bit of speedy mosquito gameplay. Have a nice day.)
I absolutely agree that the lockon was done to facilitate melee combat, which to be honest, looks incredible. Multi hit attacks, large weapon variety, charge attacks, timed blocks on shields, freaking combos?? Not to mention its visual beauty.
I'm very curious about the FCS stat now, what does it do in the context of a hard lockon? And is aiming gone altogether, or can you opt for a weaker FCS and manually aim?
Too little information to know. Though I hope that they haven't just eliminated aiming, that would be a little silly
This is so strange. I am an absolutely massive souls fan and have been since 2010. Despite not caring that much for armored core series I was delighted for all the fans that they were getting a new one. As far as I am concerned I have been absolutely spoiled by from software with all their souls style titles so good for armored core players that they get a piece of the pie. Low and behold it turns out armored core 6 actually has some souls style stuff to it and oddly enough I am not particularly interested. I will keep an eye on it. I love the focus on customisation that you have supposedly as I tend to lose myself in that stuff but watching gameplay it just.......does not seem to be for me. It reminds me a bit of the pvp with my brother when we played ZOE on ps2 but I dont think I have interest in that style of game today. (Love the majula music in this video btw, Yes I even love dark souls 2 lol)
@@如來-c3l nice! Hope you love it and who knows maybe your brother will too. I am very curious about the pvp potential in this game given I think we are gonna have some serious mecha tinkering going on here. Who knows I may end up loving it and getting into AC 6 pvp! Perhaps I shall meet you in future on the battlefield of armored core 6 random internet stranger! May the best mech win!
It is impossible for a new armored core not to have souls influence at this point. What were these people expecting? That from soft just throwed away all their experience of the last 12 years?
@dificulttocure That's more my reaction. They've been making souls games for a while now. Why would they not add souls like mechanics now? Also, of course it's gonna be more tailored towards casuals because they're trying to get casuals into the AC franchise.
@@dificulttocure Not even just Souls games, I mean it's been 11 freakin' years since the last one was released. Things have progressed a lot since then. Armored Core has for quite some time been in dire need for QOL improvements. It's all about balancing what needs to be updated and what aspects need to stick to it's roots.
The team at Fromsoftware has always been good at taking inspiration from even smaller games, so I won't be surprised if we see some things in the game that is inspired by other niche mech games.
This is basically me but I’m the opposite, played AC4 and loved it, fell in love with the souls series growing up. As soon as I saw the trailer I was sold, I absolutely love the look of the gameplay, especially of the faster mech. And having access to healing on the fly is something I am 100% on board with. I cannot wait to run circles around my enemy with a light high efficiency glass cannon melee build.
People need to see this from the AC fan’s perspective it’s been YEARS since this title saw the light of day, we’ve gone through so many new games from software put out in good standings, the moment this was announced I was worried about all the souls fans being angry it’s not Bloodborne or Sekiro 2. I’ve seen a few angry people but a few features that were in the game before but used differently isn’t a game ended for me. Some of us are welcome to be mad about things they don’t like, just like fans that dipped with 5 and VD, I was skeptical about 4and4A, this stuff is always happening. Fans of AC see these changes as being Elden Ring stuff because we haven’t seen AC in a decade.
As an old AC fan, I thought a lot of the issues were stupid but like, come on, what is this video? What did you add here?
Your response to people worried about how things might work in the new game is "The game isn't out yet so you don't know."
Of course they don't know? The game isn't out yet??
If you think implementation or unknown changes could make these mechanics better or more in line with older AC feel, talk about what you think those could be. Hearing you say "idk, maybe FromSoft will just magically make it better" made me feel like I spent 10 minutes getting baited for any actual analysis.
Also, who are these people? In every screenshot, you cut out any reactions or metrics. For all I know these are 0 like facebook posts or buried comments under random youtube videos. If there's a general sentiment, yeah I want to know, but I also want to actually see that that's the case. If like 3 guys posted their whining to their 20 twitter followers, you're just drudging up drama at that point.
