I played Armored Core 6. It's incredible.

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So I've played Armored Core 6. And long  story short, the game is just good...   I've never felt so privileged to show off a game before. I know I'm biased since I have this channel and everything - but the game is just so special: it marks the point where an old franchise is coming back to life. It represents a  genre that so many new people will get to try for the first time, and yet it's still undeniably  a From Software game, with so many familiar   hallmarks of their modern game design. But, if you are a newcomer to the series,   you might be thinking that this combat and UI is overwhelming. And you're right - it is. But trust me when I say that  it's worth taking the time to understand it all. So let's start at the beginning...with  the first mission of Armored Core 6. The game starts with you being sent  to infiltrate the planet "Rubicon 3".   But... it doesn't exactly go according to plan.   Clearly, the Rubiconians don't want  anyone entering their airspace. ...and it wouldn't be a Fromsoft game if you  didn't start the game half dead already.   The man speaking here is your Handler  "Walter". And you are his hound,   trained to follow his every command. With this, we're shot closer to  where we were supposed to be. This is the mech you start the  game with. It has an assault rifle,   a laser blade, and multi-lock missiles. In this next section, I'll try to break down how the game plays. What I'm doing now is called an  "Assault Boost". It's the most efficient   way to cover great distances. It's also really, really good in combat..you   can even dodge during it, like this. If you come to a stop while grounded,   you will walk, like this - but gliding with your  boosters on is generally better. and this is your quick boost - your dodge. Then there's one button to jump, and ascend.   All of this requires energy, which  recovers really rapidly while you're grounded. This marks the first AC wreck that we've found. So there are multiple paths through this huge city... ...and it's swarming with enemies.   Thanks to the dialogue in this game, missions are really  engaging. Either Walter's telling you something,   or you're eavesdropping on enemies, or your  foes are freaking out because they have to   fight you. It's fun.   Let's talk missiles. By default, all missiles go to  a single target, like this. But if you hold down the fire button, you  can launch at multiple enemies, instead. You're going to be outnumbered a lot  in Armored Core, so staying mobile and   constantly firing off missiles  is just a good way to play. I overcome multiple enemies  here by firing missiles,   and by making use of line of sight  to avoid enemies while I reload. There's one last AC wreck to find. And this is the pilot whose legacy   you pillage, to obtain your new name. Perhaps unsurprisingly, it's time to   prepare for a boss fight...so as you can see -  I've toggled on my target assist, shown here.   This is an automatic hard lock mode that's  great for focusing on a single enemy.   It's your typical early Fromsoft boss -  an enemy that you probably won't be able   to defeat unless you're comfortable  with the fundamentals of the game. You need to always keep moving, to avoid enemy  fire. Get hit too many times, and your stability   will break. Watch and  listen for warning signs. Try to stay close, and use your blade. Use the environment to   block enemy attacks. And while all this is going  on, you need to make sure you're using all four   of your weapons efficiently, so that you can break  through enemy defenses, and deal massive damage. If you've played previous AC games...you  know how good it feels to hear that. After you've listened to all of your new messages,  you'll enter this; the garage. Here,   you can customise your AC. Sell its old parts.  Buy new parts...and inevitably realise that the new parts are too heavy for your legs. So:  buy new legs. And on, and on it goes. You can   get lost in a sea of complex cost benefit  analysis here - or you can just buy the   biggest gun you can carry, and remember that  red numbers bad. Blue numbers good..and get by   that way, instead. Whatever your approach; it's  surprisingly fun, once you get the hang of it.   But that's not all you can do in the garage. You  can also practice in the training simulator, earn   upgrades in the arena..and replay old missions.  Then, when you're ready -  you can Sortie onto your next mission. Except - I can't show you the next mission. I  actually can't show you the next four missions.   I can actually only show you 20 minutes of  footage from missions 1, 6, 7, 8, and 11,   so please forgive me for all the screenshots  I've been showing you to save time here. Anyway - over the course of the next four  missions that I can't show you, I worked my   way towards constructing an AC design that I call  "Black Flint". This build had gotten me through   previous Armored Core games, so I figured it would  be able to get me through this game, as well. I love this build. It basically uses two sets  of missiles to break open enemy defenses...which   often enables me to land direct hits  with the bazooka and assault rifle. But the biggest upside of this build was  that it was easy to pivot to better suit   the mission. If an enemy was a large target that  needed to be stance broken, I could switch to   double bazookas and break their guard for days. Or if the enemy had an agile moveset that demanded   all of my attention - then I could switch to dual  assault rifles; mindlessly hold down the triggers,   and just focus on dodging, instead. This build was more than enough to take   me past the final boss we were  allowed to fight in mission 11.   