Asmongold TV - An Extended Look at Armored Core 6 | Asmongold Reacts to VaatiVidya | Asmongold
Episode Date: July 14, 2025An Extended Look at Armored Core 6 | Asmongold Reacts to VaatiVidya Subscribe to Asmongold TV on YouTube: https://www.youtube.com/@AsmonTV Disclaimer: This podcast is an independent project created b...y a viewer using content from the YouTube channel Asmongold TV. The purpose is to make his content more accessible to those who prefer audio formats, helping more people engage with the ideas presented in his videos. This podcast is not affiliated with, endorsed by, or officially associated with Asmongold. All rights to the original content remain with Asmongold TV. If there are any concerns or requests regarding this podcast, please reach out. -------------- Keywords: gaming commentary, gaming podcast, streamer podcast Learn more about your ad choices. Visit megaphone.fm/adchoices
Transcript
Discussion (0)
So we have a Armored Core 6 gameplay reveal.
Here we go.
As you watch this brand new footage of Armored Core 6, I'm curious.
What do you see? Armored Core or Souls?
I don't really have a...
Oh, that's that boss from the cinematic.
Truth is, there's a bit of both here.
Right.
I recognize the three-dimensional combat of Armaged.
I've seen its familiar mission structure, its atmosphere, and the unrivaled customization potential that the Mecca genre lays claim to.
Oh, that's badass.
But finally, no one can deny that there is a lot of Souls influence in this.
Oh.
This hard lock-on is not traditional armored core.
The pacing and the telegraphed attacks would not look out of place in a Souls game.
Sure.
Even the Stagger system is basically Secados.
I think that's good.
I mean, there are things like, for example,
I feel like a lot of games started adopting a perfect dodge or perfect parry system.
Because a lot of people like, yeah, he did get you did.
A lot of people like perfect dodges and perfect parries.
So you just have that all the time now.
The same with like kind of having the heel mechanics that you have in Dark Souls.
A lot of games have those as well now.
I think that it's not necessarily just like, you know,
the same developer, but it's like just
game standards are changing
and people like seeing this
similar type of gameplay.
Same as like a lot of games have double jump
now. Why?
We've had one jump, yes, but what about second jump?
It feels good.
That's why. It's that
simple.
There's a lot I could say right now,
but I'm honestly really tired
of this whole debate and
I prefer to move on because
there is now... I don't want to have the debate
whether it's like, oh, is this an armored core game or a souls game?
In the same way that like Seciro,
Securo isn't a Souls game,
but it has elements of Dark Souls in it.
It's the same as like Bloodbourne is like not exactly the same.
So like I don't really give a fuck what type of game it really is.
I just want it to be a good game.
Fuck who like yeah, I don't like who cares about labels, man.
Like I used to love mech game.
I feel like mech games, like, when was the last time you ever heard of a mech game, like 2005?
What the fuck ever happened to him?
I used to love these.
So much more to talk about instead.
And I feel like also, why do we not have more mec games?
Because think about how many microtransactions you could sell for this fucking robot.
You could do a microtransaction gun, micro transaction boosters, micro transaction boots, micro transaction helmet, micro transaction colors, micro transaction little fucking riding thing here.
I mean, come on.
How are they not doing this?
Like, I mean, no, really.
I mean, I'm not trying to give them ideas.
I'm just saying, let's be honest.
So Bandai Namco has given me about four minutes of gameplay to share here today,
but I've actually seen a lot more than this.
Press, we're actually able to see a live demo of basically this entire mission.
Oh, wow.
And do you know the best part of that live demo?
It's that, unlike in this gameplay, the HUD, the heads-up display,
was completely enabled.
I paid a lot of it.
attention to that and while I don't have any footage of it this is roughly what it
it looks like okay okay so speed altitude expansion repair scan defeated small okay all right
that's that's fine got it about what I'd expect feel free to pause here but I will
break down this HUD more in-depth later in the video so that you can understand it all now I don't know why
they haven't just shown it. I think it's actually the most genius part about the game that I saw,
and I can't wait to explain why. But right now, though, I guess I should just showcase the gameplay
that I have been given. Yeah, that's what I want to see. In this mission, it's our goal to infiltrate
this huge facility. It's occupied by doses who are addicts, basically. They're people that have
been using that substance that's called coral as a drug. But the facility is also,
occupied by a group of arms dealers who have this RAD logo and it's their machines that repel
your intrusion as well. I feel like also like look at how expansive these levels are.
A game doesn't need to be quote open world to be an open world game.
Like I would say Dark Souls 1 is pretty much just as much of an open world game as
elven ring is.
Well, in the show.
showcase from software emphasized the multiple paths that you can take within the mission. You can
sort of see those upper and lower paths here off to the left and they lead to a bridge in the distance,
but this player's build at least has very efficient flight capabilities, so they use that
to take a more direct approach. Obviously, vertical. Yeah, the point that I'm making is like
the levels are just going to be very, very large, so it's not like you're only going to do
one specific thing.
Dark Souls 1 definitely makes it feel open world.
Yeah, I'm surprised there's so many people
that are disagreeing with that.
I feel like Dark Souls 1
is extremely open world.
Yeah, absolutely.
And horizontal flight is a big thing in this game.
The energy consumption during vertical flight in particular
reminded me a lot of the early generations of Armored Corps.
So you can fly upwards,
but it's probably near impossible to achieve
sustained vertical flight.
Okay.
I think is a good thing as it stops you from flying over what is clearly more level design
than armored core has traditionally had, which is amazing.
One thing that does seem different, though, is it seems like you're way more energy
efficient while flying and gliding horizontally in this game, which is something that seems
to be partly enabled by the assault boost, which is basically a dodge boost that can be held
for more distance and a continued overboost, so to speak.
Like, sprint, kind of?
Like, how's it work?
Let me just pause here for a second.
Did you hear that little beep?
So we're now in range of those enemies down there.
And if you could see the HUD,
then you would know that our lock-on has just automatically jumped onto the closest one.
Our missiles are now primed.
And we're now in what I'm calling a soft lock-on state.
Okay.
In this state, we still have really free, unrestrained, unguided movement of our mech,
and it seems the lock-on can be freely moved between enemies.
This should be more familiar to armored core fans because it's closer to the way that lock-on has traditionally worked in armored core.
Sure.
You're responsible for keeping enemies within your sights in order to shoot at them, and the lock-on kind of does its own thing.
So if we fire our missiles now, which they do, you can see one missile fly.
off to each nearby enemy, stunning them, and giving us an opening to dash in and take them out one by one instead.
Oh wow, bro, look at that hitbox. Holy shit. That is what you like... See, this is... this right here is good.
This is the kind of stuff that I pay attention to a lot. That is a godlike hitbox. Holy shit, that is insane.
Instead, except at some point the player locked on manually and
And now we've transitioned into what I'm going to call a hard locked-on state.
Okay.
Now that the enemies are dead, hard lock finally falls off.
But wait, there's more enemies up top.
So the player goes up and commits to more hard-locked combat against them.
Okay.
Again, in this hard-locked state, we see a lock that entirely dictates the direction you're facing.
And that is not how lock-on has traditionally.
worked in Armored Corps. In fact, the absence of hard lock-on is, I think, actually a big part of
what contributed to Armored Corps' traditional identity. So instead, you'll recognize this lock-on
state from Souls. But before all the Armid Corps fans get upset by this...
As a Souls fan and everything, like, I very much like just being able to lock on.
Perhaps rightfully so. Remember, the genius kind of is that the soft lock-on state, the traditional
lock-on state still seems to exist.
And I think playing...
And also, like, I feel like lock-on,
the reason why I like lock-on
is really just for the camera.
Just so I don't have to constantly
move my camera around.
Even if my abilities weren't locked-on,
I wouldn't really care.
I just want to be able to lock on with the camera.
That lock-on state will be viable,
and it will give you benefits,
although you're probably missing out
by not hard-locking on sometimes
and allowing the player
and their camera to be very bound to a single enemy and have your movement strafe around them
perfectly instead what's more yeah that was really cool let's watch that again perfectly very
bound to a single enemy and have your movement strafe around them perfectly instead that was fucking
badass what's more in this hard lock on state notice how all four missiles go to their single target
here instead as opposed to in the soft lock on state where those missiles were
spread evenly around the area to each enemy.
That enables some really cool strategy, I think.
And speaking of strategy, this player's combat strategy seems to be to use their machine gun
to stagger these smaller enemies.
Enemy stagger bars are seen here, and they build up visually, just like they do in Sekiro.
And you can see the moment that stagger kicks in here.
Yeah, I think, again, stagger is one of the other mechanics that I feel like after
like I'd say Dark Souls 3 is never you really had a lot more like Dark Souls 1 and 2 have Stagger but I think Dark Souls 3 where you can like legit stagger the bosses and do like you know visceral attacks on them same as Bloodbourne Seciro and fucking Eldon Ring I feel like a lot of games now have stagger even Diablo 4 has stagger for example I think stagger is just a good mechanic
like combat more dynamic yeah that's like another thing that like every game has that now basically and that makes
the perfect time to hit them with all your burst damage, which this player does with their barrage of four missiles.
Wait, did that miss him?
This player does with their barrage.
No, okay, it did hit him, I was not to say.
Or another thing you can do while the enemy is staggered is this.
Yeah, again, that's the kind of stuff that, like, it just feels good to yeat a fucking, like some mech across the map.
It feels good.
Yeat enemies so far with this kick attack.
Though I feel like this enemy only flew so far because it was already staggered.
Oh yeah, that's true.
In any other situation, the kick attack probably just builds up their stagger meiser instead.
Next clip.
The gate was a major waypoint in the showcase, and it seemed to function a lot like a fog gate would in Souls.
Except when I watched, the player actually took about 10 seconds to hack open this gate.
They were vulnerable the entire time they were doing that,
and they even got ambushed during that process,
so it's a cool way to sort of stop you from progressing too far.
In Souls, you can just run past everything,
so it's kind of good that they stop you doing that here.
But here they enter a tight corridor,
and these in Armored Corps traditionally force you to fight quite differently
than you would have out in the open.
Yeah, this is like more almost like traditional FPS kind of.
Your missiles would become useless inside,
especially if they're the type that fire upwards or outwards,
and your long range weaponry might not be as good either.
That's really cool.
Holy shit, that's badass.
It's what's up again.
Or outwards.
So he just avoids that thing.
Might not be as good either.
That's the kind of shit, dude.
I love to see that because this is just straight up good gameplay.
That melee though?
Yeah.
To have some close range parts to help you out in tight spaces.
Like shields now.
Yeah.
Maybe in melee blades as well.
God damn.
They've actually added something that I've always wanted them to
add in Souls, and that's a timed block system. So what we know from interviews is that shields now
have this brief moment when you deploy them where their defense is way stronger. It happens here.
See that pulse when they pull. Valheim actually has this too. Pull it out. That should be a moment
of optimal block, and that's obviously an incentive to perfectly time your blocks against strong
attacks rather than just keeping your shield
active all. Yeah, Valheim has this
and so does Star Wars Jedi Survivor.
Yeah, Valheim, yeah, it's a,
it's not, the thing is, like
a Valheim Perry and a
Jedi survivor like Perry
with like a ranged attack.
Both of them have an
offensive component. I don't think
either of these have an offensive component.
The time. Next,
melee weapons. You can clearly
do multiple strikes with a lot of these
and having these preset animations
makes me think that the blades might be exclusive to the left side
like they are in many previous armored core games
rather than being able to dual-wield them,
although I could definitely be wrong on that.
Next we see the scan function for the first time.
Enemies are revealed and can be locked onto through walls.
I love this.
Being able to peek ahead and think about your strategy
is so much better than always being forced
to figure things out on the fly.
Yeah, Remnant has this with a, like, there's like a certain weapon mod that does this.