The fact that he couldn’t pull any comments without grammatical errors and didn’t show any metrics makes me think this is one of those fake controversies for the sake of content, maybe Rat feels that strongly about a half dozen illiterate randoms complaining on some message board but to me this seems like content farming
I think it looks good. My only real 'complaint' is due to everything being huge....the mech feels kind of small. LIke in AC4/4A you'd often be on levels with skyscrapers that made you realize that you were a giant robot. Whereas here the only sense of scale I got was from some shipping containers briefly.
I think it is due to this area itself,it seems to be designed for the mechs or big robots to do jobs here,so everything is big, but 8:03 actually shows some normal seize containers,and from that we can infer the ac in 6 is 10 meters I assume. The last picture that AC Twitter account posted actually showed a past residential area,I do believe when being there,our ac will have a sense of huge.
They could add a option to give you a way to change from the New lock on system to the classic lock on system
I have to wonder how many of the people saying that Miyazaki only knows how to make "one kind of game" remember that he got his start directing AC games? Or that those games had some of the fastest paced combat in the franchise (as well as a lot of changes to the combat before then)?
Since I've actually played the older games, AND have a working memory, I'm actually looking forward to this new iteration, and I like what I see so far. Then again, I've always been of the opinion that what gave AC it's identity was it's focus on making a mech suited to your individual playstyle and figuring out how to best the enemy mechs you had to deal with (as well as the dystopian story going on), and not clunky old school controls that were a product of a time when people were still trying to figure out movement and combat in in 3d space. I guess that's just me...
The fans who don't know the history of the series got too snooty about the "prestige" of their "simulator" style game. Never mind the fact that even implying a game is simulator like when it can be played effectively with a console controller is patently ridiculous.
They're just malding hard since they denied that any souls-likeness would be in this game when the teaser dropped, and now we have gameplay proving them wrong. I suspect it has less to do with the game and more to do with them being loudly wrong.
Someone who saw the full footage from the live event with the HUD displayed said the old style "soft-lock" is the normal mode, and you press a button to "hard-lock" one target. Doing this grants greater flexibility, and more varied combat.
The changes have clearly made this game's combat much more dynamic and complex then previous titles.
Because your history doesn't matter when your directing trends point towards the exact same mechanics beinf recycled over and over. But let's be honest, you would gobble any shit Fromsoft spit out.
@@Justowner My issue is quite simple: A Hard Lock on makes all the aiming in the game completely and utterly redundant. You do not need to pay attention to where your gun is aiming because the game literally does it for you. Breaking Lock also seems close to impossible, so the game turns literally into Dark Souls combat; You avoid attacks by pressing the evade key, not by using your movement to move out of the firing lines.
What you described is literally how Dark Souls works, you press a button to lock on, and there is no "Flexbility" because why the royal fuck do you need soft lock on when you can hard lock on? Every single bit of footage we have seen has the Core hard locked on.
Stop simping for lazy mechanics.
@@grimnir8872 "The exact same mechanics being recycled over and over"...
Ok, let's see...
- Demons' Souls. Has a world tendency mechanic that hasn't shown up in any of the other games.
- Dark Souls: Has a interconnected world design that hasn't fully returned in any of the later games.
- Bloodborne: Combat system changed so that aggressive play is encouraged over defensive play, going so far as to toss aside shields, and add a healing mechanic which gives life back when immediately attacking after getting hit. These gameplay mechanics have not shown up in the later games.
- Sekrio: Tosses aside the typical "souls" type combat system for one that encourages the player to stay in the face of enemies via parrying incoming attacks, as well as using sub weapons and secondary attacks as a way to vary playstyles. The action differs so much from past games, that many players who played the Souls games had a hard adjusting to the combat in this one, and some even argue that it doesn't count as a "souls game". Again, this mechanic does not show up in later games.
- Elden Ring: The one game that definitely could be called a refinement of mechanics used in the past... only it doesn't add world tendency from Demons' Souls, it doesn't really have the same interlocking world design as Dark Souls since it decided to just go with an open world design, it doesn't use the aggressive combat and healing mechanics from Bloodborne, and it doesn't add the parrying system from Sekiro. It also adds new mechanics that aren't in any of those other games, such as spirit summoning, and weapon arts.
