As a long time Armored Core fan, I am disappointed with Armored Core VI.

EvaUnit02@kbin.social to Gaming@beehaw.org – 124 points –

Man, in 2023, it's really hard to get heard through all of the macho "git gud" guff but as a fan of Armored Core since its inception: this game is not what I was expecting. I am disappointed.

I adored Armored Core as a series because it was steeped in the management of myriad statistics and unimaginably many ways to combine various parts to get to the collection of statistics you wanted. It was about navigating maps that were sometimes open and sometimes long and winding. It was about having a mech that can hit hard for a small open map or has enough ammo and energy for a long, exploratory map. It was about kitting out your AC for each and every mission to accomodate for every detail given in the mission briefing.

With the exception of AC4 and to some extent, AC5 (and Formula Front, I suppose), the piloting was really rather ancillary. Sure, it was fun. Sure, there were things to do. But really, as a pilot, your job was to leverage your AC's strengths while mitigating its weaknesses.

AC6 turns all of that on its head.

AC6 feels very much like a Souls action game akin to Sekiro just with an added dash command. You dash around, trying to fill up an arbitrary bar just so you can deplete another bar all while managing your own bars. You do this while looking for patterns in a boss, avoiding their attacks, and waiting for "your turn". Cool, if you like that sort of thing. But the focus now really is on the action aspect rather than your builds. Of course, you can still build ACs but it feels much more like kitting out a Souls character than it does studying numerous values and piecing them together in ways that are both effective and affordable.

My gripes:

  • The game seems to dish out AC parts as a reward rather than giving them to you as the core gameplay itself.

  • Why do I not have a radar?

  • The image editor is more restricted than it used to be (no more free-form pen tool)

  • Why can't I build an AC whose generators offset my energy usage?

  • Why is there a stagger gauge? Why isn't staggering instead a function of the kinetic energy behind my weapons and the stability of your AC?

  • Why do my weapons do insane damage to normal enemies and virtually no damage to bosses?

  • Ammo counts seem insane. I could be misremembering but I'm pretty sure the shoulder-mounted missile pod in the first mission reported having 150 missiles.

  • Energy is just a meter limiting your dashing and jumping. It feels very much like a Dark Souls stamina gauge. I suppose if I'm charitable, I could say it feels like AC4.

  • Speaking of Dark Souls, you now have magical repair kits akin to Estus Flasks.

  • Combat seems very much of the Sekiro/Bloodborne dodge => stagger => damage variety. It seems much less viable to just walk in with a massive tank, soak everything thrown your way, and accomplish your mission. It also seems much less viable to use distance and terrain to your advantage. The smaller scale of the ACs in AC5 really gave me hope that terrain would be coming back as a major feature but it hasn't. Moreover, you can't build an AC that can fly off in to the stratosphere and rain hellfire from the sky.

This game feels very much like Sekiro with robots, to me. It's a game that is 95% action and 5% mech building. Even the action element doesn't try to feel like giant lumbering mechs engaged in combat. It feels like Gundams darting around while pulling both energy and ammo out of the ether in order to keep up the pace of the action. AC4 was very "super robot"-like but at least AC4 retained the core conceit of combat by virtual of stat interactions.

The bosses also feel distinctly Dark Souls-ish. They're big, imposing trials. I long for the days of Nine Ball and White Glint.

Does this game have stats? Sure. Do you build ACs? Yeah. But they are not the focus of the game anymore. This game is about piloting and at that, the piloting has been massively changed to feel much more video game-y and Dark Souls-like. It's about identifying and reacting to patterns. If you can do that, you'll be in very good shape to complete missions despite your build. In fact, I fully expect to see streamers with goofball AC versions of "nothing but my underwear and a torch" runs through the game.

One of the greatest joys I got out of the previous AC games was in finding clever ways to complete missions. If a mission was too hard for me, then I would try to construct an AC that allowed me to win the mission outside of the way the game wanted me to win. It was such a joy. It was facilitated through the fact that parts were numerous right from the get-go and the game mechanics centered around the interaction of dozens of statistics. Few things felt better than pummeling an AC with shots that they couldn't handle and keeping them in stun lock.

Sadly, this game is hell bent on you playing the game as an action game. You will be required to both understand and become proficient in the action mechanics or else you will fail missions. Mech building is a secondary activity.

There are plenty of games that do that already. What I wanted was Armored Core.

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I agree 10000%. This is Souls with robots, not Armored Core.

What's even more upsetting is that the reviews I read claim exactly the opposite, but you jump into mission 1 and there's a giant gunship that will 2-shot you, and you have no ability to customize your mech, so you're right from the outset being told that build means nothing about outcome.

I'm not surprised the Souls fans love this game since they don't know any better, but I am very disappointed in FROM.

(never played an AC game before) The lesson I took from the tutorial boss is that you should use the right weapon for the job, i.e. the build matters a lot. I wasn't getting anywhere with anything but the sword.

Yes, and that is not AC. There is not one correct weapon for the job, there should be many different combinations of tactics, weapons, movement styles, etc. The build didn't matter, because "the sword can kill everything" is not a "build", but it's true in AC6.

Want to one-shot the giant mechs at the expense of agility to handle small ones? Turn your AC into a massive lumbering build with a stupid-big cannon. Want to snipe stuff from halfway across the map, in exchange for a 20-second reload? Or make your AC able to fly for minutes on end, at the expense of only having a lightweight shotgun and blade, and barely any armor? No problem.

You could do those and tons more, and they all have trade-offs, and none of them work for every mission. That is AC.

There is no variance here, it's all just Dark Souls-like dodge-fighting. You could keep the same build from mission 1 and beat the game, and that's not "difficulty" in the AC sense.

I had this same experience. The gunship dies in 3 melee hits. I can only conclude that all the people whining about how unreasonably difficult it is are either just not moving around at all, or are trying to stay on the ground and gun it down.

It's funny how you turned, "this is not AC" into "[this is] unreasonably difficult". Despite what the Souls crowd seem to keep responding with, this is not a complaint about difficulty, it's a complaint about where the difficulty lies.

Souls-like games place their difficulty in adapting your movement and timing. That's what this game does.

AC used to place it's difficulty in planning. You had thousands of combinations of weapons, movement styles, distances, etc, so you could find many different ways to beat a boss, not just one. "Just fly up and hit it with the melee weapon while you dodge around" is the dumbed-down version of AC.

I was not referring to you specifically, but rather the significant number of people complaining about the difficulty of that encounter - take a look at the negative Steam reviews, for instance - at least when I was looking at them a day or two ago, about 30-40% of them mentioned that specific fight as being too hard. I've also seen it mentioned in a review, which is just unreal to me.

To respond to you directly, though... You seem to want the PS1 / PS2 era AC, which I don't think this is trying to be. You even note that AC4 and AC5 started to skew away from that; why would you assume that AC6 would be a return to the "old ways", rather than a continuation of the evolution they'd already started?

I'd also note that the 'Fly up and hit it with the melee weapon' boss is the tutorial boss in the first mission, before you get the ability to customize your AC, so your argument is kind of misplaced there.

You can use "fly up and hit it with a sword" for 95% of AC6.

That is not "AC" in the traditional sense, and while obviously FROM can make whatever game they want, it's disappointing to me that they turned it into Sekirobot, but with shorter and less interesting maps, and basically no lore.

As to why I thought it was a return to OG form, as I mentioned in my response to OP, I read multiple reviews which said it did exactly that. That's not FROM's fault, but it does suck.

I don't think FromSoft ever stated that it was a return to OG form. Reviewers say all kinds of things (including that the tutorial boss is too punishing, heh).

You're obviously free to dislike the game, though; I've been having a great time with it, but I also didn't come into the experience expecting (or even hoping for, really) AC1/2/3, so maybe that's got something to do with it. Is it different? Yes, absolutely, but it's still fun.

I think most AC games pretty much dump you into the first missions with a stock mech. AC6 is only distinct in that the first mission is so long and includes a comparatively-difficult boss-fight.

Yes, in most of them the first mission is just a short tutorial, before they turn you loose in the actual game (mech creation).