What we know about Armored Core 6 so far.

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  • Опубликовано: 13 сен 2024
  • Complete breakdown of armored core 6 gameplay trailer and interview.
    References:
    blog.playstati...
    www.neogaf.com...
    • Armored Core 6: From S...
    • ARMORED CORE VI FIRES ...

Комментарии • 367

  • @TheDarkkilla12
    @TheDarkkilla12 Год назад +142

    I just hope an eventual demo comes out, if they really want to bring about hype for new players, they need to bring in a demo for people to sink their teeth into and get hooked on the game series.

    • @majinosamabinladen2036
      @majinosamabinladen2036 Год назад +10

      Maybe, unfortunately FROM has not been in the habit of making demos so I wouldn’t expect one :(

    • @adamsee4144
      @adamsee4144 Год назад +6

      @@majinosamabinladen2036 agreed, but an open beta a month or 2 before launch isn't out of the question.

    • @LamontZero
      @LamontZero Год назад +20

      A demo disk of Armored Core 1 was actually what got me hooked on the series. It was in a PlayStation magazine and I remember my friends and I playing just the demo for weeks until I bought the game.

    • @der_saftmon
      @der_saftmon Год назад +9

      It would be neat, if it's an demo, where you can do a tutorial or a "tutorial" and then test out AC builds from different focal points.
      It would be neat, because I never played an AC game yet.
      I hope I can play one on an emulator, but final exams are my priority for now.

    • @noobeternal9718
      @noobeternal9718 Год назад +3

      At the bare minimum a network test like with Elden Ring

  • @CasepbX
    @CasepbX Год назад +76

    I feel like when it comes to creative boss fights or hyper focused ones, you can have both. Mini bosses can get you in that zone but not require too much thought, just reflexes and pattern memorization. While larger bosses can require more thought and creativity.

    • @lucky13sj
      @lucky13sj Год назад

      Pattern memorization is the worst way to build a ball and you can fight me on it. It's low skill low talent Baltimore it's old armor core bosses of Justin there attacks based on your distance and their weaponry. That was a much superior system

  • @henrireno8209
    @henrireno8209 Год назад +46

    I think, rather than the boss being nicknamed “the wall,” the characters are referring to the large wall that’s located behind the turrets in the tank leg scene. That same wall shows up in the cinematic trailer, so it makes sense to me for it to be important to the story. The boss is probably there to stop you. That’s also raises the question of why the main character isn’t just dropped across the wall from space, so I could be wrong

  • @denk3120
    @denk3120 Год назад +31

    Nice video man, probably the most informative AC video out there right now.

    • @aboveaveragegaming6120
      @aboveaveragegaming6120  Год назад +15

      I originally wasnt going to make it, but after 3 days of no one doing a paralysis analysis breakdown, I had to do it.

    • @avengingsylph
      @avengingsylph Год назад +3

      'Small' channels always put in more work. It's glorious.

  • @astreakaito5625
    @astreakaito5625 Год назад +49

    I just know it's gonna be an incredible love letter for the series and the fan but also a great entry for new mecha fans!

    • @dantekb43
      @dantekb43 Год назад +9

      I hope you're right, but as a fan of classic ACs... it reeeaaaaaly sounds like they're trying to appeal to the souls crowd...
      Yes, i know both the director and Miyazaki said that this isn't a souls game...
      but then they proceed to describe a bunch of CORE gameplay mechanics from souls (like the ones seen on this video)

    • @MaidenlessScrub
      @MaidenlessScrub Год назад +12

      @@dantekb43 the things they add are new game mechanics in general like stagger and telegraphed attacks. They aren't mechanics specifically from souls games. From just wants to improve the gameplay using what they learned after 10 years making souls

    • @dantekb43
      @dantekb43 Год назад +9

      @@MaidenlessScrub Not exactly... it depends mostly on how they implement it...
      Yes, you could argue that the heat mechanic from AC3 was like a "stagger" of sorts from back then... but that is not even the thing I'm most worried about...
      I am mostly worried about the "lock-on" and the "rhythmic attacks" parts...
      Aiming is a CORE gameplay mechanic of AC, it is part of the challenge of how you play.
      And like Josh himself described in his previous analysis video, some of these attacks would NEVER make sense unless they were deliberately restricting your movement in the game.
      I know its A LOT of speculations from my part, but it doesn't add any confidence when the director himself describes stuff with phrases that could literally be used to describe elden ring like "...finding the right window to attack..."
      i hope I'm just paranoid.

    • @MemeLordCthulhu
      @MemeLordCthulhu Год назад +5

      ​@@dantekb43for answer kinda has that already tho. I just started playing it, but fighting another ac in the arena feels a lot like you need to time your attacks and dodges to when your enemy attacks, like any video game

    • @nnnnnnnnn8888
      @nnnnnnnnn8888 Год назад

      I hope it respawns the mech genre

  • @thealliedpowers
    @thealliedpowers Год назад +36

    Already one of the better commentary videos I've seen yet, I never noticed the hovering AC firing both right-side weapons until you pointed it out and I really appreciate your nuanced take on the bosses. As I swore to never play a soulsborne game by Fromsoft until we got a new AC (and still havent because none of the ones I want are going on sale), I can't speak on that front for bosses but I very much enjoyed the old gen bosses from my childhood experience and replays on my emulator.

    • @adamsee4144
      @adamsee4144 Год назад +2

      This could be a mechanic that carried over from AC5/VD. Even though that generation didn't have any back weapons, it did have shoulder units, which allowed you to equip missiles, rockets, auto guns, etc, that could be fired in combination with your arm weapons. What I'm saying is merely speculation, but I hope I've shed some light on that particular feature we saw.

    • @Lautrekc
      @Lautrekc Год назад +2

      Why did you swore to never play a soulsborne until a AC was released?
      No one knew they would focus on something else for so long lol.
      Plus it's silly because all that work they've been doing for the last 11 years has been to grow the studio in a mastodont position while keeping their identity. I don't think AC 6 would be as big without their latent success

    • @thealliedpowers
      @thealliedpowers Год назад

      @@Lautrekc Well if they weren't gonna make another AC then I would just never buy a soulsborne game.
      I think they have absolutely lost their identity, throughout the 2000s they were always varying it up, nowadays people only know souls. Fromsoftware doing another survival horror game would be inconceivable. All of Dark Souls, Bloodborne, and Elden Ring are slightly different flavors of European Fantasy, whereas something like Evergrace or even Enchanted Arms which you can tell were trying to feel like their own worlds.
      I don't speak for all Armored Core fans necessarily but many of us remember the Agetec days with so much variety. I don't want AC to just dominate for a decade in some sort of flagship title revenge scenario, I want a return to form of pre-miyazaki aesthetics.