It enables planning based on your build, followed by execution of that plan with your reflexes and your coordination, and that is peak Armid Corps to me.
Speaking of customization, though, next, let's talk about build in the garage, which is another huge design pillar of Armid Corps.
Oh, my God.
So here we thankfully get an overview of all of the part categories in Armid Core.
Here are your four weapon slots, your four frame slots, and then your booster, your FCS lock-on
part, your generator, and an expansion slot.
This is fewer categories than most armored core fans will be used to.
Inside parts, hangar weapons, radiators, those are all missing here.
That said, the parts that we do see previewed here.
I haven't played any of the other armored core games.
I think the last mech game that I played was Mech Warrior on the Nintendo 64.
So it's been a while.
So I don't really know if those things actually added interesting gameplay mechanics or not.
Do have some great depth to them.
So I think that might make up for having fewer categories.
For example, your generator, which governs your energy, now has cooling built into it rather than radiators being a separate part.
And then certain weapons like this laser down.
can perform a charge attack if held, which is a depth to the gameplay.
We also see certain ranged weapons that have this charging property as well.
And then there's missiles, which have unique attack characteristics, you know, as they always have,
but their descriptions here are more detailed than ever.
Some are capable of multi-lock, which is when missiles fire at multiple targets,
which I showed off earlier.
Some missiles are better for AOE, creating a damage area.
Some are better for staggering enemies like these which contribute greatly to build up of ACS strain.
And some missiles will just be great for taking out airborne enemies like these, which are deliberately slowed down, missiles hound targets during lengthy airborne time enabling heavy pressure tactics.
All these build considerations are such a fun, amazing part of Armored Corps that I can't wait for people to discover.
and if you're a new player, I think a lot of the time you will be able to get by
simply reading these written descriptions,
but the real endgame in Armored Core is learning to understand
the complex stats and specs of each part seen down here.
I feel like these stats aren't super complicated.
I'm going to be honest, I feel like you can understand this.
If you are interested in the game, you can understand it.
Just wait, okay.
Though.
If you think these stats are overwhelming, I've got news for you.
Wait, oh, God.
So this is probably the simplified version.
It reminds me a lot of Armored Core 4, where you were shown the most important stats on parts.
Right.
But then you could toggle the display to reveal this.
Yeah, so stats can get pretty intense.
And while having a simplified view and glanceable icons is obviously the more modern approach.
I really hope that they don't shy away from these overwhelming stat screens,
because they are such a hallmark of the series.
I have to agree with them there.
Yeah, I think that they should have the super complicated stats.
Maybe it's not like super important
and everybody's just going to look it up on like, you know,
some website on what to do.
So at least give the people that want to know life,
at least give them that kind of stuff, yeah.
In the showcase, the player actually accessed this garage mid-mission
after being destroyed by this quad-legged enemy.
Their mid-range biped build was having a lot of trouble dealing any kind of damage to this enemy at range.
So they wanted to change their build to an agile, close-range one instead.
And they did it all manually, and it took less than a minute, and it was so convenient.
Oh, wow.
Instead of having to do the entire mission again, they simply died, they loaded up the garage from the menu,
they tweaked their build, and then they returned to the checkpoint that they had unlocked in their mission.
I really like that because one of the things that kind of sucks in Dark Souls and also in Elven Ring
is the fact that whenever you commit to a build, you have to keep playing that build
because you upgraded all the weapons and stats for that build.
I like the fact that like, you know, and for example, Seciro, you only really have one build
so you don't have to worry about it this much.
But overall, I like being able to swap and change what I'm doing more dynamically.
And they were back with a different build completely.
Yeah, I don't like being locked in.
As to the fight itself, there's actually so much.
to break down in this fight, but the main thing I really want to talk about happens here,
where they finally stagger the enemy.
Whereas in Sekiro, this would enable an execution on stagger.
In Armored Corps 6, it's up to you to fully deliver that execution.
The enemy is now taking extra damage, so if you have burst attacks, now's the time.