And now we have this new Armored Core game, which to someone who defines games purely on surface level details, is just like the other games... because it has a lock on option and the ability to repair damage three times... two things that, by the way, can be seen in so many other games. But the aspects that helped define Armored Core, namely aerial and ground based long ranged combat with a variety of guns and rockets, combining of different parts and balancing of stats, energy use, ammo consumption, and abilities to make a custom mech that's truly your own, a mission based gameplay loop with specific goals and win conditions, having to figure out what weapons and armor set ups to adapt to the missions at hand, and wondering about the morally questionable nature of the work you are doing as a mercenary... no, all that is thrown out the window. None of that makes this game different from all the other games that FromSoftware recently put out. No, this game is just like all the others, because it has a lock on feature and the ability to heal three times.
I get that you're feeling called out by what I said in my first comment, but I don't think you did a good job countering my premise. If anything, you proved my point. It's not my fault that you don't have a mind for details. Not that it really matters in the long run. At the end of the day, these are just games we play for entertainment. I'm not here to tell you how to spend your money, nor try to force you to like something you don't.
@@grimnir8872hat's not Souls. That's Zelda. Zelda did lock on and dodging before Souls.
Also, don't use evade, hard lock on or the quick turn. Problem solved.
Honestly, as an AC gamer back in the day, turning on a dime seems fun as fuk and is what I always wanted in the old games. Healing is annoying but I can get over it. But the fking lock on man. It took skill to aim before. Locking 4 missiles onto a target while tracking was a skill and it was satisfying when you succeeded. Hitting an enemy that was zipping around with a shoulder cannon was a skill, and again, it felt godlike hitting stuff that way. Having auto lock is by far the lamest part and will be hard to get over.
Just hope that FromSoft makes it a toggleable thing
@@FrosteryGaming do you support difficulty option?
i wish the lock on range is extremely small and need a more expensive fcs to extend the range.
@@FrosteryGaming it is, watch vaaties video. He explains the ui and everything he saw
Our concerns were justified. This isn't AC. Miyazaki is a hack
As a player of Armored Core since Armored Core 2, personally I loved almost everything shown in this gameplay. The one thing that slightly disappointed me is the simplified customization, with fewer parts and fewer numbers. I understand why they’ve simplified the process, but figuring out exactly what all the parts do, what all the numbers mean, and how best to optimize them was such a rewarding process. I think it’ll still be rewarding, there is plenty of customization and numbers and such, and I think I will still enjoy it. Part of me just wishes that they had kept more of the separate parts and stats.
There's still a good chance that the simplified stats we've seen were just that. The simplified stats. In all prior Armored Core games, you had to switch over to the detailed stat screen to see everything. It would indeed be a shame if they cut that part out of the game, but there's nothing to indicate that it's not there. They just didn't show it.
Tbh it was fun for a lot but it made the game so insanly niche
I think in Vaati video he says that they have a detailed version i don't remember right.
@@macvadda2318 Yeah, but that amount of detail is why the game was legendary to that niche. I always liked that the simplified version was plenty good to make a decent mech which would satisfy the casual player base, but that the detailed screen would let me spend hours, days and weeks in the garage tweaking my mechs.
@@SkyReaperOne i garentee its still going to be complicated, just not so complicated to the point its pushing away people, as much as I agree that over complicated stuff was fun, however i dont think it wont be complicated this game. We still havent seem the full number chart, and i think its fair to say that something shouldnt have to push out tons of players to be considered a faithful ac game, also from the looks of it theyre not getting rid of that, just getting rid of a couple extra stuff and combining it which i dont think will have a huge impact on the games complexity
I don't understand the logic of saying that the presence of repair kits is going to make the game easier. If repair kits are in the game, that means From Software is going to make the game HARDER. They are saying, "If these repair kits weren't in the game, you aren't going to make it. You NEED these to survive." They're preparing to turn up the heat. The resupply stations immediately imply that stages are going to be an endurance run. That you are MOST DEFINITELY going to be running out of Repair Kits because of how challenging the game is and need more. Am I making sense here?