    • @flamingmanure
      @flamingmanure Год назад +7

      @@thealliedpowers "I think they have absolutely lost their identity" they havent, they gained the best part of their identity with miyazaki and his design philosophies, not to mention fromsoft got laughably better at art and atmosphere because of miyazaki and his direction. their "identity" as you say was barely surviving with their aimless game design philosophies and just random assortment of genres they worked on, fromsoft are much better when they are focused on certain genres for years, souls, kingsfield and AC, all of which are their best work imo.
      " I want a return to form of pre-miyazaki aesthetics." the most notable 2 franchises they ever made pre miyazaki were kingsfield and its offshoots (euro asthetics lol) and armored core(sci fi). the rest are frankly, barring ko un, alright at best and complete ass at worst if u ask me, i wouldnt want them to go back to that as i prefer quality over quantity, youre also forgetting about sekiro, i would rather they focus on certain genres for a few years and then move on, rather than randomly mishmash their talents, especially with their release schedules, and thats actually how they used to do their best work pre miyazaki. miyazaki confirmed that we would see a different type of fromsoft going forward after elden ring, so lets see if your wish comes true, as much as i dont want that, although i find your oath of not playing souls till armored core is announced to be silly and emotional, you basically missed out on the best most influential franchise since resi evil 4.

    • @thealliedpowers
      @thealliedpowers Год назад

      @@flamingmanure I didn't mention Sekiro because I was pretty sure we could infer that it was an exception still in a sea of post miyazaki Euro fantasy that doesn't disprove the fact that modern FromSoft was basically married to that aesthetic until four months ago. I don't mind if you like it because its clear a lot of people do but the PS1-2 era when games would just be super niche, even outside of FromSoftware, it was a pretty good time.

  • @ruikiri
    @ruikiri Год назад +25

    If the Game has Diffrent Endings per Playthrough like ACFA, makes me think 1 campaign isnt going to be too long, but considering the levels are going to be more extensive aswell maybe that makes up for it ... but quality over quantity, i guess... Great Video :D

    • @aboveaveragegaming6120
      @aboveaveragegaming6120  Год назад +2

      Hey man. Would you be interested in hopping on a podcast with me sometime in the future? It's a pretty small podcast channel, but I think it would be fun. If so, email me at josh206671@gmail.com

    • @Thisisthegreatestatofalltime
      @Thisisthegreatestatofalltime Год назад +1

      Speaking of ACFA hopefully hard mode is a thing

  • @TR.Pixels
    @TR.Pixels Год назад +4

    The lock-on to enemy system might be dependent on turning speed, side boosters and lock-on range which in that case although you no longer need to aim (unless you want to) you still need to have a mech that is balanced to take advantage of it.

  • @LupercaliaXVI
    @LupercaliaXVI Год назад +15

    As a fairly new AC fan I also hope they don’t inject too many elements we usually see in Souls. It’s great, but we’ve been playing that for 10+ years now, Armored Core should feel distinct.
    While I love the new trailer I can’t help but wish we got some raw gameplay minutes with HUD and all to give us a better idea.

  • @andrei6806
    @andrei6806 Год назад +5

    you got a new sub with that video ending LMAO
    im a week sober after 5 years of non stop everyday drinking. you can do it when you choose to do it bro, just ask for help

  • @donk8961
    @donk8961 Год назад +14

    On the topic of fixed lock-on, they wouldn't have to use 30 takes to perfectly aim it. They can TAS whatever they want for the trailer. Could be we get a little more auto-aim from FCS. This is the biggest sticking point for me right now, having to aim is kind of a big deal.

    • @lesslighter
      @lesslighter Год назад +1

      because whats the point of having hand held rockets if it has a lock on:/

    • @donk8961
      @donk8961 Год назад +1

      @@lesslighter it breaks too many armored core rules. How would leg turn speed work? Why even have quick turn then?

    • @sazo1st
      @sazo1st Год назад +2

      @@donk8961 could be a soft lock on maybe? Where if an enemy gets out of sight too quickly it just loses lock.
      Otherwise maybe a specific part for AC's that are focused on melee or very fast combat? Idk tho

    • @lesslighter
      @lesslighter Год назад +1

      @@donk8961 I'm guessing there is some sort of soft lock tracking but without knowing how the logic works in the back end we can only speculate basically they might retool AC4's "deactivate FCS" button into something more inline with AC6's mechanics

    • @donk8961
      @donk8961 Год назад +3

      @@lesslighter I’m almost certain there will be some aim assist to toggle. I hate not knowing, I care more about this than whether I can build permaflight.

  • @raikohzx4323
    @raikohzx4323 Год назад +10

    I'll say that for future videos using trailer footage, the JP trailers have 60 frames if you want smoother footage without the need to interpolate frames together.

  • @elliottvantonder5477
    @elliottvantonder5477 Год назад +15

    I totally agree with you about the boss battles. As cool as Artorias was, I feel like he was the downfall of the series to the point that just about every boss from Bloodborne onwards was the same kind of rhythmic combat, just ramped up to the absurd degree of Elden Ring's back half. I miss the puzzle bosses that fed into the idiosyncrasies of each level of AC4A, demon's souls, DS1 and DS2.
    Hopefully we'll see a return to that thinking in a few places for AC6.
    On the plus side: the more I hear about the combat rhythm for AC6, the more it sounds like this Assault Boost mechanic is going to let you switch to an essentially different control scheme. From the traditional long-ranged AC combat to short bursts coral infused hypermobility, akin to an EVA or a giant Sekiro.
    It sounds like a cool premise anyway. Finally bridging the gap between mecha simulation and mecha fantasy. Idk

    • @Omega77232
      @Omega77232 Год назад +1

      Downfall is an exaggeration you just have a different taste on bosses compared to other people

    • @elliottvantonder5477
      @elliottvantonder5477 Год назад +1

      @@Omega77232 oh yeah, totally. Just my feeling. Also I totally enjoy that stuff. I just miss the older puzzle bosses. But if it wasn't for the speed we wouldn't have Sekiro or Bloodborne (my 2nd and 3rd fav of the Miyazaki era).
      I'm just being a little dramatic.

    • @vazazell5967
      @vazazell5967 Год назад +1

      ​@@Omega77232 which makes it not downfall how exactly?

    • @Omega77232
      @Omega77232 Год назад

      @@vazazell5967 coz downfall is need something to be generalize by people and not some random opinion of some hipster in the internet and if this is your definition of downfall then every franchise in the existence has a downfall coz some1 will dislike it no matter the circumstances will be

    • @zephalion7386
      @zephalion7386 Год назад

      @@Omega77232 no need to be a dick when the guy was being polite

  • @LlamaF00D27
    @LlamaF00D27 Год назад +16

    I really hope the souls style lock-on is more like a separate fcs option. My thoughts on how it could work is about trade offs. Maybe it’s much better at keeping the lock but the range isn’t that long and your ranged weapons aren’t as accurate, or it takes much longer to switch to a new target. Like if you’re going for a more melee based build you might choose the souls style lock on, or maybe if you’re fighting a big boss. I pretty much know this isn’t the case but I think it would not only deepen the customization but allow both souls and AC vets to have their preferred way? I don’t know exactly, I’m kinda just coping

    • @anxez
      @anxez Год назад +6

      Armored Cope 6 is real
      EDIT: But I do at least see how the FCS could reliably tweak the variables on a souls-like lock system, such as an FCS that specializes in missiles won't lock on fully to any one enemy, but will attempt to hold multiple on screen. An FCS that specializes in long range which has a poor lock on follow up close because it allows you to more accurately aim from afar.
      It would be very in line with the games for a part of your ship to mildly affect your control scheme and that would really match what they are saying about making your customization feel meaningful.
      Because one of the long standing problems with the FCS is that it's never directly felt meaningful until you've dialed in on the effects of all your other parts.

    • @jackmesrel4933
      @jackmesrel4933 Год назад +3

      It could also be that the FCS can switch between lock-on mode and free aiming mode, kinda like how in God Eater you can toggle melee combat and range combat on the fly, and different ACS make one mode or the other more reliable. Also depending on the weapons, using lock-on mode can make them unreliable (sniper rifles, railguns, etc) so you have to aim them manually for them to work.

    • @LlamaF00D27
      @LlamaF00D27 Год назад

      @@jackmesrel4933 I actually really like that idea, and it seems possible too

  • @natethegreat7967
    @natethegreat7967 Год назад +10

    Nice, another Fires of Rubicon video already.

  • @undyingradish1373
    @undyingradish1373 Год назад +6

    On the subject of lock-ons possibly being Souls-ish, I think after ten years of making Souls games, a Souls influence on Armored Core 6 is unavoidable, whether FromSoft did it consciously or not. That being said, the Souls games got an incredible amount of their DNA from AC, so maybe it'll feel like we're going in a delightfully weird circle.
    I theorize that it'll probably be something like Mechwarrior. A system where you can manually lock on to whatever is in your line of sight/range or have a remote observer on. But can lose that lock (and thus your opportunity to dodge effectively) if your target gets out of your line of sight or moves too quick for your FCS to keep up with, requiring you to reacquire the lock.

    • @adamsee4144
      @adamsee4144 Год назад +2

      This is something I could get behind if implemented correctly.👍

    • @iMoevious
      @iMoevious Год назад

      it's always funny that people call hard lock-on a Souls lock-on when it has always been a thing in most action games way before Demon's Souls exists, and FromSoftware already did that shit outside of Souls games like Another Century's Episode series and Gundam Unicorn PS3 anyway... or are you gonna tell me that Gundam VS and Ace Combat are Souls-like just because of hard lock-on?

    • @undyingradish1373
      @undyingradish1373 Год назад

      @@iMoevious No, I'm going to say that my brain defaulted to Souls because that's the obvious comparison here.
      If it makes you feel better, I played Armored Core long before I even touched a Souls game.

  • @marionmorrison2854
    @marionmorrison2854 Год назад +8

    I just hope it still feels like you're a pilot and not like some 3rd person adventure game.

  • @SLAMTUCKER
    @SLAMTUCKER Год назад +8

    I completely agree about the bosses. The trend of rhythmic "just dodge roll!" gameplay has gotten really old. That said, I do think Sekiro has 'reactive' bosses that have far more going on than the rest of the recent games. I think the main thing is if there's more to a boss than just dodge the huge telegraphed attacks, and if you do have to trade AP. That's one of the most interesting parts of Armored Core, the fact you are going to take damage and you have to minimize it, hopefully they won't refine that aspect away. Honestly I feel pretty positive about the bosses, I think they'll be fine. The lock on is the more concerning thing to me, but we'll see.

    • @ni9274
      @ni9274 Год назад

      Elden ring bosses are reactive with different combo variations depending on your position

  • @kdubb6
    @kdubb6 Год назад +2

    Armored Core 6 is gonna be the Gundam game I always dreamed of since childhood! I’m so excited

  • @niclasneziru1854
    @niclasneziru1854 Год назад +7

    I've just started AC3 today and I'm already head over heels for the lore and gameplay loop, easily one of the best PS2 titles I've had my hands on
    I can hardly imagine how much better AC6 will be in every regard, a game of the year candidate

  • @DarkstarArchangel
    @DarkstarArchangel Год назад +10

    I also speculated that leg types will be important to movement/combat style, I imagine that reverse-joint legs will have more vertical maneuverability more than the other leg-types while having a slight cost of horizontal movement.

    • @gtf234
      @gtf234 Год назад +3

      Safe to assume because it's always how legs worked in AC, it's basically the single most important part decision you make.

  • @azure98
    @azure98 Год назад +8

    I kinda hope the Scan "Mode" is like what we see in the trailer is more of a Scan "Pulse" where you just press a button and it does its thing with maybe the duration things are revealed and how far the pulse reaches being determined by some stats.
    Ill also speculate what ever the Primal Armor implementation is, it'll require some sacrifices to use or wont be nearly as powerful as it was in 4/FA to keep dedicated shield parts an appealing option.
    Some of the interview things are also frustratingly vague and easy to misinterpret in either direction, like the comment about Aiming and FCS doesnt confirm nor deny the inclusion or exclusion of FCS or standard aiming found in previous AC games. If anything I think the Camera is just better at following where the player is trying to look as having a fixed lock on would have EXTREME gameplay and control changes that could easily derail the game away from what its presenting itself as.
    As a followup to that about your Comment about the boss, the AC loses tracking of the boss after the "Assault Boost" which im going to speculate assault boost has some homing present similar to Blade Homing from previous generation of Armored Core or perhaps closer to Hi-Boost in V/VD which had MUCH more control than quick boost and overboost.
    As an add on to the Stagger Mechanic they do specifically say "Within a short period of time" so it sounds like this stagger threshold recovers insanely quickly even while taking active damage.
    Either way are you ready for ACV all over again with people rushing each other down with shotguns/high stagger weapons lol.

    • @Nomadic_Gaming
      @Nomadic_Gaming Год назад +1

      The skin pulse we see in the trailer is actually the units back left weapon which I assume is a radar unit being used as it folds back after the scan and then he uses his right arm, chain gun and back right missile launcher
      The stagger system I want to agree sound similar to souls, but for anyone that’s played Gundam battle operation one or two it will definitely feel very familiar since there is a little bit of similarity to that as well it’s more likely closer to souls, but there seems to be a similar concept of building up to a stun and then trying to do as much damage as you can.

  • @ohmabones2492
    @ohmabones2492 Год назад +10

    My hopes for the pvp is that is has voip so I can trash talk my opponents like char from gundam

    • @ifsixwasnine0
      @ifsixwasnine0 Год назад +4

      so true

    • @BlueIron64
      @BlueIron64 Год назад +2

      It’s not the same without having philosophical debates while fighting

  • @jimcopeland4011
    @jimcopeland4011 Год назад +11

    I agree with you on the telegraphed attack thing... I always felt like the bosses in ac were more like puzzle bosses??? And I always loved those kinds of bosses

    • @oratank
      @oratank Год назад +4

      don't know how the telegraphed attack work AC can dash,fly,ob naway from any melee super easily unless they gutted AC movement

    • @JinTekyta
      @JinTekyta Год назад

      @@oratank It could be something more like Daemon x Machina perhaps? Which wouldn't mean it's anything like Souls, at least.

  • @09tjohnson
    @09tjohnson Год назад +1

    Great vids as usual man……. (Liked that Tunic music in the background too 👌🏾)

  • @PlatonicHesaf
    @PlatonicHesaf Год назад +3

    Amazing video, very complete and exact.

  • @LeBellmont
    @LeBellmont Год назад +7

    HI JOSH I am here for you and the info you provide!
    So far the game sounds like AC4A+|AC3+5 recalls. Checkpoint missions are appreciated because even though I liked the quick and hard missions but longer missions offer a bit more potential for world building and learning curves for player accessibility. Accessibility is probably the big asterisk for vets coming back, but with new features, this is okay imo because it evens the playing field for everyone.
    An aside, I can see Elden Ring's serpent monsters in those little droideka sphere Normals(mobs) with their extended frames with missile payloads. You should glance through the other Soulsbourne/Sekiro content from the other lore masters and bts vids from Zullie to see how they adapted everything! Your vid gets me really hyped up to crack into this during school lol The focus on single player makes me so happy because it means I don't need to necessarily focus on multiplayer to share the experience with others.
    Going to share this vid with everyone to hopefully get them to try it out.
    Also loving this upfrontness Josh. Appreciate you!

  • @karayi7239
    @karayi7239 Год назад +3

    Can you imagine the amount of balls fromsoft has to go for a MECH game which is VERY VERY niche worldwide, it's more popular in japan, but still niche. If it was EA or ubisoft we would've had ER2,3,4,5,6,7,8.....312. This just tells you how much they stick to creating what they think is a good game regardless or marketability.

  • @TylerINDY1
    @TylerINDY1 Год назад +3

    I'm with you on worrying that the boss fights will be like Elden Ring. I like Armored Core for different reasons than Dark Souls, and Tenchu for different reasons than both. I am not looking forward to the idea of an Elden Ring style mech game, but they might surprise me when I get it in my hands.

  • @artisticvisionary00
    @artisticvisionary00 Год назад +10

    As far as the elden ring boss designs goes I would argue the spectacle is very much present but doesn't diminish the unique aspect in which to approach the battles. But at the same vein I do agree more varied approaches to breaking down a boss like previous AC titles would be a welcomed element within the boss designs.

    • @flamingmanure
      @flamingmanure Год назад +4

      he probably played his first ER playthrough like its bb or ds3, as in just mash R1 a few times and panic dodge backwards, most souls vets that complain about ER boss design played the game completely wrong, very much like sekiro when it first came out.
      his point was that he wants more gimmick boss fights like phalanx and alot of demons souls bosses basically, personally i wouldnt call that more creativ, just more tedious and hopefully fromsoft dont go back to that design because i would much rather skill based fights to be the norm.

    • @WOOTMAN24
      @WOOTMAN24 Год назад

      @@flamingmanure one thing i hope is good is the multiplayer

  • @slightlytwistedagain
    @slightlytwistedagain Год назад +4

    I agree with you on wanting varied and interesting bosses. When all of them end up being an acrobatic dance battle it dilutes their impact and it feels like every section of the game is the same. Out of all the bosses in Elden Ring, the most memorable for me was the ferryman boss. It was a legit breath of fresh air, especially the later version of it summoning a giant skeleton that fires a laser from its mouth.

  • @diegoguerra7603
    @diegoguerra7603 Год назад +16

    i actually think you are right about the approaching to the bosses, armored core is about customization and so the bosses should have different ways that you should be able to approach them and fight them, if the fights are about just rhytm and reaction, the fights will get repetitive once you get to replay the game for the different endings, i just hope i'm wrong in this

  • @jonathangoldsmith7832
    @jonathangoldsmith7832 Год назад +2

    AC vet here, from like 23 years ago or whatever, I feel as you do about this. If this is going to be Armored Core Souls, I’m not sure that I’ll love it. A big part of the skill was being able to stay locked on to your opponent while they struggled to keep up.

  • @oisin117
    @oisin117 Год назад +2

    Okay I'm gonna chime in here with, armored core for answer wasnt the only armored core game with different endings and story paths, armored core last raven had it, it had more endings but the paths weren't clear so you had to figure it out through multiple playthroughs.

    • @RDD756
      @RDD756 Год назад +1

      i was going to say that too but it's more or less the way everything was unlocked, you could start on any path in LR from the start but in ACFA you were locked to the league path till you beat the game once

    • @oisin117
      @oisin117 Год назад

      @@RDD756 I'd say still include it, if you started fresh you were kinda locked into doing certain missions, avoiding missions with fights against AC's and the likes until you got more parts and skill. But still besides my point, still multiple endings and probably should be included. Besides people gloss over the older gen games, even though a bunch of 3rd gen parts have shown up in the trailer and pictures shown.

  • @gundampharmacist7348
    @gundampharmacist7348 Год назад +3

    I’m curious to see what you mean by creative boss enemies in Armored Core that required creative ways to kill them; most bosses in the few ACs I’ve played (2, 3, 4/FA, V/VD) are just shooting it until it dies with a few exceptions that prove the rule (the Jets if you can even call them bosses, Stigro, and some of the NEXT fights in 4 are the only ones that come to mind.) While I share your apprehension on more Souls-like mechanics and philosophy being integrated into Armored Core, I think that’s ultimately a good thing to vary up the gameplay.

  • @RyukagiRen
    @RyukagiRen Год назад +5

    If ze lock on system like come from AC4 one, I don't mind, but Dark Souls lock on feels weird in AC game.. plus I miss Box aiming one lul. Great video btw, at least I know what I can expect a bit before release

    • @adamsee4144
      @adamsee4144 Год назад +1

      I think I prefer AC5/VD's circular reticle system. However, if they did that again, I really hope they don't clutter it with all your HUD info like they did in AC5/VD.

    • @iMoevious
      @iMoevious Год назад

      you may want to try Gundam Extreme VS and see if you like that Souls lock-on in AC game

  • @Etheoxa
    @Etheoxa Год назад +3

    The description of the stagger system seems very in line with Elden Ring.
    Every enemy and player has an invisible poise gauge that gets worn down with attacks and regenerates when not taking damage for long enough.

  • @transgender_F-117
    @transgender_F-117 Год назад +2

    I really hope melee is a viable playstyle just because big mechs slapping eachother about sounds radical

  • @slipcase
    @slipcase Год назад +4

    i dont really remember anything super bad during that livestream you were just super tilted at the ending boss fight

  • @bekomon
    @bekomon Год назад +12

    While I am glad they are adding more to do with melee weapons, I also hope things like the Lock on and assault boost do not make long range builds irrelevant. For example, i'm looking at the quad legs hovering. It seems kind of slow in the trailer and I'm wondering how it is supposed to get away from someone assault boosting towards it. I guess we need the game in our hand to know the answer.

    • @Sojo214
      @Sojo214 Год назад +3

      I would assume stagger and optional parts would be the answer. If you don't like getting jumped by a dude with a sword, gotta customize ways to keep them at bay.
      Volume of fire with high-stagger weapons is one option, and something like the giant field explosion is another. Keep a close range threat in your back pocket, basically.
      Though that's one of the things the series has always struggled with in regards to melee: The target being melee'd can always get away somehow. It's part of why melee has been so niche all this time, since the target can always escape. I'd be more shocked if melee is actually a dependable option rather than a niche playstyle/meme, than anything..

    • @lucky13sj
      @lucky13sj Год назад

      ​@@Sojo214dude up close melee comment should always be a niche style requiring skill

  • @a-blivvy-yus
    @a-blivvy-yus Год назад +3

    It's probably worth noting that the stagger mechanics have existed in the franchise since the first Armored Core game released, and have been present in every single entry in the series so far. They've worked slightly differently from one generation to the next, with some changes between games in the same generation, or even in updates within a single game on a few occasions. The article you're quoting describes the mechanic in terms which could be applied more accurately to prior AC games than to the similar mechanics in Sekiro or Souls games. Framing this as a new mechanic is almost certainly a translation error, not something that's actually helpful. The fact that translaton issues are involved means that this could indicate a shift to a more Souls- or Sekiro-style behaviour in this mechanic in spite of the description sounding more like it's the same stagger mechanic we've seen in prior AC games, but if we assume only the obviously-wrong part of the translation to be wrong, it seems instead to imply that it's just another revision of the mechanic like we've seen in every prior generation.

    • @RX782GP03
      @RX782GP03 Год назад +1

      and in 5th gen, stagger also triggers an armor break

  • @Tater_Soup
    @Tater_Soup Год назад +1

    14:53 I whole-heartedly agree. The one thing I have been most afraid of is, despite all the protests to this effect, it does really seem like they're strongly leaning on a "Souls" influence for combat. I would much rather dodge Spirit of Motherwill's missiles than time a jump over a giant sawblade, as though I was fighting the first boss of NieR Automata.

  • @Dracobyte
    @Dracobyte Год назад +2

    It is great that both newcomers and AC veterans are pretty excited to enjoy this new entry in the series!

  • @flavuoVEVO
    @flavuoVEVO Год назад +1

    as an Italian I'm very proud that we got an exclusive interview with FromSoftware lol

  • @Jeenine
    @Jeenine Год назад +5

    Great vid, really excited about AC6, altho I can't help but be worried about how crippling a hard lock-on like souls would be to an AC game, I really hope the locked view doesnt follow the target everywhere. While I prefer a box lockon, targetting like in AC4 seems like it would work well for AC6.
    Man I really hope this isnt a souls hard lock tho, that would destroy something fundamental to AC..
    I like to use both of my thumbs you know..

    • @aboveaveragegaming6120
      @aboveaveragegaming6120  Год назад +2

      Hey I know you. Thanks for watching my video 👍

    • @RoryOfAstora
      @RoryOfAstora Год назад +1

      @@aboveaveragegaming6120 Hey Josh, turns out Jee was a bit of an ace pilot ever before he was a souls sweatlord, and he's been uploading a bunch of great AC related content since the release trailer, either showcasing elements of the series so far for the newbies like myself to the series or ACVI reactions and speculation, so if you're feeling the need to nerd out on AC some more or see some different takes then maybe check it out.
      Between the two of you guys, and all the Vids you've both been making the last while, ye have me 100% on board for VI, I honestly can't wait, and who knows, maybe I'll even tread down that dark road of emulation after!

  • @dantekb43
    @dantekb43 Год назад +10

    Once again, another amazing commentary coming from you Josh!
    I truly hope that these new "souls-like" gameplay mechanics are very mild and don't completely invalidate what used to be AC games. Right now, I am also a bit worried because the director and Miyazaki said that this is not souls, but then they proceed to describe a bunch of souls mechanics to the T...
    I know that they are trying to appeal to an army of newcomers that they acquired and all, but just making this into another souls-like isn't the answer.

    • @yesiam6013
      @yesiam6013 Год назад

      Yeah they decided to add repair kits for healing

  • @fusilier3029
    @fusilier3029 Год назад +4

    A lot of the things I have seen has me quite optimistic for this game, and I am glad they are taking elements from different Armored Core titles.
    I think the main thing that has me happy is that the story will have branching paths (like in Armored Core: For Answer) which will allow for far more replayability. One of my minor disappointments in most of the Dark Souls games is that essentially all the paths require for the player to do the exactly the same thing, kill the same bosses. You just choose the ending right at the very end, and if you want to experience the other one, well, you have to do the entire same game again. But, with the branching paths, it allows the game to deliver a new experience for what is essentially your second playthrough.
    I do find the reactive bosses thing a bit weird from what I have seen from other Armored Core games, and I do think that is going to make the whole "Armored Souls" thing even harder to shake off. I think one of the interviews also mentioned about some sort of repair kit consumable item, which seems to be a bit "Soulsy" for AC. I know there were checkpoints and repair/resupply stations in other AC games, but still, a bit odd.

    • @anxez
      @anxez Год назад

      If we can use them during battle those repair kits will just be Estus flasks which would feel really wrong for AC. Especially since paying for your own repairs is a major part of the game.

  • @armoredcoreexile
    @armoredcoreexile Год назад +2

    A true Chad. Drunk and streaming, then drunk you hides the evidence.

  • @guyblack172
    @guyblack172 Год назад +5

    My only question is, can we vertical boost (fly)? Also hearing about the FCS, I wonder what happens if they make major changes to the game that long time AC fans dislike, but newcomers love and the game becomes popular - would we lose what makes Armored Core, Armored Core? Either way I’m excited for this game as someone that started with Gen 1 and loved/played just about every release

  • @darkcharizard52
    @darkcharizard52 Год назад

    For anyone wondering about the music - it’s the overworld theme from Tunic

  • @00bmx1
    @00bmx1 Год назад +5

    There's a shitload of unoriginal fromsoft chasers making reaction videos lately. You're clearly not one of them. I appreciate the insites. I'll keep watching you for sure.

  • @Guy_on_Youtube
    @Guy_on_Youtube Год назад +6

    Honestly wild that Some Guy In A Discord is now one of the best AC RUclipsrs. Great videos!
    Currently my dumbass is struggling with AC3 controls.. would nexus be an ok first game since it has dual analog? I know it's technically a worse game but I'm struggling over here lol
    Or should I give up with gen 3 and just play For Answer?