The end. But not really..Because simply  beating missions isn't really the endgame   in Armored Core. The real test of your skill  is replaying those missions, and attempting to   achieve a perfect S rank in them. I felt like there was a chance I might unlock something cool if I S-ranked a few misisons, so I gave it a shot. To better my chances, I decided to quickly create   a set of 4 diverse builds that I thought  might be better suited to each mission. So I made a tank build for mission 6. A flying quadruped for mission 7. A lightweight melee build for mission 8. And a heavy energy weapon biped for mission 11. Let me take you through each mission with  these builds. Starting...with mission 6. In true Armored Core fashion, each  mission starts with a briefing: I can't show all of this..but basically: Balam is  one of the big corporations that wants to break   through the locals' defenses here on Rubicon. And for this task, they've enlisted two of their own AC's, as well as you. An independent mercenary. As I fight this enemy AC, I need to talk  about these tread legs I'm equipped with.   They completely change the way the game  plays - it feels more like driving around   in a vehicle with these - and there's an incredible sense  of weight and momentum to everything...which   comes in handy whenever you decide to  overboost charge into enemies, like this. What's more - tank and quad legs absorb  recoil from your weapons - meaning you   can stay mobile while firing heavy weaponry. Then I destroyed the dam, I completed the mission, and even though I thought I played  perfectly..I only received an A rank. So I attempted to S rank this mission one  more time - with this, a reverse-jointed   dual machine gunner. I danced circles around  my enemies, ignored the AC fight at the end,   and simply focused on blowing up the  dam as fast as possible instead. With this, I finally received my S rank. So mission 6 was handed to you by  Balam Industries..but in mission 7,   another corporation named "Arquebus" has  tasked you with taking on the STRIDER,   a mobile resource base that has been extensively  weaponized by the Rubicon Liberation Front. To destroy this thing, you need to take out the  Eye, a giant laser cannon shielded by four main   generators. These are your targets. That is,  if you can get close enough without the Eye   incinerating you. The sheer scale of this enemy is absolutely  staggering. Previous games have had Arms   Forts like this before, but they've  never looked this good. As you climb, you hear the Strider personnel  progressively get more panicked. They literally   try to detach parts of the Strider to try and  get rid of you. But it's no use. In my S-rank attempt for this  mission, I made this energy weapon,   quadruped build. The unique thing about  quadrupeds in this game is that if you tap   the jump button while airborne, you can hover  in place. It probably goes without saying that   this was extremely useful in this mission.. Just for some perspective though, here's what   I looked like on my first attempt.  This goes on for a while. But even then, I still  somehow managed to destroy the Eye. With the strider down, Arquebus are  impressed with you, to say the least. This gets a foot in the door for your handler  to ask for a spot...in Operation Wallclimber. Operation Wallclimber is epic in scale - not   because you're taking out a large enemy or  anything...but because it's a long mission. First you have to find a way to get behind  two gatling cannons defending the city. Then you have to break through the  city itself...all while avoiding   fire from the 16 snipers positioned on the wall. If you remember: in mission 6, the redguns were bragging that they'd be the first over the wall. But if you take the time to explore the city here, you'll find the wreck of Gun 4 Volta - your Redgun teammate, dead in the streets. I'm not sure what killed him, but the first real challenge for you is defeating the Tetrapod MT,   tucked away underneath the Wall's main gate. These things are so much fun to fight. And   my build here excels at one-on-one combat, with  dual handguns and missiles to break the enemy's   guard, and a pile driver you have to pull out  of the weapon bay at just the right moment. And then after making your way all the way up and through the wall, it's time to face the final boss. This boss is easy in enough in the  first phase when you have a co-op   partner. But it's extremely difficult in  the second phase, when your partner leaves. Without IV Rusty on my side, I failed my S rank attempt against this mission. But when you fail a mission in Armored  Core 6 - you don't always have to   start from the beginning. Usually  you'll have unlocked a checkpoint,   and can re-attempt the part where you died with  replenished health, healing, and ammunition. What's more, you're actually able to switch  up your assembly mid-mission as well. So when I failed in my first  playthrough on this boss,   I simply switched to double bazookas, and kept  the juggernaut staggered almost indefinitely. Yeah...so checkpoints are a powerful tool. And honestly I think the game's difficulty is based around You needing to make use of checkpoints. Checkpoints are what give From Software the design space to create long missions and difficult encounters within those missions. But naturally if you die and use a checkpoint then you're not going to get an S rank for the mission. So when I failed my S rank attempt,   I simply switched to double bazookas again,  and overcame the mission that way, instead. Might as well finish the mission, and  claim those extra credits, right? The last mission I can show is  mission 11. Another long one. The first part of the mission involves  fighting your way past two fields of   enemies with long-ranged weaponry. Later there's a 1v1 fight against an enemy AC named Sulla - who clearly  has a history with your handler. and finally, there's a boss battle - a bullet  hell against the autonomous craft named BALTEUS. This enemy has an insane moveset.  