Considering every single soulsborne game has been easier with every installment, lol no. You're making baseless assumptions. Sekiro and elden ring were total jokes so your argument of "DURRR THEY WILL MAKE IT HARDER TO COMPENSATE" is completely illogical.
@@Sammysapphirathis might be the dumbest thing I’ve ever read on TH-cam. Congrats.
Don't fall into the trap of assuming that "it'll be easier" is actually their issue with this. These people are unable to articulate what they dislike about the new change. They are upset that the game will play differently and not feel like it has the essence of the game franchise they love. It's like when halo was changed to play more like call of duty. The difficulty is not the problem but rather, the familiarity they have with how the game plays. Some series have an undeniably unique style which is important to uphold, otherwise it is not really part of the franchise. That's just my take though.
@@Sammysapphira bruh sekiro is one of the hardest and eldenring is hard for casual players, people who found elden ring easy has been playing souls like for ages now.
This happens all the time when something goes from niche to mainstream
As a Morrowind fan I sympathize with the fans of a niche franchise when they get Skyrim’d
As a Halo fan I feel the same sympathy.
I have been playing AC since project phantasma. I love the old armored core games. Still do and still play them. This is a necessary evolution for the game. Back in like 2016 when they were interviewing someone from FromSoft they asked about a new armored core game. The response to them besides the "oh we would love to" was "It HAS to have global appeal". That doesnt mean just appealing to countries outside of Japan, but all sorts of different players as well.
I think people are expecting the short form 2-6 minute missions of the old armored core games. From what we hear AC6 missions are going to be MUCH longer. Its not an open world game, but it is a game that wants you to be in the world for longer periods of time.
Repair packs and garage access during a mission is going to be actually nice.
The people complaining will have never been happy no matter what they released.
It’s gonna be the TotK drama all over again watch
@@dragoon0705 I would be happy if it wasn't just Dark Souls wearing AC's skin.
I'll never get anyone's obsession with fighting the camera to a point where you only essentially see and use a third of the screen everything else was just noise. I have a feeling to lock on system though it looks automatic i think its specific models of ECMs that do this and others may have to toggle or maneuver to maintain a lock.
"You don't have the game in your hands."
Let me give you an example of why I don't like the "estus" healing of repair kits without having to have the game in my hands. It changes the tone of the game. With older AC games, damage was generally permanent. You could find in-mission healing, but you had to find it, and it wasn't mobile. It was more like a checkpoint where you could refill some of your armor then continue on. More notably, you had to pay for repairs at the end of a mission. Throwing in this not-even-estus healing means that instead of wondering if there's a repair bay somewhere ahead, I'm just looking for loot crates with mecha-medpacks in them. Saying 60% HP is "unsafe" means that (probably boss) combat is going to be more focused on quick evasion and dodging of high damage, severe trauma attacks. You can see it with the chainsaw hands boss. Gives you a right, a left, a two-handed Shatner slap. It leans harder into the Soulsborne Die Twice style of "Our combat is for the bosses, not the trash packs we encourage you not to fight." And that we can 'top off' with the press of a button, means that less emphasis is being put on the integrity of our mech. Otherwise the last thing we'll do in every mission is pop a repair kit.
Does it look really cool? Yeah, obviously.
Are we going to end up loving it? Yeah, probably.
Does it look like it's going to feel like a natural extension of Armored Core? No, not really.
Is it what FROM has told us to expect from interviews? Well...
Honestly, it's more like we're getting Bloodborne when we were promised Dark Souls 2. (I love both games.)
What they've shown is explicitly not what FROM has promised in interviews. They promised a return to form, keeping the core identity of the old, PS2 era, games alive.
It only bothers me because I love the old games. And I want a modern game with modern polish... that keeps the old meat, the shoe leather I go back to sink my teeth into, alive.
My fuckin thoughts exactly to the tee. I feared we'd get mecha souls.. And We fucking got Mecha souls. Like Come on man. Tbh Im just sick of souls shit entirely. Like good games no doubt, but enough is enough. Havent seen this game in 10+ years and now when we do see it. Its fucking mecha souls. Slap in the face honestly. Hope they delay the game.
well said but i have more gripes with hard lock on. i dont truly know the specific feel its going to bring into the table i just know its certain to be a different focus from the gameplay.
