Review

Armored Core 6: Fires Of Rubicon Review - Mechlike

  • First Released Aug 24, 2023
    released
  • PC

Armored Core VI sees From Software return to and refine its roots with a game of thrilling mech combat built on aggression, agility, and customization.

Rubicon 3, the setting for Armored Core VI: Fires of Rubicon, is a far cry from the likes of Lordran and The Lands Between, immediately establishing a striking sci-fi aesthetic that's unlike anything From Software has created in the past decade. Lessons learned from the studio's most recent output are evident in Armored Core VI, but don't go in expecting this to be Dark Souls with mechs. The sixth numbered entry in the series is a decidedly Armored Core game, meshing exciting mech-on-mech action with the highly customizable assembly of your giant robot. It's a game for the die-hards but also represents the most approachable game in the series thus far--one that sees From Software return to its roots in triumphant fashion.

Though Rubicon 3 might be able to sustain human life, it's still an incredibly hostile place. Occupying corporations wage war against each other, local resistance fighters, and a governmental space force, for control of the planet and its valuable resources. Dilapidated cities, arid deserts, and frozen wastelands serve as the battlefields for mechanized warfare, as missiles, bullets, and laser cannons frequently collide with steel. Even the planet itself is imposing. Giant metallic structures stretch thousands of feet into the sky and then spread outwards like branches, each one carpeted in blinking lights that replace the stars they're obscuring. When you do catch a glimpse of the sky, you'll notice pockets of the planet's atmosphere burning red like fire.

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Now Playing: Armored Core VI Fires of Rubicon Video Review

The reason Rubicon 3 is such a hotbed of action is because it's home to Coral. This mysterious substance is immensely valuable, causing a number of extraplanetary corporations to descend upon the planet in an all-out war to harness it. You enter the fray as an independent mercenary employed by the enigmatic Handler Walter, who orders you to complete jobs on behalf of whichever faction is willing to pay. Referred to only as 621 or your callsign, Raven, the story in Armored Core VI has an oddly impersonal feel. Much of the narrative is delivered through audio on a static screen, with nary a human face in sight. Being a silent protagonist also makes it difficult to escape the feeling that you're a puppet for those pulling the strings. This is seemingly intentional, although the story never quite delves deep enough into this feeling of detachment to say anything meaningful. Most of the characters are fairly cliched, even if the voice acting is generally entertaining, and while there are interesting aspects to the lore, the story is ultimately disappointing without ever being particularly bad.

The narrative does afford you a degree of agency at times, as you're occasionally asked to choose between two missions for two different factions, thus creating a branching path that affects both future missions and the game's ending. This adds replayability to future playthroughs, although it's in new game plus where this feature comes into its own. Armored Core VI doesn't quite venture down the Nier: Automata route, but it opts for a similar vibe. New missions appear during new game plus, while familiar quests are altered, adding extra choices that can change how they play out. These surprises make the campaign worth playing again if you weren't already itching to dive back in.

Once you've settled into the cockpit of a titular Armored Core, the first thing that jumps out is how easy Armored Core VI is to pick up and play. Your mech can be equipped with up to four weapons at once, each one assigned to a different shoulder button. You can jump, perform a quick dodge both on the ground and in the air, and engage an assault boost that resembles a sprint--propelling you forward with the type of g-force that presumably makes it look like you've aged about 30 years. There's a familiarity to the controls that's comparable to other third-person shooters, but that's where most comparisons end. Much like Armored Core IV, there's a focus on speed and maneuverability, to the point where even the heaviest mechs are able to glide across the battlefield with relative ease. Movement feels fluid and responsive, and although you can't stay suspended in the air indefinitely, you can remain airborne for a good while before needing to land. Combine this with the ability to fire four weapons concurrently, and you've got the makings of an exhilarating combat style that rarely eases off.