The way I overcame this on my first playthrough  was by pivoting to dual assault rifles so that   I could just mindlessly hold my fire button  downs and focus on predicting and dodging its   attacks, instead. And that worked. Just. For my S rank attempt, I created Samus - a   plasma weapon build with dual pulse guns, a laser  cannon, and a shield...and it was awful. Or maybe I was awful, I'm not sure. I had some really cool moments,  but between dodging, and flying, and using my   shield, and charging my cannon, and managing the  overheat on my pulse guns..piloting this build   was just way beyond me, and I got hit. A lot. So yeah. Even with the checkpoint system, the game is tough..and while I'm proud of the S ranks I did achieve, I failed at achieving them  for the longer missions with the limited time that I had. So I've used up just about all of the unique footage I have to show you today. But I still have more   to reveal! If you want to stick around, I'd like  to go over a bunch of new game mechanics that I   haven't mentioned yet, and at the end I'll also  share some deeper thoughts on the game, along   with some details I learned from an interview  with the game's lead producer, and director. So..do you remember when I fought an enemy AC,  back in mission 6? His name was Index Dunham,   and his was an optional AC fight  where you kind of just overwhelm   him with two teammates. So this fight is actually optional. But it's still absolutely   worth doing - because - you see this little icon  here? That's a combat log marker. It's a resource   for something called Loghunt, which rewards  you with new parts for handing in combat logs,   and rising through the ranks. Very cool. At any rate, you can actually rematch Index   Dunham..and a lot of other AC fights too  for that matter - in the Arena. In glorious,   simulated, 1v1 combat. Which..I don't think  I'm allowed to show you. All I can show are   these menu screens from the garage..where  it reveals that you are rewarded for these   fights with credits, seen here..but more  importantly; with OST chips, as well. OST stands for Operating System Tuning, which  is also accessible in the garage. And it's here   that you can spend your OS chips earned from  the arena across four different categories. First are system unlocks, which give you  new baseline abilities. Some of these,   like Boost Kick and the Weapon Bay I'd argue are  almost essential. Boost Kick lets you press your   assault boost button at the end to deal huge  impact damage to enemies, like this...and the   Weapon Bay lets you equip arm weapons to  your shoulders. Note that you can't fire   these shouldered arm weapons at all times like  you can with regular shoulder weapons. Instead,   you have to switch to them manually, like this. Then there's core expansions, which are special   offensive or defensive abilities. I experimented  with Assault Armor, which does a huge AOE,   like this...I used Pulse Protection, which puts a  barrier in place like this...and I tried Terminal   Armor, which will keep you alive at 1AP in a  situation where you usually would have died. Finally, there are Attack Control and Damage  Control categories, which simply increase the % of   damage you deal, or the amount of damage you can  heal, or reduce a % of the damage you can take. So upgrading your OS is a way to straight up make  your AC a bit stronger, or a bit more versatile.   This is in contrast to the general customisation  process, where every part is balanced by being   strong in some ways, but weaker in others. Next, I want to quickly talk about energy   weapons. Energy weapons don't work like  they did in previous games. Back then they required a part of your actual energy bar to  fire, now their gimmick is that energy weapons   will overheat if you fire them too quickly. So  they don't reload in the conventional sense.. Which means you have the option to either fire them until  they overheat, or to use them sparingly to   prevent them from overheating. Additionally,  it seems energy weapons can also be used to   cancel out energy defenses of the same type. Finally, let's talk lock-on. Lock-on is actually   automatic, meaning as soon as an enemy is close  enough and in your sights, your Fire Control   System will target them. As mentioned before,  there's a soft lock state where you have more   free movement, but there's also a hard-lock state  called "Target assist" where your character and   camera will perfectly follow the enemy. To my  knowledge, this hard lock cannot be broken,   and your AC will automatically quick turn  perfectly to face your hard-locked target. So...target assist is very powerful. However,  you might have noticed that a lot of the time I   played with soft-lock and moved my camera manually  instead. Now: I was pretty comfortable playing in   this manner because I have played a lot of  previous Armored Core games, so it felt more   second-nature to me. And playing in this manner  DOES give you some benefits. Your motion is a   bit more free, and whichever enemy is closest  to the center of your screen will be targeted,   so you also have more control over who  you're firing at - which is especially   useful when you're surrounded by enemies. HOWEVER the downside of moving your camera   manually with the right stick is that it means  you don't have your thumb free to press the face   buttons required for dodge, and ascend. And I  found I couldn't really claw grip to hit those   buttons either. Remember, your pointer  and middle fingers are on all four of the   weapon triggers. So...if you want to play soft  locked and control your camera with your thumb,   it essentially means your thumb will have to  dart over and tap the buttons for dodge and   flight. Which - can be done, but you have to stop  controlling the camera for a moment to do so. Therefore, I think most people will naturally  gravitate towards playing with target assist   turned on most of the time so that they  can be hard locked to enemies instead. Yes,   this means giving up a bit of control and aim, but  it frees your thumb for dodging and flying, and I   think those things are generally more important. Speaking of aiming, let's finally talk about the   FCS part. The FCS part essentially determines  how accurate your aim is. See that little reticle   trailing the enemy within my lock box? That  reticle is not always on point. At certain ranges,   it will waver, or trail the enemy. So each FCS has three main variables.   Its close-range assist, its medium-range  assist, and its long range assist. Basically,   these values define how good your FCS will be  when tracking enemies at these ranges - meaning   you have to think very critically about what sort  of weapons you're wielding, and how close you will   be to enemies, before choosing your FCS part. FCS also determine the time it takes your missiles   to lock onto enemies, and also how long it takes  to acquire a multi-lock on multiple enemies. Finally, I'd like to give some more  personal thoughts on the game.   First, the story: It's hard to get this point  across with limited footage, but as missions   play out and you're slowly introduced  to all the characters and corporations,   you really start to feel..small. Like you're  just some small piece of the puzzle within your   handler's plans, who is himself a small  part of the larger corporation plans,   who are all a small part of this huge war over  a resource that is unfolding on Rubicon. I am in   love with the vibe of this game..and the amazing  soundtrack is playing a huge in that as well.   In terms of endings, the game is confirmed  to have multiple.. and from my interview with   Director Yamamura-san and Lead producer Ogura-san,  it sounds like endings will work a lot like they   did in the fourth generation of Armored Core,  where new missions will be revealed in NG+,   and those new missions can be used to  take you towards different endings. Next let's talk gameplay. I could talk for an  hour on this point..but what I really want to   convey to you is how good the movement feels in  this game. And it all comes down to the leg types.   When you're piloting a reverse joint, you feel  like your legs can really claw into the ground   and fling you off to the side, or high into the  air. When you throw on a pair of tank treads,   you really feel like you're driving a heavy  vehicle with weight and momentum. Or if you   want a feeling of weightlessness, then you  can opt for quad legs. I don't know of many   games that let you change the way your character  controls on such a fundamental level, and it's   so much fun playing with different builds. Now...considering the recent success of Elden   Ring, a big question on a lot of people's minds  is: will Elden Ring fans enjoy Armored Core 6?   And I think they will. Because..while  this is a very different genre of game,   it's also the first Armored Core to have a lot  of things in common with Souls. For example,   Armored Core 6 now has a completely decoupled  camera. Your mech has fast turning speeds. You   can heal. There are checkpoints. Bosses have  heavily telegraphed attacks. There's a visual   stagger system, a timed block system, and a  hard lock too. Yes, I know other games have   these things. But Armored Core traditionally has  not. And I know a lot of people did not expect   these things to be quite so present when Armored  Core 6 was first announced. But they are now,   and it absolutely makes the game  more accessible for Souls fans. What I'm really happy about is that it  still feels a lot like an Armored Core   game even with all these things. Most  importantly, it's shaping up to just   be a good game with these things..and that's all  most people care about. This is just yet another   familiar generational shift in the gameplay of  Armored Core..and I'm here for it, personally. That said, I do still have some concerns about  the game. These aren't terrible problems or   anything..it's more that they're things that I'm  not really sure how From Software will handle. First and foremost: PvP. 1v1 PvP in Armored  Core has traditionally been about getting out   of your opponent's sights and outmaneuvering  them, but with the way target assist works   in Armored Core 6...I just don't see a way you  can outplay people in this manner anymore. So   I actually got the chance to ask Yamamura-san,  the game's director..about how skill expression   in PvP would work with hard lock being a  thing..and he replied with a few insights: 1) First, he stated that target assist  actually forces you to move and fight   with a certain angle of attack, so it's possible  soft lock could help with your evasion. He also   mentioned that flying over the top of enemies  might help to prevent you getting hard locked,   2) Additionally, he says you have to consider   enemy stagger meters, as well as your own. The  way you fire weapons to build up stagger and   then make use of exposed defenses plays a role  in skill expression, and you often won't get   away with just firing all four weapons at once. 3) And then there's the need to maintain optimal   distance, which plays a part in dealing  the right amount of damage. Therefore,   both players will be fighting to maintain  that ideal distance at all times. 