    • @aboveaveragegaming6120
      @aboveaveragegaming6120  Год назад +1

      If you cant get past the controls and arent comfortable with the rebinding i showed in my 10 tips video, then maybe move onto nexus or last raven. Nexus is one of my least favorites, but as good as last raven is, its the hardest armored core game. Some people really like nexus

    • @Guy_on_Youtube
      @Guy_on_Youtube Год назад

      @@aboveaveragegaming6120 yeah I'm using the binds you recommended too, I think I might try Nexus if this doesn't click soon

    • @Guy_on_Youtube
      @Guy_on_Youtube Год назад

      Update: apparently the default mech just sucks lol. Upgraded the legs and starter weapon + generator and I'm having a lot more fun!

  • @Eve.with.a.Y
    @Eve.with.a.Y Год назад +1

    hey totally unrelated to the rest of the video, but I seriously respect the ending bit. I don’t drink myself, specifically because I know I have a personality that could easily allow it to get ahold of me. it takes a strong moral compass to apologize publicly for something no one would’ve called you on otherwise. also, I’m not in the church as much these days as there are some doctrine related things I really don’t agree with, but I do follow the bible as well, so I just wanted to emphasize that I deeply sympathize with your situation and I am praying for you, genuinely.

  • @DisappearBlade
    @DisappearBlade Год назад +3

    I just can't agree with what you said about the lock in AC6. There are point's in the trailer where we have the gameplay viewpoint. When looking at those, I don't see any issues. In fact, against the missile barrage AC, when the player AC is dashing in, it drifts to the side like you noticed. When it does, the AC is not directly facing the enemy.; it is looking more in line with the camara. This is an indication that there is no hard lock-on that takes full control of the camara.
    I see the movement in other non-AC games more dictated by the camara instead of your stick. In AC you move the camara where you want it. I haven't play Elden Ring, but I have played other games like it. In those games you have your free movement and your locked on movement. But when you lock on you lose some or all control of the camara. Instead, the camara centers your target, and you move around that target on your screen for the most part. When you do this your character moves in line with your target and the camara shifts placing the target in the center of the screen as much as possible forcing your character to face your target. The point i was trying to make is the trailer has some of that centering of your target in the middle of the screen. But it doesn't Force the AC's in a different arc of movement than it ordinarily does and it doesn't force the AC to face the target.
    In 4/FA your camara would follow your locked on targets, but would not turn your AC without your input. Your arms would follow and stay locked on and the camara would move to try to keep both your AC and your target on screen, but never took full control of your camara. If you were to move your your camara away from what you were locked onto, you could break your own lock. Most action game locks do not allow you to to this and it is one of the things about AC's gameplay that makes it feel like you are piloting a machine instead of playing a character.
    There a few times there is a quick turn in the trailer, the Speedy reverse-leg, and against the laser lance AC. They both have cinematic elements but it's still worth a look. The first instance is the one that could give me pause, but that AC still has to quick turn to stay on target. In the second case, it's notable that there is not auto tracking when the Lance AC initially dashes past. If there is a hard lock maybe they were not locked on right there, but if they were locked on, the camara didn't whip around like it should if there was a souls like lock-on.
    Unless AC6 throws out the over the shoulder third person view point, they can't have the camara whip around you to maintain lock-on without forcing the AC's to turn around as well. This force turning never happens in the trailer. It is why i mentioned quick turning. The AC's still had to turn around by player input. It wasn't an automatic animation. So, even if a lock-on is present in AC6, i highly doubt it will overpower the player control. From what i see in there trailer, I don't see much of anything different from ACFA targeting.

  • @adamsee4144
    @adamsee4144 Год назад +4

    I'm not so sure if there will be 3 or more damage types like in AC5/VD, which I actually liked. But I'm almost certain that if they brought back the flamethrowers (if my eyes didn't deceive me), then they are also bringing back the radiators.
    And 1 thing I was disappointed about was not seeing any weapon arms. Of course that could change before the game's release or with future DLC.

    • @justletmecomment6453
      @justletmecomment6453 Год назад +1

      Good news for you: released screenshots did show a tank leg AC using weapon arms. Wasn't shown in the trailer.

    • @Thisisthegreatestatofalltime
      @Thisisthegreatestatofalltime Год назад

      Wasn’t the bigger issue in ACV more how the damage was calculated rather than having an extra defense type?

    • @adamsee4144
      @adamsee4144 Год назад

      ​@@ThisisthegreatestatofalltimeI heard how people didn't like AC5/VD's damage system, but they almost never mentioned how damage was actually calculated. They complained that they didn't like having 3 damage types, rather than the damage system itself.
      The damage system is relatively easy to figure out. If the damage of your weapon is weaker than your target's defense, they will resist 75-80% of your weapon's damage (depending on which game you were playing). If your weapon's damage is higher than your target's defense, then an easier damage calculation is used.
      Honestly, I didn't have a problem with the damage calculation. In fact, I hope they bring it back and add more damage types!

  • @JinTekyta
    @JinTekyta Год назад +2

    I definitely agree when it comes to boss design. It was something I noticed when I played Dark Souls 3 and it only became more exasserbated by the time I played Elden Ring. I don't mind bosses that put you in the zone, but they can't all be that way, or they just blur together. Still I'm looking forward to AC6 as it's From Software's chance to finally wow me, and give me something I can really say I love again. As much as I liked Souls, my passion for those games fell off by the time Dark Souls 3 came around.

  • @shakarnelongshaw3757
    @shakarnelongshaw3757 Год назад +6

    Phalanx and Taurus demon were your examples of good
    Boss gameplay design? Interesting but id have to say I think the more reactive bosses make for better fights than gimmick bosses. Once you know the trick in those fights the gameplay never really is fun to revisit

    • @vazazell5967
      @vazazell5967 Год назад +2

      Why gameplay should be fun to revisit? Elden Ring isn't fun to revisit either, so your point?

    • @fluffy_tail4365
      @fluffy_tail4365 Год назад

      I have an infinite game backlog and I put a lot of hours into souls game already, I don;t need to revisit them, I want the first encounter to be memorable instead of repetitive

  • @mark009vn
    @mark009vn Год назад +1

    its interesting how a relatively minor change like constant lock on can make it feel like dark souls but mech even if all other elements are still distinctively AC.

    • @Colesalad
      @Colesalad Год назад

      People are calling this souls-like lock-on based on the trailer but I don't see it.

