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The old games were mech mercenary sim-lite. Money and failure actually mattered in the old games. The game moved on even if you lost money. Your persistence was rewarded with H+ augmentations you went deep enough in debt. The important thing is you never felt like you were stuck unless you went out of your way to reload a save.
In AC6 you have to complete the mission. This can sometimes make you feel like you're stuck because you are stuck on a certain boss. Your own personal groundhogs day. Nobody likes to be stuck.
Replaying missions were a privilege you unlocked post-game. In AC6, you can grind them for money. But mission rewards are so luxurious you shouldn't have to. You can ignore the costs for repairs and ammo supplies.
In the old games you were encouraged to make smart play over run'n'gun tactics, not that it wasn't viable.
Along those lines, the checkpoints with free refills have enabled FromSoftware to design the bosses what they are. If the checkpoints and supply drops weren't there, they'd have to tune down the bosses to account for diminished AP and ammo. This would further encourage smart play, and challenge the player in more ways than just fast bosses that hit like a truck.
Stagger would have been nice if it was an optional method to work towards - like if explosive weapons had low base damage and high impact. But building stagger paid off just as much as going for energy weapons which deal high base damage, low stagger could pay off, while ballistic weapons fell somewhere in between.
However, stagger is the meat of AC6's boss and Arena fights. It's the only way to deal meaningful damage to the bosses. So a meta has formed that encourages high sustain impact and damage weapons, like gatling guns, or high burst weapons, like shotguns. That is very much not at all like how Armored Core is supposed to be.
That's why AC6 is a decent-ish action-shooter game with balancing issues, and a bad Armored Core game.
Exactly this. Design philosophy. People don’t understand that difficulty alone isn’t the issue, it’s the STYLE and design philosophy of combat encounters that are fundamentally different from previous games. Because I’m personally a fan of challenging games (like Ninja Gaiden for example) but the Souls games have always rubbed me the wrong way. I was a fan of previous AC titles, but the Sekiro DNA is all over AC6, as you’ve accurately explained here.
I was definitely looking for a challenging AC game, and the encounters with enemy ACs and other mechs can be a good challenge to overcome. But these big boss enemy designs have a similar ‘Souls-like’ design philosophy which I don’t appreciate, and defeating them doesn’t bring me any joy or satisfaction, I just feel annoyed. Also, the Stagger system and other aspects of the game really bummed me out too.
Put simply, ‘difficulty’ is not created equally among all games. One of my favourite indie games of recent memory is a game called Cyber Shadow: it’s an old-school style action platformer with NO Souls-like or Rouge-like elements, just a series of challenging levels and bosses, and I loved that game. These days, so many games’ idea of difficulty is just following a Souls-like/Rogue-like formula, and that just isn’t for everyone.
This is more parroted nonsense.
The bosses don't feel any less "like AC" than the rest of the game, and the rest of the game is VERY "AC".
The arenas were replayable anyway though, and that was a long time thing if you recall. (I know I do I used to spam the little 18k reward Arena to farm parts lol) So money was only ever an issue before you unlocked Arena (in some of the games anyway)
Selling parts for 100% value was an interesting choice though... That was probably the biggest step towards making money meaningless; though I do agree Replay should have been post first ending.
If you want a good comparison, fight any boss in AC6, then immediately after do an arms fort boss battle in For Answer, you'll see the differences immediately. Aside from the stagger mechanic, and significantly reduced speed, the AC fights are still very similar in both games however.
I do understand why they cap your losses in a mission to eliminate debt. I don't like it, but honestly... if they wanted to have any hope of anything resembling mainstream acceptance, they had to ease people in.
Folks hate being "punished" for "winning", so no matter what, you can't be left worse off than you started after successfully clearing a mission. As tradeoffs go... I'm glad they capped the deductions at "zero dollars earned" rather than removing repair and resupply costs completely.
Very much this. I almost like bosses with pulse shields more than ones without for that reason.
Maybe there should be a balance there and there on impact, but the system works and it's realistic (you overwhelm the enemy and the enemy can overwhelm you).
I do agree with a hard mode + debt mode to properly simulate the AC experience of running out of money. With the new autosave system it's gonna be close to a survival game too.