What's more, it seems you can prolong this staggered state with certain attacks,
Keeping them stun-locked with the right combo, potentially,
which might give a really high skill ceiling to this whole process.
Yeah, I would expect so.
That's actually really cool.
If you listen carefully here, you can hear a narrator say,
All right, tourist, that's enough.
That's because the enemy leader of this facility
has been shit-talking you this entire time.
The dialogue that I heard was witty and well-delivered,
and that is a very welcome change from past Armored Call Games.
There was also some banter between this narrator and your own female operator who is there to support you through your missions and warn you about what's ahead.
Okay.
And a main boss is ahead.
But before this, in the demo, the player actually called a resupply drone, replenishing their health, their repair kits and their ammo.
And then it was time to fight this thing.
Is that like a bonfire?
A boss that has its own health and stagometer that appears at the top of the screen.
Its attacks are extremely well animated and telegraphed, and it has a ton of area denial and AOE,
and it's just so well animated, and it looks like such a great fight.
It also has two lock-on points, a weak spot at the front, and a shoot at the top,
which I guess flying builds might be able to take more advantage of.
I wonder how a slow tank build would deal with something like this.
The respect.
It seems like it would be hard to get distance and dodge with a tank, hey.
Anyway, as promised, let me recreate...
Yeah, I guess I'll have to find that out
because you guys know I'm never going to respect for this.
It's the heads-up display in the way to face-roll it over and over
until I eventually kill it.
The most important things.
First up is your AP, your armor points or your health, basically,
which was displayed numerically and with a slider around here.
When the player took damage, this number and the slider would obviously deplete.
And the screen would also distort a little bit,
especially at the edges, which you can kind of see here.
I see.
Then there was the energy gauge seen around here.
This was depleted by things like flight, quick boosting, and I think melee as well.
So it's almost like your stamina.
Of course, in core, how big this bar is is determined by the capacity of your generator part.
And how fast it depletes and recovers is determined by the energy output of that generator
and the cumulative energy drain of all of your parts.
Of course, the efficiency of your boosters will probably also play a part.
Above it was a stagger bar.
It was empty by default, but would fill up with orange from the centre just like this,
whenever you took damage, and then it would deplete if you didn't take damage for a few seconds.
The same goes for enemies.
If you get staggered, though, I think you just sort of pause for a couple of seconds,
and previous interviews seem to suggest that you'll start falling if you're in the air as well.
I think that makes sense, right?
I mean, yeah, all that makes sense.
That's good.
That's good.
The expansion slot.
So, extensions are a category of parts that have traditionally allowed you to do unique things like jam enemy radar.
Yeah.
Shoot down enemy missiles automatically.
Sometimes these extensions were activated manually.
Sometimes they're passive.
And they're like my favorite part category in armored core because they give a ton of character to your build.
Unfortunately, I'm pretty sure the demo had no expansion part equipped, so this box was empty.
Next to it were two bars.
One was a visual indicator for your repair kits, of which the player had three.
Okay, so those are your heels, basically.
Yeah, that makes sense.
I mean, that's exactly where you would have expected it to be.
Armid Corps has never had an Estes flask equivalent before, but it does now.
Yeah.
These can be activated instantly to heal the player.
It seems they can be replenished at supply stations, which can be called in certain missions.
Yep, SS flashed.
Underneath repair was a bar that said scan.
When activated to scan surroundings for enemies, this bar would take a little while to regenerate,
and then it could just be used again.
It wasn't long, though, like 10 seconds between each scan, maybe.
On the bottom right were four familiar weapon slots.
They showed your total ammo and your remaining magazine ammo for your left arm,
right arm, left back, and right back weapons, respectively.
So you've got four weapons?
This character has missiles on their right back, a machine gun on their right arm,
a shield on its left back, and a blade on its left arm.
That's nuts.
Holy shit, you got four weapons?
Oh, my God.
Now, a recent interview stated that all four weapons are bound by default to all four controller triggers.
Yeah, that's what makes sense.
All of your weapons can be fired at once, which is not how it's worked in any previous game.
But the thing is, that,
That would be really cool if you could use all of them at the same time.
