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Why do you insist?
Maybe you have looked up Imba Builds on the internet. Most do so ;)
And anyway, I'm saying you don't need that to understand the gist of the game, you can't even customize the AC in the 1st mission anyway.
Armored Core is the franchise From is actually known for. It really was all they did until Demon's Souls (which no one remembers, either, in spite of it being infinitely better than Dark Souls and arguably also Elden Ring, because Demon's Souls focused on the accuracy of hit-detection, accuracy on the parries, having animation that doesn't rotate around on a coin, etc. So your character's limbs and weapon has presence, instead of being a box with a death-beam hitting things by getting close, that sort of thing. AC is also based around this type of approach to gameplay. Which is what From did so well, and arguably still does with AC6).
The Armored Core series is maybe a bit Japan-specific in the sense that the gameplay is fast-paced, but that everything is centered around timed and careful input. And it requires some finesse for you to not look like you suck when you play. Like in the Souls-games, to an extent. And the boss-fights are always centered around getting through shields and having a critical hit of some kind of weak point. But the AC games are not set up so you get a quick-time event to get to the next stage - it's just in there in the mechanics. A shot goes past the shields and hits the head, causing extra damage, or you shoot behind the shields, and so on. While bosses have layers and gain weaknesses when they're staggered, etc. Standard fare, just that the execution of it was always centered around the feel of the movement.
So a staple of the franchise really is the physics when navigating around with the mech, the Core. And how the different weapons change the strategy you're using completely. As opposed to that you're just getting higher numbers and stronger weapons. Mechwarrior used some of this, and you can absolutely see some crossover from Mechwarrior 2: mercenaries, that turned up a year before the first AC game. The same setting, essentially, is the backstory of the world lore, too. But AC is basically as much Gundam, as Mechwarrior is Robocop.
Is AC6 worth playing, if you're not a super-fan? Unlike the other games, to a very large extent, yes. The story is more subtle than in the previous games (like in the Souls-games). And you're not really going to notice that you're playing an extremely Japanese game unless you know how the franchise used to look. The physics are as good as ever, perhaps even better. And graphically, they've pushed past a lot of the issues that have been a consequence of having focused completely on the movement and the details of the cores, at the cost of everything else. So not only do you get subtle flexing on the legs of the core, and things like that (which used to be there) - you also get incidental objects falling apart as you smash into them or shoot them that aren't just an afterthought (like what it used to be). More uneven ground is amazing, and the depth/size of the levels have some improvements as well. Gaps and flight perspectives is super-easy to get, widescreen stuff is amazing. Graphics style is also less "symbolic" and abstract, and much more like it belongs in a world with a nuclear war going on in the atmosphere.
Or, it's still an AC game, but a non-fan won't be presented with the usual... um.. hurdles?: extremely overblown Japanese epic narrator of ultimate epicness, three hour long death-scenes with crying and a song and things like that, complete focus on gameplay over all other concerns, insane difficulty spikes, or the typical "what do you mean difficult?! You just have to buy this random looking equipment, mount it in this slot, or else you can't complete the mission! DUUUH!" that the originals have in abundance.
There are still insane difficulty spikes, of course. You'll die in the tutorial mission, you'll have no idea if you're doing it right for half of the game. You'll get tips from super-players that you shouldn't care less about. And only a few people are going to freak out if you join the events and just do a little bit of damage. Just switch away from the NA region with the Japanophiles and the usual crazies, and you're fine.
But overall this might be the neatest AC game so far. Really great stuff, without departing from the franchise in the way Dark Souls did from Demon's Souls in the transition to PC/x86. Note that they're still employing very "console" style setups with graphics overlays, scaling, how detail is rendered, and also menus and things like that. But it works quite well. Hardware requirements for an all right experience is also fairly low.
Armored Core was what they were most known for as in they released the most titles for the Armored Core IP, but to fill anyone in who isn't aware of FROM SOFTWARE's release legacy, they also created all of these prior to Souls (started back in 1997):
- King's Field I, II, and III (PS1)
- Shadow Tower (PS1) (a dungeon crawler and a spin on King's Field)
- Echo Night and Echo Night 2 (PS1) (1st person adventure mystery game)
- Spriggan: Lunar Verse (PS1 -JP Only) (Yes, the Spriggan of Manga/Anime -the IP is old, but still holding up great)
- Frame Gride (DreamCast -JP Exclusive) (Magical armors, sort-of a light blend of AC and their other actions fighters -think Magical Knights: Rayearth)
- The Adventures of Cookie & Cream (PS2) (Co-op platformer)
- Evergrace and Forever Kingdom (Evergrace II) (PS2) (Action RPG)
- King's Field IV (PS2)
- Otogi and Otogi 2 (OG XBOX) (Action RPG with Ancient Japan Demon Lore)
- Murakumo: Renegade Mech Assault (OG XBOX) (It was clunky, got bad reviews, but it sure was different -and had mechs!)
- Lost Kingdoms and Lost Kingdoms 2 (GameCube) (Card based Action RPG)
- Shadow Tower: Abyss (PS2 -JP Only)
- Kuon (PS2) (Survival Horror)
- Metal Wolf Chaos (OF XBOX -JP Only, due to publishers feeling that game shouldn't be released to the US and EU based on the Political Satire within -as this was released in the Peak of George W. Bush's War on Terror propaganda fiasco) (The DX version took 15 years to finally release globally. I guess the publishers back in 2004 we're not aware that nothing in the game was going to be anywhere near as bad as what would come out of if not had already come out of South Park's commentary on the political maters -which also started out in 1997, just as an FYI.)
- Thousand Land (OG XBOX) (Sandbox point defense battle simulator?)