Game director Masaru Yamamura previously served as the primary combat designer on Sekiro: Shadows Die Twice, so this approach doesn't come as much of a surprise. Sekiro's brazen DNA is evident in Armored Core VI's combat ethos. There's an emphasis on adopting an aggressive combat style that's derived from your mech's mobility and firepower, but also the game's stagger mechanic. Each successful attack on an enemy combatant applies strain to their Attitude Control System (ACS). When this gauge fills up, it causes them to stagger and freeze in place, giving you a brief window with which to inflict more damage than your shots normally would. If you let up at any point, the strain on their ACS gradually declines, so you're incentivized to push the action and remain on the front foot. This creates a precarious balancing act since your mech has its own ACS that abides by the same ruleset. In some instances, it might be wise to disengage and find cover until your own strain declines, or opt to continue pushing the pace in the hopes of staggering your opponent first.

Most of the rank-and-file enemy types you encounter are literal cannon fodder and explode after one or two hits, so the stagger mechanic only comes into play against particularly menacing foes. Armored Core VI maintains the mission structure of previous games in the series, with each chapter containing a mixture of story and side quests within self-contained levels. These missions are wonderfully varied, whether you're fighting mechs on a frozen lake or climbing up the side of a weaponized mining ship that dwarfs your Armored Core with its monumental scale.

[Armored Core VI: Fires of Rubicon is] a game for the die-hards but also represents the most approachable game in the series thus far--one that sees From Software return to its roots in triumphant fashion.

The bulk of the fighting takes place against regular enemies, while mini-bosses regularly appear and boss fights punctuate certain missions by bumping up the difficulty with a memorable clash. Much of the game acts as a power fantasy that sees you lay waste to dozens of enemies without breaking a sweat before a boss shows up and knocks you down a peg or two. These battles present a challenge consistent with From Software's previous work, but these erratic difficulty spikes create an odd juxtaposition with the rest of the game, even if it makes sense within the game's lore--since the Armored Cores are much more advanced than the standard, mass-produced mechs populating the battlefield. It never feels like the game adequately prepares you for facing a genuine threat, which can make the opening hours frustrating at times when you suddenly hit a boss-shaped roadblock.

Fortunately, Armored Core VI is still more approachable than the series has been in the past. For one, there are numerous training missions to partake in that explain everything from the basic controls and combat fundamentals to the differences between a tetrapod AC and a reverse-jointed AC. Crucially, it does this by giving you the opportunity to try out various loadouts and get a feel for how each one functions and differentiates itself from the others.

Assembling your Armored Core is as crucial to success as mastering the game's combat mechanics. Rather than leveling up, progression is tied to acquiring new parts and using them to create a distinct mech that's wholly your own. From Software wisely holds off on immediately paralyzing you with too much choice as new parts are unlocked gradually, and you can sell parts back for the same price you bought them, encouraging you to frequently experiment and try new builds. Eventually, your options increase tenfold and you can create Armored Cores that feel significantly different from one another. You might opt for dual-wielding machine guns or mini-guns, equip a plasma rifle in one hand and a shotgun in the other, or forgo guns completely in favor of a pulse shield and laser sword combo. When it comes to body parts, there are fluctuations in weight and armor between the multitude of heads, arms, torsos, and legs you can equip. Boosters have tangible effects on dodge speed and leap ability, while chipsets alter how effective your missile lock-on is at different ranges. You can't just slap anything together and hope it works either. Each loadout must adhere to weight and energy restrictions so you can't, say, rock up with a lightweight mech equipped with four bulky cannons.

This establishes a balance and forces you to consider the pros and cons of each build, and it's here where the marriage between assembly and combat really shines. The first time you fight a boss is typically a learning experience. I defeated a couple of bosses on the first attempt, but most of the time I had to re-assess and experiment with different builds to counteract their unique properties. The Juggernaut, for instance, is one of the game's early bosses--a massive tank that's impervious to damage from the front thanks to its armor plating. Circling around to attack it from the back and sides is the only way to inflict damage, but it's surprisingly nimble for its size, frequently deploying its huge thrusters to outmaneuver you. It's entirely possible to beat the Juggernaut by constantly positioning yourself behind its impenetrable armor, but I expedited the process by also equipping a vertical rocket launcher. Rather than firing a barrage of missiles in a straight line, this variant launches each armament upwards so they would come hurtling out of the sky and impact behind the Juggernaut's defenses. Beating a boss is incredibly satisfying on its own, but especially after you've found a way to adapt and alter your build to do so.

