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Re: Now Playing (the Video Game Version)
« Reply #1020 on: September 09, 2023, 04:12:57 PM »
ITT: sadaam needs to git gud

Dual1ty

Re: Now Playing (the Video Game Version)
« Reply #1021 on: September 09, 2023, 05:01:22 PM »
Don't mind me, just dropping this TRUTH BOMB over here.


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Offline Crudblud

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Re: Now Playing (the Video Game Version)
« Reply #1022 on: September 09, 2023, 07:30:19 PM »
I apologise in advance because this is not a very well organised post. I am extremely tired because the humidity has been oppressive this week and the lack of sleep has finally caught up with me. I am more scatterbrained than usual and I don’t know if this is actually coherent, but I have to respond autistically to Saddam because it’s what we do. Also, Saddam beat the game fair and square as far as I’m aware, so I’m not going to be rude. Well, maybe a little.

I actually disagree with him quite strongly. I think Armored Core VI is easily From Soft's best game since Sekiro (which is their best game btw).

Missions vary in difficulty, and yes bosses are considerably harder across the board, which they should be, but I think a key element you're missing is the power fantasy. No one wants to pilot a giant mech that can't do shit. The opening hours of the game up to Balteus are a careful balancing act of showing the harsh, amoral nature of the central conflict and your role within it, while also allowing you to revel in the haha big gun go brrrrrrrr that you want when you're piloting a giant battle robot. Nonetheless, the build up to Balteus is very well handled and gives you a good grounding in combat and build variety while ultimately leaving you to develop your skills for yourself in order to progress. It is probably the most user-friendly game From Soft has made in that respect, while still being upfront about the level of challenge. The tutorial boss is a crash course in the game’s design philosophy, which is basically: adapt or die.

From the start you are in the dirt, a nameless dog scavenging the wrecks of other mechs for a licence to operate on Rubicon. The boss at the end of the first mission shows how precarious your situation is, you aren't special and you can be wiped out at any moment by any of several powerful forces for whom you aren't even yet a means to an end. That is the nature of the setting, and the game constantly reminds you of that. Friendships and alliances are fleeting, you follow the money, and your next job might be to kill the people who gave you your previous job. The impersonal nature of the job is partly why the story is told the way it's told. Most of your contact with the rest of the world is mediated by Walter, you never see anyone face to face, you only hear their voice. Everything is at a slight remove, even "close" acquaintances can never reach out and touch you, emphasising the dehumanisation of the setting. It is only after encountering Ayre that you begin to gain another perspective, but even so you don't have your freedom, you aren’t a person, which is what Walter ultimately wants for you, the freedom to choose for yourself, even if it means that you have to kill him to do it. I found the story very engaging as the central mystery began to deepen, and I was moved by the ending I chose, which I felt had a well earned sense of pathos.

I don't think the game demands you to run a heavy build at all, but sure you can tank your way through encounters if that's your preference. I played through the game with a light, highly mobile build mostly using various types of shoulder missiles and shotguns, and usually a melee weapon. I found that it was better to try to evade (and I do mean evade, there's no i-frame dodge rolling here) incoming damage than tank it because the repair packs are extremely limited per try. Unlike the Souls games you can't add extra charges to your healing, adding to the sense of danger in each encounter. The level of customisation incentivises experimentation in a way that no previous From Soft game has, especially given that you can change your entire build mid-mission if you die after hitting a checkpoint. I think the devs did an excellent job making sure that each part has its trade-offs, though shotguns are a little bit overpowered. I'm wondering if there will be a balance patch around the end of the month, although From Soft already said that the PvP is a simple extra feature, not a core focus of development, so maybe they’ll just leave it as is.

In conclusion, 9/10 game, git gud, and Saddam is being Reddit.
« Last Edit: September 09, 2023, 09:15:42 PM by Crudblud »

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Offline Crudblud

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Re: Now Playing (the Video Game Version)
« Reply #1023 on: September 11, 2023, 02:15:11 PM »
I'm wondering if there will be a balance patch around the end of the month
As it turns out there is a balance patch today! Some of the lighter weapons have had their attack power increased, and three bosses have been nerfed.

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Re: Now Playing (the Video Game Version)
« Reply #1024 on: September 12, 2023, 04:02:50 AM »
The tutorial boss is a crash course in the game’s design philosophy, which is basically: adapt or die.

That design philosophy is so vague as to be bordering on useless. Like, I could say the same thing about Super Mario 64. The abrupt transition from the wide-open Bob-omb's Battlefield to the largely vertical Whomp's Fortress, a level full of narrow spaces and moving platforms, provides a severe early lesson to the player: adapt or die! Seriously, though, the tutorial boss is nothing like the rest of the game. There's only one feasible way to beat it, and the player has no other option if they're having trouble than to git gud. That's objectively just not how the rest of the bosses play out. It's not until several levels after the tutorial that you're presented with another boss, and by then, you have plenty of options to switch out parts and weapons or even try a new strategy. I won't claim to know exactly what this game's design philosophy is, but it certainly isn't "just keep doing the exact same thing until you get it right."