- Enchanted Arms (XBOX 360 and PS3) (Action RPG)
- Another Century's Episode 1, 2, and 3 (PS2) (Fighter Game with Iconic Meca IPs)
- Yoshitsune Eiyūden (PS2 -JP Only) (Hack and Slash Samurai Game)
- Chromehounds (XBOX 360) (Another customization based mecha game that wasn't like Armored Core)
- King's Field: Additional I & II (PSP -JP Only)
- Nanpure VOW and Iraroji VOW (DS -JP Only)
- Shadow Assault: Tenchu (XBOX 360 -JP Only)
- Inugamike no Ichizoku (DS -JP Only)
- Ninja Blade (XBOX 320 and Windows PCs) (hack and slash)
is what they pumped out prior to Demon Souls in 2009 aside from 3 Armored Core titles on PS1 and then 2 Titles for Generation 2 on PS2, 2 Titles for 3rd Generation, 3 titles for 3.5 Generation AC (Nexus/Ninebreaker/Last Raven), and 2 titles on PS3 which were AC4 and AC4fA, as well as the 3 PSP games for AC3, SIlent Line, and Last Raven, Formula Front on PSP and PS2 (though the later was JP exclusive due to a publisher fumble IIRC) -so that's 16-17 AC titles. They had a few cellphone games too not seen on the wiki as well as a Tenchu game and they did the Monster Hunter Diary: Poka Poka game (which is mentioned on the wiki, but was released after Demon Souls, and just prior to Dark Souls.
In the gap between Demon Souls and Dark Souls was:
- Another Century's Episode: R (PS3)
- Another Century's Episode Portable (PSP)
- Yatsu Hakamura (DS -JP Only)
After Dark Souls they Released AC:V, Verdict Day, and the Mobile Suit Gundam Unicorn game. I hear tell that MSG:U is oddly the best Gundam game ever made -but it never released outside of JP so only those who imported a copy know (though at this point, as that was on the PS3, there is most likely an English patch if you catch my drift).
Outside of Steel Battalion, Déraciné, and Metal Wolf Chaos DX -there really hasn't been anything that wasn't either a Souls related or adjacent IP until Armored Core 6.
Bloodborne, Sekiro, and Elden Ring are typically considered as influenced by Dark Souls and spin-offs or adjacent to the formula of Dark Souls.
And yet with that entire roster of IP's spanning 27 years of game development and production, Armored Core is the one IP from them that has the most releases, though it is also the one that has the most dramatic changes between those releases that one could experience.
No, never, terrible and trash.
I forced myself through them once and will likely never touch it again as a result.
Like a lot of reviewers demonstrate: they just don't see these things in the game, period. They complain about lack of beautiful one-shot lighting effects in cutscenes - while basically not realizing that it's real time effects. (Although AC6 has one-shot resources in cutscenes).
So while the AC games have been very different from each other, I think it's worth making the point that AC6, in spite of being slanted towards a "western audience" in some ways (the lower difficulty in general, the short missions, the lack of "dear gods I screwed up three missions ago and I'm still paying for that now, and I can't change anything - I guess I'll just have to change my playing style completely now!".. you can just grind missions now and get better equipment until you win. In AC4, you were going along for the ride with a huge dent in the plate if you weren't careful, etc.) - it's still made very obviously to be a FROM game in terms of gameplay. Which then is very different from what they've become known for with the Dark Souls games and Elden Ring. Where you hunt for invincibility-frames and roll out of the way of a dragon, a longsword, or a giant stomp in the same way with equal success.
AC6 keeps this "core" that I think From is actually known for, having played at least some of their previous games, and Demon's Souls.
what gun can I use to lock on enemies like 99% of them
What I posted not a response to you, it was an expansion on the one segment you brought up. They used to dabble in a much more diverse range of game types that may have been what brought some of the community into the FROM sphere.
When you put the white reticle on some target, the fcs system will be trying to adjust the aim for you. So you'll actually be shooting at those red crosshairs, which is the computer's prediction of where the target will be when the shots hit. If you have multiple targets, or something is moving in in front of you, the fcs might switch targets. ..there's a manual aiming mode switch option later if you really want to use that.
Although if you just fire off a snapshot with missiles, they will hit where the white reticle was aiming (and you can use that to do splash damage to something running away, or something that is stationary, without locking on - typical strategy: fire a rifle at moving targets, dump the missiles on the stationary main target in the back). Same with swords and things like that - it will follow a close target with a red square, or just hit where the reticle is pointed at.
The "assist" in the tutorial is just the snap-on camera, that follows the target with the viewport. But the same fcs-mechanic still is involved. So the lock-on assist is just there to let you focus on dodging (but.. usually makes people dodge in very predictable ways). While you then wait for the target to move in a straight route, or converge towards where you're leading the shots, aiming with the red crosshairs that are assisting you now, before shooting.
With a cannon or the handgun, it's specially important to not waste shots. So the tradeoff is that you might need to be in range of the other core's fcs for a while before you get the lock you want.
I am going with a light weight AP build on my first play through and then moving up to heavier AP's for +. It's challenging enough that every boss makes you change up your play style a bit. By the time you pass the "Cleaner" you'll probably be watching all the visual mech animations for ques on weapon reloads, timing your attacks to enemy animations, watching the "ACS Anomaly" meters, and feeling like you got a good understanding of the game but it keeps challenging you. Timing is everything.
I say “jump in the fire”, get pulse or attack armor and learn all the controls as fast as you can, "Rubicon" demands it. I feel this whole thing is going to end in one big "Coral" fire... I like the story line and I’m enjoying the lore of this universe.
Storywise, well, the story aint that great. But the action is fun, and you can literally build your robot to destroy enemy robots in many many many ways.
My only nitpicks would be the lackluster multiplayer, co-op would've been nice. The game is a bit short, and I would've liked to see more branching paths and choices along the way.