That sounds kind of insane, honestly, and pretend you're holding a controller.
I cannot fathom for the life of me how you're supposed to fire all four weapons with your pointer and middle finger,
and then doesn't that just leave your thumbs free for assault boosting and boosting and moving and interacting and changing weapons?
Just your thumbs for all those actions seems very difficult, so I'm extremely keen to...
get a hold of...
Yeah, I mean, I don't know.
Like, that's a...
I mean, people...
Yeah, claw grip.
That's what they do.
...the demo and see what the deal is here.
There was a vertical speed gauge on the left.
There was what looked like an altitude gauge on the right.
There was even a compass at the bottom.
That was actually pretty cool because it had red dots for all of the enemies around you,
which I assume would actually be pretty useful when helping to locate the enemies that are just outside your field of view.
Yeah, that would make sense.
The mission objective was written top left, a waypoint marker was on screen for that objective,
and killed enemy credit rewards would pop up on the bottom right.
Of course, as mentioned earlier, the center of the screen features your fire control system,
your lock-on, essentially.
It's circular like it was an armored core five, and while you're out of combat even,
it stays in the center of your screen, and it has these sliders that help you keep track
of your remaining magazine capacity, as you've found.
fire your left and right arm and back weapons, which...
I'm glad they have that, because that way you don't have to be looking around constantly
whenever you're in the middle of combat to see how many shots you have left.
Yeah, that's really good.
I'm a huge fan of.
So the UI is...
And I think also, like, having a more involved UI is kind of part of what being in a mech game is.
I feel like I'd be fine with a more minimalistic UI, but in a mech-based game, I don't complain
about a more complex UI, because, like, that's, that's the aesthetic of being in a fucking,
like, a walking tank that shoots four different types of attacks, right?
Think about how many, like, menus and fucking, you know, sensors and, you know, graphs
that's showing you.
Yeah, that's just how it is.
Nice.
It's super clean, and it displays a ton of information, but it's this lock-on behavior that I think
is the most fascinating thing about Armored Corps 6th, so far.
and this is the part of the UI that I kind of love the most.
So again, when you get in range of an enemy, this lock-on element jumps over to them,
while the lock-on display itself starts to display that enemy's health and stagger meter at the top,
in addition to your ammo in the bottom left and right.
Inside the lock-on, though, there's this little number,
which dictates how many of your missiles will go to this enemy should you fire them.
Again, if you're soft locked on, that number will be split,
between nearby enemies, and if you're hard locked on, all of the missiles will go towards them.
Additionally, the lock-on actually updates with an enemy's distance from you, which is extremely
important information because staying at optimal weapon range is a really big thing.
Yeah, it showed that earlier.
And it also shows little damage numbers, which pop up as you pop off.
Oh, thank God.
That's really important to give you visual feedback on the effectiveness of your range.
Yeah, I feel like any game that doesn't.
have damage numbers is like an automatic L. I've never felt like a single game is better without
damage numbers. Effectiveness of your weapon type. You want to know if you're dealing damage and
I always loved this feature. Pee-I don't like that Pee-E-E doesn't have it. So I'm very glad to see
that return. I wish Pee-Wy did have damage numbers. I even noticed some little enemy status words
pop up around the lockbox like unaware would pop up if the enemy didn't know you were stealthed and
ACS load limit I think popped up if you
staggered them. So this lock-on is doing a lot of heavy lifting in armored core six and I love it. I'm glad
they've baked so much information into this UI because that is such a huge part of what armored
core is all about. Yeah. And what their design team deserves props for is the fact that they've
baked all this information in while keeping everything looking sleek and unobtrusive. It's very
That's, I think, the biggest challenge with doing Armored Corps is the fact that they know that they have, like, a huge fan base of people that play every single game that they make.
So they know that they're going to have a lot of people that are playing Dark Souls, playing Blood Born, Seciro, Eldon Ring, that are going to be playing Armored Core, of course.
But they also have the fans of Armored Core series that also want to be, you know, they want a new game that's Armored Core.