You're sitting there having not bought the game and already crying about been mislead by a company. Who loves to make money just as much as any other publisher mind you..
Let's wait and see though, maybe fromsoft has some tricks. Perhaps if only to draw a new audience into the series only to be hit with pure masochism later in the game where it plays like the rest of the series:>
from soft will obviously make the missions longer to compensate of the heals. Players will still have to worry about health like before. Its common sense to assume the game will be longer with heals lol
So I can definitely see where you concerns are coming from, but imo it'll probably work out fine, I think we'll most likely have an expense associated with using the repair kits probably more or at least equal to end of mission repairs. Similarly I imagine that with the shift to large levels they found that people would end up backtracking too much if they used repair bays. As for your other issues I kind of agree that the boss combat feels to soulsy
I remember being just like these angry AC old-schoolers when I got my hands on Skyrim. I grew up loving Morrowind, have put enough hours into it to be ashamed, and I was floored by how many of the systems got entirely removed, reworked, or castrated by Skyrim.
Solution for me was to return the game and just ignore it. I would bitch and moan if asked, but kept it to myself otherwise.
Some good points, especially about how turning speed and lock on may not be infallible.
Could've been less petty. There's plenty of concerned AC vets who didn't trash souls players. Not good enough content, those?
i feel like the turning speed thing is a legit concern but it could be that that build of the game isnt finished and there is a missing animation. you can see the ACs thruster firing in some of those turns so its probably quick turn. i dont know what would prompt FromSoft to add a healing kit but my only problem with it is that from people who seen it there is no trade off you just get AP back. the game will probably be fine tho, still buying.
One thing about the healing kits is that I hope they punish you for using the repair kit financially. Like how in all of the previous games, you pay for repairs and ammo. But now, if you use a repair kit, you pay for those repairs and ammo, and if you use all of those kits, by the end of the mission, you'll have a huge repair bill.
@@2ltelautismo394 yah would be nice if those cost cash. could be a nice middle ground between people who want to brute force their way through burning their cash and oldschool AC fans who want every penny.
Th turning speed was a great divider between heavy(armor/firepower) and more ligh/agile AC. I don't know how they are going to differ the gameplay now besides the boost speed, max load and the new leg's moves.
Soft lock on is still in the game its just that if you want the soft lock on just don't click the lock on button to put it on hard lock on. Soft lock on can be used to hit multi targets at once like with missiles or is better at crowd control or you could use the hard lock on to aim for single target to focus fire on them. Both methods are in the game but will be better at doing certain stuff then each other.
I hope the lock on is tied to the fcs and isn't the exact same no matter the part, most old fans myself included don't like the hard lock on system simply because being able to maneuver your mech like that was a skill and not a "I press this button and it does the thing" (and if there's no way to Jam it in pvp there'd be no reason not to use the hard lock since it drives the skill ceiling way down),the estus flasks I'm pretty skeptical on because we don't know how much they heal for, or how long it takes to heal, or how long the missions are, the dumbing down of parts has me the most worried because customizing your AC/NEXT was deep and you truly made YOUR mech your own with complexity. I'm hopeful for the game but I'd be lying that I'm not let down a bit. Before the gameplay it was sitting at 10/10 now? 7/10 at most. And I hope that since from dumbed down the parts selection that at least there's a larger list to choose from.
But what are you looking for?
Bragging rights?
Or the ability to play in a way that suits your style?
I rarely used lock on in Eldin Ring, and never use it in Monster Hunter, because it feels better to me to have control over the camera.
But why should it bother me if other people prefer to use it?
Manual aim was always important with certain weapons in AC, and I suspect that to remain the case.
FCS, as far as I recall, has always dictated lock on speed, missile lock maximum, and lock on type (deep or wide), I doubt it will influence camera lock on.
I can't take anyone who uses the term NEXT saying anything about "dumbing down" seriously.
AC4 and after players never had to deal with heat, or really worry about energy management.
But heat is back, hell yeah
More parts does not make a better AC game just look back at AC games that had more part options than other titles and see if that made a difference in terms of how good the game was compared to others. Also if you watch the part in the demo when it shows the garage there is a button for changing the view so i'm guessing that would give you more specs. When it comes to the lock on, yes in previous armored core games getting behind an enemy AC was a skill but it was the ONLY thing you needed to do to win because as soon as you boosted out of direct sight most enemies took so long to turn and find you again that by the time they did you had already cut there AP to half (lets be honest). And since learning complex attack patterns was not needed or just absent from enemy movements a hard lock-on in previous games would completely dumb it down but that is not what is happening here. Just because you have a hard-lock in a game does that mean you can't die 100 times because of the difficult enemy attack patters or because you're still trying to find the right build to defeat the enemy? Do you think 3 "healing potions" will then make gameplay like that easy?
vaati made a video explaining what he remembers from watching the video with all the ui, you can do both. There are benefits and disadvantages of using both un lock on and lock on. You an probably make builds revolving around not locking on. You gotta remember the team will design the game revolving around the lockon so it wont be easy, the same with heals as well. Its teh same with sekiro, people thought the game would have been easy from the reviving mecahnic but it was no where near that because they revolved the game around that mechanic
A lot of Armored Core's fundamental structure has to change, based on the change to the mission structure. Old AC games possessed small, say 5-10 minute missions (obviously some missions were longer, but that tended to be due to AC vs AC combat, or really tedious tunnel navigation that was a real pain to navigate), and switching to the large map mission scale is going to require repair kits, especially if we wanted to take older style AC missions and make them larger and longer.
The other aspect which likely has a little more validity is that, yes, the game is being made simpler to control. AC veterans who really stuck with the game throughout the years love the simulator-like aspect to the controls. Equipping quick-turn parts, or later, having to manual execute quick turn. Maintaining a target in your FCS range while evading as much damage as possible. The skill ceiling for 1 on 1 AC battles is extremely high, and the focus is about being the best AC controller/pilot. A lot of those skills that many developed over the years are essentially being automated by the new systems, and naturally that is going to make the longest time AC supporters, the ones who have stuck through with the series forever when no one cared about it, a bit salty. It's not the game they loved.
It would be as though Souls games suddenly incorportated Devil May Cry combo systems. It's just a totally different game altogether.
The hiccup here is that there ISN'T different yet similar games like the way Souls games exist, and then there's stuff like DMC or Bayonetta for more action, and then even you have games like Sekiro which can play like a bit of hybrid having fewer menus and stats in favor of more action compared to Souls, etc etc. The mech simulator, or even just mech games in general, you have stuff like Mechwarrior for the more western approach, or Armored Core for the Japanese approach. Both of these simulators never ranked too highly among gamers, and both had disappeared from the market for many years until relatively recent revivals. Even in the narrow niche of Gundam fans, there's not really any sort of massively popular Gundam game. FromSoft is aiming to scoop up the entire mech fan market in one shot and introduce as many new people into the fray as possible, and that is for sure going to leave older fans feeling sour.
Personally, I even used to play AC4 against EJRaven, the first online comment you snagged there. But for me personally, the more time I put into AC games, the more and more I wished they would play like Virtual On, or shift from less simulator to a little more 'anime' in execution, and let you do a little cooler stuff. It meant even as an old fan, I never could stay playing AC games as long as others because it would fall just short of what I dreamed of actually playing. But these guys are the ones who used 3rd party apps to connect their PS2s to play VS over the internet before anyone even bothered to even think of implementing online play. They're still out there playing the shit out of Last Raven because even AC4 and AC5 generations already weren't their cup of tea.
A good way to point out the difference in your point of view. I lost a lot of good game franchises - completly or to "casualty" (I like solo stealth games and tactical shooter). So yeah, to point out, that souls fans (like me) are the "winner" here is a interesting take. Even if it not feels winnig, if therefor something is taken from other fans. (sorry for my bad english, it is not my native language).
fully support your point, it feels weird, it feels like he just wants his ego boosted by "winning" and having competition where there is none
Great video! I share your final thoughts that we haven't seen enough to really make judgements on how well these systems work in practice. I also think it looks great and I trust that From is invested in providing a good Armored Core experience. They could have let the series go to the wayside, but they didn't. They chose to make a new Armored Core, and I fully believe it is a work of passion and reverence for their beloved series.