    • @iMoevious
      @iMoevious Год назад

      constant lock on would make it feel like Gundam game tbh
      especially since they developed Gundam Unicorn PS3 and Another Century's Episode series before

  • @shintsu01
    @shintsu01 Год назад +1

    i cannot wait for it to launch i played only on PS2 this game since i did not have a PlayStation console anymore after t hat I never been able to play a other version. However! 6 is available on steam so I can finally relive the great experience I had back then. Hope the game is playable

  • @are3287
    @are3287 Год назад +2

    Well Sekiro's stagger (mostly) relies on you to continously parry the enemy over and over again to eventually get the kill shot... so yea no not that.
    Your DS1 comparison is probably a good one. In Elden Ring (and to some extent DS3), when fighting a larger opponent you want to hit them in the head or do highly staggering attacks, preferably both, within just a few seconds so that you're able to stagger them before their stagger gauge starts rapidly recovering which is exactly what Yamamura is describing. Mechanically this is how DS1 poise (probably) worked as well but you know, that was your stat and not the bosses'/non-human enemy's. In armored core the same stagger gauge will probably affect everyone. The way they tie this to an attitude control system kinda sounds like heat but less annoying, which now that I think of it was where souls got the whole bleed thing from.
    Comparisons aside the way they make some things sound this soulsy kinda sounds like a marketing ploy

  • @Starflddrms74
    @Starflddrms74 Год назад +2

    I agree with the Elden Ring bosses being anime characters and hope for more interesting encounters

  • @FLY1NF1SH
    @FLY1NF1SH Год назад +3

    Yeah I really agree with your final takes, the whole "this won't be a souls like" was completely disproven by the gameplay trailer. I really have to see how it actually feels to play at this point but I doubt it's gonna be what I really come to ac for (especially if there's no aiming system, I really can't imagine how that would feel but it sounds awful)

  • @MrDEMarq
    @MrDEMarq Год назад +3

    I'm just disappointed that Co-op missions are removed.

  • @rreckinreturns
    @rreckinreturns Год назад +4

    Nice video, great stuff, and a very detailed breakdown

  • @knowwhatimeme
    @knowwhatimeme Год назад +1

    Armored Core is, Elden Ring, But mechs! When it comes to the build. And it's all about the build!

  • @DarthRaver-og7qq
    @DarthRaver-og7qq Год назад

    It feels like From Software just pumps out games. I know you said they've been working on this for 6 years but it's amazing how often they put out games. Im really excited for this game. I didnt even know Armored core existed but i have to say this game looks incredible.

  • @HAFBeast91
    @HAFBeast91 Год назад +1

    I almost never preorder, but this is a 100% preorder for me!

  • @doomskull7549
    @doomskull7549 Год назад

    The dark souls lock on will 100% just be a camera thing. Stuff like your turning ability and lock on capacity will definitely be tied to your AC and FCS like normal, but the camera will always remain facing the enemy you're locked onto regardless of whether your AC is facing it or your FCS can get guns onto it. This is almost certainly in support of the soulslike bosses where losing sight of it can mean missing a wind up and getting hit by an attack that should've been avoidable

  • @bitabitesalty5164
    @bitabitesalty5164 Год назад +1

    I really like how you're doing this and also helping newcomers get into ac

  • @ifsixwasnine0
    @ifsixwasnine0 Год назад +2

    my beloved youtuber has uploaded

  • @JokeDindonChannel
    @JokeDindonChannel Год назад

    I trust that FromSoftware will implement these new systems gracefully into the AC formula that longtime fans know and love while making it more accessible for newcomers without limiting freedom or watering down the overall experience.

  • @luckyomen
    @luckyomen Год назад +1

    Thanks for the update. I really hope the bosses have some logic behind them in terms of military tech and tactics, but I know that's too much to ask from a Japanese developer. I subscribed finally based on this video because I won't be preordering and will instead wait until your assessment to decide on ordering, plus your honest and forthright character in regards to your personal vices is a good quality. You're only human after all. Fuck up a few more times and we'll put you through Human Plus.

  • @raiavelisquishy2107
    @raiavelisquishy2107 Год назад

    as a new fan of Gundam and armored core im really excited to play through the entire series

  • @liracole9966
    @liracole9966 Год назад +1

    Mechiro: Answers Die Twice

  • @hisoka6272
    @hisoka6272 Год назад +4

    I've never really thought about the whole creative boss thing vs reactionary boss thing. On one hand, the new style of bosses in Elden Ring generally tend to be way better bosses gameplay wise, but on the other hand, the older style of bosses tended to be way more interesting from a game design perspective. The rapid-paced bosses put you into the zone, but the "gimmick" bosses make you think about the optimal way to approach them. Certainly the older style had a sense of satisfaction that doesn't really happen with the reactionary bosses, kind of like you outsmarted the boss. FromSoft is definitely moving towards making reactionary bosses though, because no matter how interesting Phalanx is as a concept, I don't think anyone can really argue that it's a good boss. However, I can definitely see why someone might value these kinds of concepts in boss fights.
    Elden Ring technically does still have a few of those "gimmicks", and I think they mainly exist with the item crafting system. The main ones that come to mind are the usage of fire pots for erdtree avatars, and holy pots for deathrite birds. Of course, no where close to the uniqueness that was Phalanx, but I do think FromSoft still keep a few parts of it here and there.

    • @TheHunterOfYharnam
      @TheHunterOfYharnam Год назад

      i prefer the bosses they make that you have to fight for as long as they are not unfair (which a few in elden ring and sekiro are), they are better gameplay wise which is what matters the most (when they are done right), i do like puzzle bosses but from software was never really good at it.

    • @vazazell5967
      @vazazell5967 Год назад

      Idk how it's better gameplay wise when Elden Ring is the least gameplay diverse fromsoft game yet, with DeS being the most diverse. The whole "heavy guy" simply doesn't exists in DS since 3. And "ranged guy" doesn't exist either as you literally CAN'T have range with new enemies. Havel monster, falscion roller and mage feel completely different in DS1. There's not a single choice in ER you can make that will make you have even close to a diverse experience. The modern boss design is literally DS2 "dides in armour" criticism

    • @ni9274
      @ni9274 Год назад

      @@TheHunterOfYharnam which bosses do you consider unfair in sekiro and Elden ring ?

    • @TheHunterOfYharnam
      @TheHunterOfYharnam Год назад

      @@ni9274 elden ring malenia only because of waterflow
      I also don't like the fact that the bosses have so many slower or faster hits of the same move and that they immediately make another moveset as soon as the previous ends
      But elden ring is less of a problem
      Sekiro had just a few cheesy mini bosses
      Like the dude at the gunfort and the same dude again in poison
      I also didn't like that the game was to fight with the deflection but then you had dark souls enemy like the demon of hatred

    • @TheHunterOfYharnam
      @TheHunterOfYharnam Год назад

      @@ni9274 im not saying they are bad, its just that some things could have been done better imo

  • @TheArachKing
    @TheArachKing Год назад +1

    Looking forward to making an extremely fast, lightweight ac with nothing but close combat abilities, the melee in this game looks so much more technical. Really want holstered blade backups to return aswell

  • @Elivanse
    @Elivanse Год назад +1

    The size of the ACs seems on par with NEXTS so that's really cool.