So it's like, how do you meet in the middle and make a game that, like, appeals to both of those, like, probably,
very large audiences of people. So I think this is especially like a, it's a complex task.
Design and I hope they show off the HUD soon because I'm probably just butchering it in Photoshop now.
I have so much more to say about this demo, but it should probably wait for when we get new footage
or for if I get my hands on it, if I'm lucky. In the meantime, if you're curious about Armored Core,
then please check out my recent video where I show you.
off every single old
Armored Core game. Yeah.
I think that video will just always
stand as a way for you guys to
learn a ton about the series.
Holy shit, there's a lot of these.
Oh my God. And I had an amazing
time playing all of the old games.
But until next time,
thank you for watching. I also want to say
special thanks to Con
from Bandai, Australia,
for getting up at midnight to
pass me this footage. That was
so appreciated. And it's a
honestly half the reason I had enough time to edit all of this for you guys. So thank you, Con.
And the same goes for Stephen at Bandai and countless others.
I've also had universally good relationships and experiences with the people that work at Bandai Namco.
They've been really great and awesome to me too.
Just enable these kind of demos and previews behind the scenes. Thank you.
And if you're a content creator who couldn't get access, then you're more than welcome to
react to this video and to this footage. I hope that helps somewhat. But thank you again for watching
and I'll see you next time. What a nice guy. He knows. Okay, so let's see. All right, so this is the
actual gameplay. Let's watch the actual straight up raw gameplay. Here we go. One thing I want to draw
attention to is that if you actually look at the design of this game, and I'm sure that it'll
change a little bit between now and release.
But if you compare the design of this game and like the complexity of like these different
structures, et cetera, to the Star Wars game that we watched yesterday, the Star Wars game has
infinitely more complexity in terms of fidelity of what each different thing in the world
looks like.
And even then, I kind of prefer this more.
And I think that we're going to get to a point where graphics.
are very well, like, they're very easy to achieve, but a really good looking thing that nobody
cares about doesn't matter. And that's one thing that I noticed with the armored core fight against
like the large robot is the fact that, like, if you looked at that robot closely, you would
see that like it's not really like a super complex design. It's not like this is some next-gen
graphics, it's just stylistically designed to look awesome.
And I think that achieves two different things.
It makes it easier probably to develop to a certain extent because you spend less time
into it.
And also it makes it more accessible for a larger scope of platforms.
Because now you're not dealing with something that has like these, you know,
fucking a million polygons inside of every square inch of the screen.
So more PCs can play the game.
And it still retains that base stylism.
that I feel like this game achieves really well.
And I love good graphics.
I'm a huge fan of good graphics.
Awesome.
But stylized graphics go out of style
a lot slower than good graphics do.
Good graphics come and go.
Think about a game that had great graphics five years ago.
Who gives a shit about it now?
Think about a game that had a great style 10 years ago.
People still love it.
So those are the lock-ons.
Yeah, I'm really impressed by the hitboxes in this game, too.
Okay.
I don't think they gave this game as much time and work as Elvin Ring.
Oh, I don't think so either.
I think this game is going to be much smaller in scope than Elvin Ring.
Absolutely.
Like, Elvin Ring is like their, like, Lord of the Rings, Extended Edition Trilogy.
And, yeah, and that's fine.
Like, that's okay.
They don't need to make every game as expansive as Elven Ring.
Like I'll say again, I think Elven Ring is the best game.
Probably, it's one of the best games ever made of all time.
It's incredible.
But not every game has to be like that.
Like, for example, you have something like Hades,
like a small scope in game, but an incredible amazing game by itself.
And a lot of older games are not massive and huge in scope.
They're just great games.
Yeah, Vampire Survivors, yeah.
I just want a great game.
It doesn't need to be my forever 10,000-hour video game.
It just needs to be really fun and well designed.
Like that movement is so fucking good.
Holy shit, that is insane.
You also have way less games since they take longer?
Yeah, of course.
But yeah, like, again, look at the design on like the walls here.
Not hyper complex.