The big thing I am noticing is that the sense of feeling "free" is now constrained. You no longer have that sense that combat can change at any split second and is completely unpredictable. Enemies now have predictable move sets that follow a pattern to be exploited (Especially bosses). The bosses to me now have this megaman boss feeling (it's very different). The point of combat is to now lock on to your enemies specifically.
The biggest issue that I am seeing is that it doesn't feel like you are piloting a Mech anymore, especially with the melee moves. Watching those videos felt like a "Character" was just attacking the enemy, not some big clunky machine. The Mech did seem to move a lot like Jehuty from Zone of the Enders. That is a bit futuristic for Armored Core.
Aside from my critiques, I do have an open mind for this game. I am a big AC fan from WAY BACK and I hope that this 6th gen does indeed deliver in it's own way. To be perfectly honest with you though I am nowhere near as excited for this game as I am for the inevitable expansion game that will follow a year or two later.
Looking at the 4th gen, we saw just how much they revolutionized the game from AC4 to For Answer. They made the BEST game in the entire series with that expansion.
Armored core 6 looks fantastic. I hope we get more of this. It’s a new entry in the franchise. Let them experiment and make a new entry. I trust fromsoft and this looks like a great place to start for modern armored core.
Hardcore fans will always be upset at core changes… from any fanbase
And anyone writing them off as “petty” would’ve been upset if developers changed their favorite series lol
Bet some want the ps1 camera controls back...
@@thestylemage2092 Bet 99% just want the game to reward actually having to pilot the AC yourself instead of just letting the hard lock on do the heavy lifting.
@@thestylemage2092
Not really what I mean… there’s a difference between improving what’s there and changing the fundamentals
For example, when RE4 came out the controls were modernized for the time and nearly everyone loved it… however they also dialed back the horror aspect and longtime fans were very irritated by that
It doesn't matter if it's more armored core or more souls. It's Fromsoftware. Every game in the last years that they have made has been a masterpiece
The eternal coonsoomer
Haha no they haven't. Spoken like a true souls scrub. "It's just like darksouls!" Fooking morons
The fact that this is coming a year and a half after Elden Ring is insane..
How do they do that??!!!
What kind of sorcery?!
Kay now I need to see the EDM/synth album recommendations by the community to play in the background while playing this really early in the morning if you know what I mean.
dont ask questions, just consume product and get excited for new product.
just give me my lock-on box back... that's all I want
I’m so excited for it.
I played AC when I was a really young kid and have lots of great memories of playing AC2 so that's kinda where my AC experience lies and i have a few points based on my perspective.
One positive is that the trailers for AC6 look like how I imagined my mech when I was a kid and how I felt playing and that's so cool.
Another thing is that I am a sucker for fast/agile mechs and never really played tank much so the speed doesn't look too out there for me.
I feel the healing being it's own unique item might be alright, I remember being able to equip different activatables back in AC2 that had limited use but different effects and i think if the healing was done through that system it would become a build option as opposed to a main mechanic. It doesn't make much of a difference to me but I think it would be more aligned with everyone's opinions.
Going back to the speed thing although I primarily play fast mechs I will say it feels like from soft has been reducing the viability of tanks with each new game and i just hope that there are options for slower more deliberate and mythodical gameplay.
Also i think the jump pads are a bit daft but that's my only real strong negative everything else is kinda meh
All in all I'm excited, I'm all for change in my sequals and some of the more negative opinions are gonna stop me from enjoying a game that still looks very AC
See as someone who plays a heavy tank with big guns, this focus on speed and dodge has gotten me worried.
I'm glad fun paced players can have their agility fix!
But I do also want to be able to tank as a NEXT.