  • @afriendofjamis
    @afriendofjamis Год назад +3

    Looking forward to that 10 minute video of you breaking down all the parts and their functionalities.
    As an aside, I agree about the lack of creative bosses in recent souls games. I enjoyed the bosses and getting in "the zone" but I miss the gimmicks of demon souls.

  • @Arcadius97
    @Arcadius97 Год назад

    Yooooo Italian pride for our lord and saviour Pregianza who interviewed the game designer

  • @hxteng5348
    @hxteng5348 Год назад +1

    So auto lock on basically confirmed, this is new, it may play kinda like Zone of the Enders 2. I’m open to the new targeting system.

  • @LokiWasntHere
    @LokiWasntHere Год назад +1

    Assault boost could be that kick from the light AC which would mean that it can combo or the kick is the combo.

  • @stryker5055
    @stryker5055 Год назад

    16:05 very true my friend. Sober life is best life, stay strong man.

  • @bokimalou
    @bokimalou Год назад +1

    That last stream was a spectacle to behold. I really admire your persistance against Zinaida. Though I wouldn't do that myself and change my tactics half way. But watching you drunk is amusing." Your love-hate relationship with Zinaida is understandable. I feel the same way.

  • @Attaxalotl
    @Attaxalotl Год назад

    My guess is that the bosses will be a mixture of traditional Armored Core bosses (in some demo footage there's a setup for an AC duel and what looks like an Arms Fort) and Souls-style bosses (there's this mining machine with some very soulslike attacks.)

  • @zorain2354
    @zorain2354 Год назад +2

    I think they're took experience from ACV/VD combined with experiences on soul series.
    I knew a lot of people hate V but online bosses were great examples, they were challenging but we could take different approach with different legs or weapons.
    Such as Type D no.5, it's the BIGGEST ac in the series and come with 5 weak spots. when its head were destroyed it will shoot salvos of built in Ultimate Weapon from said destroyed head, so we had to destroy other parts first or just blast its face with UWs.
    And Raijin, a oversized double B-2 spirit bomber plane that we had to took it down from sky first and it will crashed down but then it tranfroms into Kojima cannon and screaming its laser to us.
    So the bosses variety and weirdness were still there in AC6 and will not easy as 4/FA

  • @xezberzs96
    @xezberzs96 Год назад +1

    I'm really excited for the possibilities of mods since it'll finally be a PC release.

    • @aboveaveragegaming6120
      @aboveaveragegaming6120  Год назад +1

      I can't wait for people to import the other games models. That would be a dream

  • @dooggo-1402
    @dooggo-1402 Год назад +3

    Have you read the Famitsu Article? They also have some other stuff in the Article, including a "Repair Kit" System

    • @aboveaveragegaming6120
      @aboveaveragegaming6120  Год назад +1

      ill translate it and give it a good read

    • @ВераГоловизнина
      @ВераГоловизнина Год назад +1

      It's really frustrating seeing so many "everything we know" videos never mentioning 3 repair kit usible items/mid-mission automatic checkpoints/the fact that primal armor is straight up confirmed for AC6. It's crucial info and no one takls about it on YT!

  • @abyssalneko
    @abyssalneko Год назад

    One thing I really wanna see make a return is the Boost Ramming from AC 5 and AC5V, I always enjoyed taking my heavy ACs and plowing then into any enemy that gets too close

    • @Colesalad
      @Colesalad Год назад

      It looks like that is a returning feature, perhaps expanded even.

  • @killerninjakitty815
    @killerninjakitty815 Год назад +1

    Thanks for the video I also felt it looked a lot like ac4. One thing I hope with customization is that the parts look different but not so much that looks odd when you combine different corporations. Last raven also had multiple ends as well.

  • @East_Texas_Gaming
    @East_Texas_Gaming Год назад +1

    The bosses seem like giant, difficult adversaries, that will probably have tough to read attack patterns. Like Elden Ring type frustrating fights, but in armored core's realm. I was really hoping this would be like AC for Answer...... which in my opinion was like high speed anime mech battles.

  • @linkkicksu
    @linkkicksu Год назад +1

    My only issue with Assault Boost is that it could put solo sniper/artillery builds at a big disadvantage.
    They'd still have their use as a support role in team battles but solo they'd be a lot harder to use because your long range FCS is made worthless in just one or two boosts.
    I also hope the game will be more like gens 3/5 with a sprinkling of 4, rather than being 4/5 with a sprinkling of 3.

  • @Etheoxa
    @Etheoxa Год назад +3

    I-talian is my favorite type of food

  • @aldraone-mu5yg
    @aldraone-mu5yg Год назад +1

    Let’s be real the bosses in the series need some work. There cool missions but Motherwill for example you can beat in like two minutes flat.

  • @BlackhoundOne
    @BlackhoundOne Год назад

    That tunic soundtrack ❤

  • @Stu1391
    @Stu1391 Год назад +4

    I caught your stream at the end too and it was kind of funny. Thought I was going to get some early morning AC play and saw you invading in Oolacil rolling off ledges. No throw up to be seen though. Just looked really white girl wasted. lol

  • @RDD756
    @RDD756 Год назад +6

    i've had the same thoughts about the bosses, i can only hope they're all not 'in your face' melee-centric rhythm game bosses, i can expect a few of those types from the sekiro guy, though

  • @Thisisthegreatestatofalltime
    @Thisisthegreatestatofalltime Год назад +1

    I see you using the Tunic ost. Good taste in games.

  • @Marco.Favaro
    @Marco.Favaro Год назад

    Wanna leave some extras that maybe hasn't already been shared:
    A 1vs1 arena fight was shown after the interview and the AC had clearly some sort of stable camera, the journalist hypothesis is that there will be a hybrid camera system maybe FCS dependant which means that depending by the choosen FCS It could lock on target at different range.
    Yamamura said that when they looked back at the old games they realized that the map complexity and the melee was what had more room to work on.
    The way they decided to improve the melee was by creating a unique moveset for each weapons with the expectetion this would make people choose those parts even if they don't have the best stats.
    They didn't invest in the online infrastrutcure meaning this game will still have a shitty netcode
    They added a simulator to test each part before mounting it.

  • @berkankilic912
    @berkankilic912 Год назад +1

    To be honest puzzle styled bosses are fun but it get tidious so i would rather have a skill based boss fights with immersive missions more then that.

  • @Name-gx5lh
    @Name-gx5lh Год назад

    seems like boosting and vertical flight are gonna work more like gens 1-3 rather than gen 5 from a new korean interview (i am quoting a machine translation to be clear) the question was "looking at the evolution of the series, armored core v has seen a lot of changes. unlike its predecessors, the fifth installment has no radar and gravity limits the height of your boost. is armored core vi more like the fifth installment in terms of movement and radar, or more like the fourth or third installment?
    relevant part of yamamuras response "elements such as gravvity are organized like in the previous series, unlike in acv. you can continue to ascend as long as you have energy left. as for radar, we're working on a feature that will make it simpler to see where your enemies are,"
    seems pretty promising if accurate