If you compare that to a lot of the games that we've seen now that are being developed,
like the ones that we've seen a lot of these expos recently,
the AAA ones, the AAA games nowadays have way more like, you know,
just fucking complexity in the design.
And you know what?
I don't care.
I don't give a fuck.
Because games that have great graphics,
I look at them and I say,
wow, that looks really cool.
Damn, that's awesome.
And I never play it.
But I look at something like this and I'm like,
man, I want to play this game.
Graphics are like sprinkles on a cupcake.
They make the cupcake look a lot better and more appealing.
But you're not going to buy a cupcake for the sprinkles.
We'll quit it. That's dumb.
Yeah, you've got like all the different things, like cooling speed, all that stuff.
Let me go back and just look at it.
Generators, okay.
Capacity, weight.
I think that, yeah, these are probably like different break points for weight.
I think that's interesting too.
Okay, cool.
I wonder if you can play a full melee build in this game.
I bet not.
So he dodged that?
Jesus, he missed.
Oh, my God.
The icons?
what the fuck so he has like a force field around them nice so this is the big boss right here
that looks fun yeah are you gonna play the pvp of this game it would be cool to try
i feel like the pfee at this game would make me more excited than like even help in him kind of
so i guess like the different uh these things have like more vulnerability points or something maybe
like on the top or something holy shit music sounds so good
Yeah, it does.
Dash acceleration's crazy.
Games like this, I feel like a lot of them are all about the movement and just like the
playability.
To me, that is the only thing that matters.
And if that's not right and you have like weird eye frames or there aren't eye frames
or there's some sort of like bad hip boxes, et cetera, things that are, what do you call it?
Like things that are non-responsive.
That is like, ugh.
don't want that. And what we do want is, in my opinion, at least, precise fucking gameplay.
Precisely responsive, quick gameplay. That is the main thing that matters to me. Whenever I look at a game,
that is what matters the most. And I feel like armored core, after seeing all this stuff,
I think we're going to get it. I do. I think we're going to get it. Uh, Voddy Vidia,
if you guys don't know who he is, he is a,
massive content. He's probably like the biggest content creator for like the Souls series and like you know
Dark Souls type games makes insane fucking lore videos. I've watched probably like 20 of them. I was going to say 50.
I don't know if he's even made 50 but I've watched a lot of them. Yeah, it's very very good.
I see New World hired the new lead game designer for AOC. The Dev from New World got hired his new lead game designer for Ashes creation. Yeah, I saw that. I think that's probably a good thing, but we'll have to just wait and see. The new big graphics
very consistent way to sell games, sadly.
Well, that's because people get really excited about new graphics, right?
I get that.
Like, graphics are nice.
They're good.
But I'm not going to go back in 10 years and think about, like, oh, wow, this game's graphics
was very good.
I think that, like, there were, like, benchmarks of games that were just, like, so graphically
insane for their time that everybody talked about them.
Like, Final Fantasy 10, Half-Life 2.
I'd say maybe Witcher 3.
Crisis. Yeah, Crisis.
Doom 3. Yeah, Doom 3 whenever it came out for, that was a 360.
Yeah, had very good graphics.
And there's probably a yeah, cyberpunk, couple of other ones, etc.
A new world was a benchmark for MMOs at least.
And yeah, I mean, I feel like there's a lot of games like that that you do remember,
but they're very few and far between.
And most games are not like that.
So, yeah, I mean, Armored Core, I am massive.
massively fucking hype for this. Doesn't this come out in like a couple of months too?
It's not like we have to wait for like three years for this like we did with Elvin Ring.
Yeah, it comes out in August. Like what the fuck? That's in two months.
That is insane. Oh my God. So many good games. Yeah, it's just like yeah, keep that in mind. I feel like yeah, we're we're used to what happened with with Eldon Ring. And it's like, oh, this is going to happen, you know, come out like a few years. No, man. Like it's going to be a long fucking time.
And so, or sorry, it's going to be not a long time.
It's not going to be a long fucking time.
It's going to be really fast.
And I think that's awesome.