@@redfield7389 I 100% understand, I had a bit of fun with tanks in the older games but they seemed less viable in the newer games (mainly AC4). I really hope we get some viable build diversity in 6
I don't have any AC experience but I have transformed from dex (agility) to strength (heavy tank builds) over the course of souls games. I feel like dodge and agility might be meta in the initial days of AC6. But then again I know how havel monsters worked so who know, we might just be able to tank the hits easily and dish it back out by few folds.
As for the jump pads, I think they wanted to make focused on verticality probably and instead of giving upward thrusters, opted for jump pads. I'll have to wait and see how the game plays out. I am excited to be able to experience fromsoft's original game series.
It's almost exactly what I expected, and hoped for. I was a little on the fence about the hard lock, but I still think it's gonna elevate the combat in ways, while not alienating newcomers.
Having heals makes me think longer, more complex mission structure. Which was at the top of my wish list
Hard lock and the gameplay concessions that come with it will make the combat feel like a souls game
@@___.51 locking onto enemies is not a feature exclusive to souls games this is a bad argument
@___.51 lock on has been a thing way before souls even existed. Hell the old AC games already had an auto aim in them anyways.
@@QuantumFishFTW it won’t feel like an armored core game is my point, it’s a good and valid argument so peepeepoopoo
@@___.51 I doubt it. The pace, attack, and movement options, make it impossible to feel souls like. You won't be waiting for openings, it's gonna be constant fire, and dashing around.
The only reason i can think why there is "estus flask" a.k.a repair kit, is because the mission is not one isolated area anymore. It's an open, big giant world called Rubicon connect each other. The checkpoint is your HQ, hangar to check your mission, change parts, reading info etc.
"But that lowering the difficulty". Healing item is always *optional* , not mandatory. You can do "a mission without healing once" playstyle. If there is any achievement of that, even better for you to motivate the old school AC style.
edited :
The game implies there will be an area which decreasing you AP gradually like contaminated radiation area or implicitly blazing hot area (because Fires of Rubicon 👈👈). It could be a hint that those areas demand you to use repair kit
It looks great, it's just that it's not really what I wanted from an AC game and that means classic AC gameplay is dead, which will always saddens me regardless of how great 6 is going to be. My old dog is dead, this puppy is adorable and I don't hate him, but it's not a substitute
That ending statement is just really lame, dude. Actively looking to piss people off is always lame.
The upset fans are having problems articulating their precise qualms, but I've got it down in a less hostile note;
Armored Core 6 is an Action Rpg. Armored Core historically has been a 3rd person shooter. There it is. Under that lens, their issues now make sense.
A lock on in Gears of War would feel out of place. Having 3+ instant medpacks on every character in Fortnite would seem bizarre. Being able to swing your reticle around on a dime in Ace Combat is absurd. THAT is the crux of the argument.
They're not just mad because you're happy; They're upset that THE ENTIRE GENRE HAS SHIFTED. Or, at the least, they're incredibly apprehensive. Especially after the double and tripling down there was that this would not be a soulslike, and would remain Armored Core. But flipping genres clearly has alienated these fans.
And being hostile towards all of those who are unhappy with the changes is a really bad look. I know i don't personally matter, but i you're no better than they are with the ending of this video.
You pretty much nailed the main problem AC fans have. Unfortunately, the majority of people excited for AC6 have never played an AC game before, so they just aren't able to understand it completely.
So ridiculous. People were always going to complain. From shouldn’t care and the sales and reception will prove them right.
I think im going crazy waiting for your totk review/critique
Just beat it, game was so easy, some fun puzzles here and there it overall, I’d give it a 8/10.
Same tbh
Removing aiming from a franchise is a very big deal. I don't get how that is so confusing
Since my favorite armored core was for answer I feel like a lot of these changes are quality of life improvements. I’m honestly quite excited to see how the game feels. White glint has always been my favorite style of mech , and I can’t wait to play with the mechanics. It looks like there’s gonna be less set pieces for the mech but that might actually be a good thing. At least in the sense that one of my biggest frustrations was only getting one part of an armor set that I wanted due to RNG and that this new system might make it more applicable to get more of a complete set per drop. Either way, I’m really looking forward to it. I want to do some sort of sniping and close range sword build with a lightweight mech and aerial assault style of attack.