4) And then there's timing, of course, which  is also very important to dodge enemy fire,   and when to fire your attacks so that they land. Lastly though - we've just learned that Armored   Core 6 will feature 6-player multiplayer. And  I will say: I think that target lock should   be less impactful in 2v2 or 3v3 combat, as  those game modes would also require to be   very aware of what's going on around them,  rather than just honing in on one player. But then another reason I'm curious PvP is..I  just think it's going to be extremely hard   for From Software to balance the fact that you  can fire four weapons at once, in this game. When I asked Yamamura-san about the biggest  challenges they faced when developing Armored   Core, he answered that balancing weapons was  a key focus for him and the team. And I can   see why! In a lot of games, naturally, there are  overpowered weapons. But remember, AC6 is unique   in that..you can fire four weapons at once. So if  you're firing four "overpowered" weapons at once,   just think about how much that exacerbates any  power imbalance. And in this online age, naturally   everyone is going to talk about and recommend  the use those overpowered weapons - especially   in PvP. So From Software will absolutely have  their work cut out for them in balancing this   game after release. I think to be the best  experience possible, it's going to need more   high quality balance patches than they usually  put out. But they're aware of this, I'm sure. In terms of difficulty, encounters seem  hard enough - don't worry about that. My   limited footage naturally kind of shows my best  moments, but I struggled a good amount at times,   trust me. Checkpoints make the difficulty  less inconvenient - for sure..but   what I kind of worry might be overpowered about  checkpoints is the ability to switch up your   mech's assembly halfway through a mission. As  a fan of the older games, I find think changing   your mech halfway is a bit immersion breaking  and I think it might also risk being a bit too   forgiving..but hey, maybe it's too early to say. The last thing I want to talk about is debt. In   previous games I kind of loved the threat of  going into debt by playing badly and losing   credits..but going into debt is not going to be a  thing in Armored Core 6. They've confirmed that. I   also want to note however, that AC6 is extremely  generous with the credits it gives you. Not only   that, but it's very easy to replay missions,  so you are going to naturally have a lot of   credits. And that's by design: when I asked him  about this, Yamamura-san basically said that From   Software felt that too much debt might dampen  the fun of the assembly aspect. And I get that:   The benefit to having more credits is that it  encourages you to buy parts, and experiment   with things, and having more parts that you own  also allows you more freedom to switch up your   assembly mid-mission, which, as mentioned before  - is clearly a big part of this game now.   But do you know what else Yamamura-san said?  He admitted that he too was a big fan of the   debt you could accrue in previous games. And  that even though it was a punishing system,   he said he liked the feeling it  gave; that sense of a severe,   oppressive mercenary lifestyle. And so the last point I'll leave you   on is what he said right afterwards. He said  that if they have some nice ideas in-house,   they might try to revisit the concept  of debt in some form in the future.   So...Fires of Rubicon sequel..confirmed!? Probably  too early to say for sure..but I know employees of   From Software have a soft spot in their hearts  for this franchise..and I really hope that Fires   of Rubicon resonates with people so that they  can get the greenlight to make more of these   games. Especially if it means that Fromsoft will  start reintroducing some of the more hardcore,   more traditional elements..of Armored Core. If you're curious about what those traditional elements are, consider watching my video  where I play through every single prior   Armored Core game. Or come and ask me in real  time! I'm currently live on Twitch right now,   attempting to answer everyone's questions  about my time with Armored Core 6. Other than that, thank you for listening to me  ramble..subscribe and be sure to switch on the   bell notification so you don't miss new Armored  Core videos..and I'll see you in the next one.
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Channel: VaatiVidya
Views: 2,972,489
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Keywords: guide, walkthrough, lore, dark, souls, dlc, two, bloodborne, story, vaatividya, vaati, vidya, videos, (video, game), shadows, twice, from, software, sekiro, combat, tips, tricks, elden, ring, trailer, demon's souls, remake, ps5, playstation 5, great runes, prepare to cry, frenzied flame, secrets, ranni questline, rune farm, armored core 6, vi, all endings, best build, shadow of the erdtree, SotE, fires of rubicon, new, gameplay, coral, first mission, builds, ac, quadruped, tank, biped, reverse joint, balam, arquebus
Id: 1c1crLkr56E
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Length: 46min 44sec (2804 seconds)
Published: Tue Jul 25 2023
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