No Caption Provided

You can't summon another player to help you take down a troublesome boss like many of the Souls games either, yet this doesn't prevent Armored Core VI from maintaining a semblance of community. Anyone can save a loadout and then share it for other players to equip. That said, it's not the most convenient system to use since you can't simply view a list of every shared loadout. Instead, you need a person's in-game ID in order to download their creations. I can't imagine it will be difficult to find those willing to share their boss-specific builds, though. The only other online component of Armored Core VI is versus matches where you can battle other players in either 1v1 or 3v3 matches. The netcode holds up and these bouts are hectic but fun in short bursts. Without any game modes beyond a simple deathmatch, however, they're unlikely to achieve much longevity.

Armored Core VI represents a new beginning for the long-running series. It still remains true to From Software's original vision, but the whole experience has been refined to welcome an audience that cut its teeth on the studio's most recent work. Its story is a letdown and there may be some early growing pains due to its lopsided approach, but these shortcomings quickly scurry to the back of your mind once you start weaving your fully customized mech between incoming attacks while unleashing a salvo of rocket fire, sword swipes, and plasma rounds.

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The Good

  • Easy to pick up and play, while numerous training missions teach newcomers the ropes
  • Aggressive combat style and emphasis on agility make for exhilarating battles
  • Boss fights are varied, demanding, and spectacular
  • Mech assembly is intuitive and highly customizable

The Bad

  • The story feels like a missed opportunity as it presents interesting threads before dropping them
  • There's a stark contrast in difficulty between regular levels and boss battles

About the Author

Richard completed Armored Core VI: Fires of Rubicon in 23 hours before spending another eight or so hours playing new game plus. Review code was provided by the publisher.
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gamerpie

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V for Verdict was impossible to play way too hard. I gave up on the second level

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Cherub1000

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A few questions for you guys currently playing. I know you can't compare the games so sorry for this BUT, is AC as tough as the souls titles (albeit obviously very different)? Also, never ever played an Armored Core game but this does look like insane fun! Is it a solid recomend or more for the die-hard fans only?

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Ives74

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@cherub1000: it's a twich reaction third person shooter and very arcadey. There's no connection to souls type gameplay. It is difficult but it's a holy crap bullet hell kind of difficulty. Not like souls games.

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Cherub1000

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@ives74: ah right ok cheers. I played through Returnal a few times and loved that so perhaps it's my kinda jam after all?

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Ives74

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@cherub1000: yeah I think you'd dig it.

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Gr4h4m833zy

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Edited By Gr4h4m833zy

@ives74: is armored core 6 as hard as sekiro? Or Is it fun and easy like vanquish?

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ItsNotA2Mer

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@cherub1000: If you loved Returnal, nothing difficulty-wise in AC6 will chase you away.

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Gr4h4m833zy

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@itsnota2mer: is armored core 6 harder than vanquish? Is it like vanquish? Which would you prefer?

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ItsNotA2Mer

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Edited By ItsNotA2Mer

@gr4h4m833zy: AC6 is definitely more challenging than Vanquish. Vanquish is arcadey in comparison.

I don't really prefer one over the other, because they're pretty different. AC6 is more about understanding the right builds for the right missions, while Vanquish is more Gears of War, but much faster. They're both worth playing since they both completely accomplish what they set out to do.

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Gr4h4m833zy

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@itsnota2mer: it's just that AC6 seems like it'd be as hard as sekiro. Is it at least easier than THAT game?

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ItsNotA2Mer

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@gr4h4m833zy: AC6 wasn't as challenging as Sekiro IMO. Sekiro is more skill based, and AC6 is more about the right builds, (which you can easily just look up online).

