These missions can also expand into massive, exciting battles, like one against a giant walker with a devastating laser turret. One mission pit me against a clear novice in a prototype, and his frightened radio chatter as he found himself in a duel with an ace pilot left a haunting note on all the action. Even through narrative, they can resonate. They can narrowly focus on a specific, interesting objective, like taking out certain targets or hunting down a unique mech. But those confines let individual missions sing. Rather than exploring some steadily expanding world with hubs and spokes of exploration to uncover, you’re sent on specific sorties. If anything makes a bid for those players’ hearts in Armored Core VI, it’s the missions themselves. I wondered if that would land with anyone who never tried Armored Core, or bounced off of it years ago. I don’t personally feel like it’s trying to make a bid for newcomers’ hearts through any concessions rather, FromSoft is trying to create a modern Armored Core, potentially bringing in new players while retaining the pieces that made this series what it was. This is a game that is, unabashedly, a new Armored Core. Still, I was left with one big question, after playing hours of Armored Core VI. Others, like the boss above, were much easier with a sword and rifle. Some missions were well-suited to my “Heavyarms” loadout, dual-wielding automatic guns. Customization is a big factor in Armored Core VI, where bringing certain weapons or tools can give you the exact edge you need in a given situation. The checkpoint system feels generous, and lets players hit the garage mid-stage or after a wipeout to retool and re-enter. Going back to the garage and retooling my mech helped a ton with this, and to FromSoftware’s credit, this is where some leniency comes in.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |