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This is a great action game, but it isn't "Armored Core”.
That debt mechanic sounds interesting and would definitely elevate the whole game experience. The checkpoint system is needed given the boss encounters in some level. It would just be frustrating to go through a whole level only to try out a new boss strategy. Also the attacks are so poorly telegraphed at times, more often than not you just die to the camera.
The game feels fluid and plays fine, but man it sure wasn't refined as well as it should and could have been.
But there are no real point to be that deep, be casual and win. I really do not see the reason to be "skillful" in game. In Ultrakill I see the reason: besides two awesome bosses behind rankwall (and not for nothing), you really wanna try to be better in that game. And it's not feeling or looking masochistic, unlike AC6. In ER I really wanted git gud and I git guded a lot with pretty hard weapon of choice, despite casual elitist whining, I even started to use jump as dodge mechanic.
In Hunt Showdown I really love hardcore part that allows overplay and be overplayed by literally with no firearms against semi-auto shotgun.
Heck, even Zelda TotK are hardcore, because have very deep mechanics. AC6 is casual, because of shallow mechanics.
The problem with the stagger system is that it creates only 1 playstyle. People talk about builds and whatnot but in the end, the only way to fight a boss effectively, is to have 4 weapons to dump impact until it staggers so that you can dump more damage. Anything that isn't about attacking as aggressively as possible is thrown out the window except for 100% stagger alphas. There's no such thing as evasive hit and run outside of grunt killing.
Here, 1/100 of what you typed but the same statement.
I actually like the sword/melee but fully understand you point. That the game changes from shooting matches to just close melee rushes because of it. In the pvp and with the core enemies, almost all of them use a sword or melee simple because of how much it stuns. Sniping is practically gone from combat.
I do wish we had more parts unlocked so we could mess with styles
In previous AC games it always raised pulses when a rival AC showed up unexpectedly during a mission. In AC6, an AC shows up and I'm like "get out my face bruh" as I shove past on the way to a mecha-themed flying demon wielding flame swords or a mecha-themed giant wielding lava hammers. I haven't seen this touched on much amongst the more common points of criticism but the entire setting feels less sci-fi and more low fantasy as a result of these ludicrous boss designs.
I think games have evolved since the last AC game (which was basically 2 console generations ago!) and AC6 is stuck in the past with its mission and level design. What a shame
I wouldn't go as far as to call it a bad AC game, as AC has evolved many times over the course of the series. In both good and bad ways, AC5 and ACVD are trash, but AC6 is a step in the right direction. They just need to ground some of the other things.