Opinions may vary.

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YukoAsho

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Can't wait to get this tomorrow. I'm so relieved they're refocusing on single player. V and Verdict Day felt too much like an extension of Chrome Hounds instead of a proper Armored Core game.

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hardwenzen

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Its soooooooooo incredibly stupid how they don't have crossplay STILL. How many more generations will it take them to introduce a crossplay feature for all their games with multiplayer? I don't want sub 60fps gameplay that is in ER on the ps5.

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deactivated-64efdf49333c4

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@hardwenzen: Did you already forget all that stuff about crossplay a year or so back where everyone whined about it, got it, and within a day were all complaining about how much it sucked? Just like I said they would?

Or maybe you just don't play any games with crossplay? Just fyi: PC players are cheating bastards. I can't go more than 3 games in Overwatch without encountering one.

Maybe just limit crossplay to consoles only.

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noodles227

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Edited By noodles227

@Barighm: You sure you just aren't getting dominated in OW? Lmao. Not saying you are bad but an average PC OW player definitely has an advantage over an average controller user. At least with certain characters.

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VANGUARD003

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@hardwenzen: Yeah the no crossplay for me is pretty disappointing. Never played AC, but was a Chromehounds fan. Definitely gonna give this a shot.

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NEVRfearJBhere

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@VANGUARD003: did you get it? I’m in the same boat as you with chrome hounds.

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VANGUARD003

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@nevrfearjbhere: Yes, I effing love it. The customization is fun (not as wild as Chromehounds), but the vibe/aesthetic is great, the gameplay is great. Building mechs is very, very fun, and playing and going for S ranks is too. Just beat the final boss of the first chapter a couple nights ago and it was a total rush. V excited to continue playing, haven't unlocked multiplayer yet (you have to get around halfway through the story mode). Can hotly recommend.

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NEVRfearJBhere

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@VANGUARD003: thanks for responding. I’ll check it out. Hopefully find it on sale or something. I’m pretty backlogged at the moment lol

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deactivated-65f7830b754cd

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Elden Rings meets Robots.....

Instant game of the year!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

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ItsNotA2Mer

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@fastesttcar: "Elden Rings meets Robots....."

Not sure which game you're thinking of, but it's not this one.

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Ives74

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@itsnota2mer: Oh man. I desperately want an AC mod for elden ring. Running around caelid with a decked out AC would be amazing. No poison bogs, I can fly. Rocket pods for the dam skeeters the dragons get a face full of fricken lasers. Fromsoft, please, these are both your titles. Do me a solid will ya?

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ItsNotA2Mer

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@ives74: That would be epic.

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deactivated-64efdf49333c4

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@itsnota2mer: I'd totally play that game though.

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ItsNotA2Mer

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@Barighm: No doubt.

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dmblum1799

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I love From games, but this is not my genre, so I will wait for sale or Game Pass on this one. Looks good, though.

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Tiwill44

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Gotta say, when I learned that it was coming to last gen as well, I lost interest. Elden Ring should've been the swan song of last gen, it's time to move on. Maybe some will find this stupid and arbitrary, and I accept that. But I can't support games being held back by previous generation hardware any longer, unless it's a game clearly designed to evoke a retro aesthetic. This is not such a game.

I think fans of the series should still support it of course, but I'm not one of them so I don't really care if it succeeds or not.

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YukoAsho

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@Tiwill44: People like you are the reason this industry is becoming so unsustainable. The game looks fantastic, at least on my PS5, while it looks very much like the developer took into account the reach the game would have and budgeted accordingly. This is the sort of game we need to see more of, not less - a game that manages to be absolutely gorgeous while still living in its means. Not everything is about bigger textures and higher resolution that most people won't even notice.

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Tiwill44

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Edited By Tiwill44

@YukoAsho: I don't mind some overlap with last gen, but it's been a few years now. We weren't getting new major N64 games 2 years into the GameCube's life.

Everyone will draw their line somewhere, but as I said at the end, if I had been an Armored Core or FromSoft fan, I would've bought this game despite this. But the main reason I was considering this game in the first place was because I thought it was a current gen game.

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HAWK9600

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Edited By HAWK9600

@Tiwill44: I hear you, but I cannot agree with this mentality. Several of the best games of the past few years have been 'cross-gen' without being hampered by supposed inferior hardware. And several of those games are widely considered to be some of the greatest video games ever made--and will endure as such.

I understand people wanting to see cool new graphics and stuff, but in execution it hardly seems important to the actual quality of games that are getting made today.

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noodles227

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Edited By noodles227

@Tiwill44: I dunno if it's holding it back too much. Certain genres and scopes of games sure but not all. Elden Ring maxed out on my 7900XTX runs 60fps at 4k just fine. But with just the low ray tracing setting on it drops to 40s in some areas.

So graphically I don't think games are held back. Just the scope of them with the systems at play, cpu usage and memory come into play. But Elden Ring doesn't have a whole lot going on with that. AC looks great to me but it has even lower quality everything compared to ER graphically speaking. It is sharp looking though. No blurry mess.

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bobbo888

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@Tiwill44: It actually looks pretty good. Definitely not as detailed as Elden Ring, but the fights can be pretty spectacular.

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deactivated-64efdf49333c4

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@Tiwill44: For the first time in a long time we got a gen where at least half the games have some kind of performance mode and still look pretty great. At this point, the difference between "good" graphics and bad is a little more FPS and a few less jaggies.

There are no "bad" graphics anymore.

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Tiwill44

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Edited By Tiwill44

@Barighm: I thought this as well, but the difference becomes apparent if you play in native 4K, which I didn't realize until I got a 4K monitor. And when the next gen comes around, there'll still be a big difference with current gen graphics, as ray-tracing will become the norm without killing performance.

Now, I'm on PC so this may seem even more arbitrary, but after playing Rift Apart in native 4K on a 4070 (you were right about the 4060 Ti, I didn't get that one), I realized just how much graphics have gotten better.

I didn't even use DLSS and frame generation, because that was creating fake pixels and made the image blurry, making it look like a PS4 game. (I did use DLAA however, as the hair looked jittery without any anti-aliasing, due to just how detailed it was.) Motion blur is the main reason live action doesn't really look much better in 4K, because whenever anything moves, the inherent camera motion blur makes the extra detail less sharp. Video games don't have to suffer from this, and the difference is jaw-dropping.

I'm sure AC6 would look just fine in 4k, and likely run better than Ratchet since the assets would be lower in quality, but I drew my line in the sand. Maybe I'll check it out later, just not at full price.

The other thing I wanted to say is that it's not just graphics. In FF7R, the game was bogged down frequently by Cloud having to squeeze between walls slowly to load the next area, because the game wasn't made with SSDs in mind. More processing power fundamentally changes the way games are designed, and previous generations hold back games because the games have to be designed for those consoles first.

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ID0ntKn0w7

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@Tiwill44: yeah, stupid and arbitrary. "Retro." You're funny.

To be such a snob about graphics that you boycott a game because of the experience that you imagine you could have if it were just a little bit prettier seems like a really odd thing to bitch about

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brxricano

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@id0ntkn0w7: 'Petty' comes to mind.

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private_vasquez

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Edited By private_vasquez

It seems folks who value gameplay above all else in their games will forever be at odds with folks who just want a slightly interactive movie. The only real criticism you levelled toward this title was the lackluster story (which, literally no one plays AC for the story), so was that really enough to withhold two points? Unless you're trying to subvert the trend in gaming journalism of generally being a bit top-heavy with the scoring (which would be understandable), it seems like it was more deserving of a 9 rather than an 8 based on your own enjoyment of the game which is reflected through nearly the entirety of your review. I enjoyed your review - it was well-written and very informative - it's just that the resulting score is a bit confusing and inconsistent with the content.

EDIT: Changed "knock it down two points" to "withhold two points" per @Naylord's comment.

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YukoAsho

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@private_vasquez: The erratic difficulty is a bigger problem, I feel, and is worth the two-point deduction on its own, at least for me. That first boss is STILL kicking my ass.

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private_vasquez

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@YukoAsho: Don't know what to tell ya, my dude. I'm in my 40s and am by no means an expert gamer and I had him down in 2 or 3 attempts. I think there's some hints before reaching him that he's weak to melee, just got to stay under him, smack him a few times, and keep pressure on with ranged weapons while your melee armament recovers from overheating. I'm still not very far into the game, but I've encountered a few other bosses and, while they're fairly challenging, they're not terribly inconsistent from boss difficulty found in other FromSoft games.

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hongry

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@private_vasquez: Probably is an 8 because AC6 is a niche game that doesn't offer a lot outside of assembling your mech and shooting other mechs in fairly limited formats.

I'm having fun with it, but I reckon it's the type of game that's a 7-10 or a 0-3 to someone and nothing in the middle.

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HAWK9600

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Edited By HAWK9600

@hongry: I still have yet to beat it, but I'm honestly floored by what they've accomplished.

I know there are other ways games can blow people away, whether by increasing scope and scale, or providing a sense of freedom and openness, but AC 6 is consistently impressing me with the moment to moment gameplay, how varied builds feel distinct from one another, how the game tests your skill in combat, while at the same time testing your knowledge of its customization system.

I really think it's something to be celebrated, but I can see some folks being let down by the mission structure.

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private_vasquez

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@hongry: In my opinion, a game's popularity should not affect its score. Also, the average finish time on howlongtobeat.com is 15 hours for the main campaign, 30 hours for 100%. That is plenty of content and consistent with many other AAA games.

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hongry

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Edited By hongry

@private_vasquez: I don't necessarily disagree but none of these arbitrary review scores are adjusted for their genre/audience so something with more widespread appeal will typically warrant a higher score.

A game that most people will not invest time into is simply not going to be a 10/10 in a general gaming site like this. A game that only does combat well is most likely not going to be a 10/10, again on a site like this. On some mecha game forum, it's a different story (I think).

You are wondering about why there aren't more bullet points or stronger opinions against AC6 to reflect the 8/10. I'm just saying why I doubt it would've ever been higher even if this is the reviewer's personal goty. Not sure what the length of the game has to do with anything I said, the content is still the same narrow focus which not a bad thing at all btw, my favorite games are like this and I'm still having a good time with the game.

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private_vasquez

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Edited By private_vasquez

@hongry: Sorry if I misunderstood you, but I still don't agree that points should be withheld for focusing primarily on combat and build customization, or because it doesn't have mainstream appeal. I'm certain one could find other examples of games that have a similar focus and target demographic that were scored higher. They gave Kerbal Space Program a 9/10, but you could easily apply similar reasoning to warrant a lower score, e.g., "all you do is build spaceships".

GameSpot is an independent entity, so of course they can score however they wish and for whatever reason. But if they're going to provide a public forum for discussion, I will use that to voice my opinion.

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jhawk

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Edited By jhawk

@private_vasquez:

"The only real criticism you levelled toward this title was the lackluster story"

Actually, that's incorrect. He also said "There's a stark contrast in difficulty between regular levels and boss battles" in "The Bad" section. Hence, the two points being taken off.

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private_vasquez

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@jhawk: Yeah, but the reviewer didn't really elaborate on that in the actual review. Doesn't seem fair, IMO, that seemingly a minor footnote would warrant withholding one or two points.

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blank_czech

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@jhawk: its called pacing, genius

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Naylord

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Edited By Naylord

@private_vasquez: "knock it down two points" is the oldest review falacy there is. Games don't start off as perfect 10s and then lose points for flaws. It needs to build up to a higher and higher score.

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private_vasquez

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@Naylord: Technically, you're correct, which is the best kind of correct, but it's really semantics. It could be reworded to "withhold two points".

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