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From the start you are in the dirt, a nameless dog scavenging the wrecks of other mechs for a licence to operate on Rubicon. The boss at the end of the first mission shows how precarious your situation is, you aren't special and you can be wiped out at any moment by any of several powerful forces for whom you aren't even yet a means to an end. That is the nature of the setting, and the game constantly reminds you of that. Friendships and alliances are fleeting, you follow the money, and your next job might be to kill the people who gave you your previous job.

The impersonal nature of the job is partly why the story is told the way it's told. Most of your contact with the rest of the world is mediated by Walter, you never see anyone face to face, you only hear their voice. Everything is at a slight remove, even "close" acquaintances can never reach out and touch you, emphasising the dehumanisation of the setting. It is only after encountering Ayre that you begin to gain another perspective, but even so you don't have your freedom, you aren’t a person, which is what Walter ultimately wants for you, the freedom to choose for yourself, even if it means that you have to kill him to do it. I found the story very engaging as the central mystery began to deepen, and I was moved by the ending I chose, which I felt had a well earned sense of pathos.

I should have been clearer about this in my previous post, but I think the story itself is fine. It's really just the lore and background details I take issue with. The biggest example of this is Coral. The game's plot revolves around Coral, literally every faction in the game is primarily motivated by Coral, and every character in this setting knows all about Coral and how important it is. And yet the game never actually explains any of this to the player. Sure, you'll eventually piece it together as the missions go by, but that doesn't retroactively mean that the game's exposition was effective all along. The same thing applies to the Fires of Iblis. And the PCA is especially galling, because it's never made clear who exactly these guys are - before, during, or after the entirety of the game. There is no narrative benefit to this game being vague and uncommunicative on basic details regarding the setting that every character knows and the player should also know. They could have begun the game with a cutscene giving the relevant information, they could have given the player a codex to peruse, or they could have worked the details into the game's early dialogue. Again, this is a minor point overall, but it's still a misstep on From's part, and I'm convinced that it came about because they just figured that what worked well for the Souls series and its related games would also work well for this game - much like the tutorial boss.

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I don't think the game demands you to run a heavy build at all, but sure you can tank your way through encounters if that's your preference. I played through the game with a light, highly mobile build mostly using various types of shoulder missiles and shotguns, and usually a melee weapon. I found that it was better to try to evade (and I do mean evade, there's no i-frame dodge rolling here) incoming damage than tank it because the repair packs are extremely limited per try. Unlike the Souls games you can't add extra charges to your healing, adding to the sense of danger in each encounter. The level of customisation incentivises experimentation in a way that no previous From Soft game has, especially given that you can change your entire build mid-mission if you die after hitting a checkpoint. I think the devs did an excellent job making sure that each part has its trade-offs, though shotguns are a little bit overpowered. I'm wondering if there will be a balance patch around the end of the month, although From Soft already said that the PvP is a simple extra feature, not a core focus of development, so maybe they’ll just leave it as is.

Looking back on my post now, I was definitely generalizing. It was because of Balteus that I joined Team Tank and never looked back. I lost to that boss at least twenty times with a light build because I couldn't avoid enough of its constant barrages of attacks to stay alive for very long. I then switched to a heavy tank build and took the boss down on my second or third try. It was like flipping on a light switch. It may be my lack of skill with a light build that led to me dying so much at first, but it certainly wasn't my incredible skill with a heavy build that led to me then beating the boss with relative ease - it was the fact that using a heavy build was simply a far easier and more effective way of handling that fight. So I will maintain that boss incentivizes a heavy build, but I never really took the time to try experimenting with other builds for the rest of the game, with the one exception being the Ibis battle. You cannot tank its attacks no matter how much of a beast you've created, so I had to slim my build down and use the wheelchair treads to give me the speed to evade its attacks.

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Sekiro (which is their best game btw)

This is Metal Wolf Chaos erasure and I will not stand for it!



Sekiro doesn't even have a version of the Moonlight Sword! How hard could it have been to work that in to a game about a swordsman?
« Last Edit: September 12, 2023, 03:25:49 PM by honk »
ur retartet but u donut even no it and i walnut tell u y

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Offline Crudblud

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Re: Now Playing (the Video Game Version)
« Reply #1025 on: September 12, 2023, 02:35:19 PM »
That design philosophy is so vague as to be bordering on useless. Like, I could say the same thing about Super Mario 64. The abrupt transition from the wide-open Bob-omb's Battlefield to the largely vertical Whomp's Fortress, a level full of narrow spaces and moving platforms, provides a severe early lesson to the player: adapt or die! Seriously, though, the tutorial boss is nothing like the rest of the game. There's only one feasible way to beat it, and the player has no other option if they're having trouble than to git gud. That's objectively just not how the rest of the bosses play out. It's not until several levels after the tutorial that you're presented with another boss, and by then, you have plenty of options to switch out parts and weapons or even try a new strategy. I won't claim to know exactly what this game's design philosophy is, but it certainly isn't "just keep doing the exact same thing until you get it right."
I didn't say "just keep doing the exact same thing until you get it right" so I'm not sure why you brought that up. In any case, the boss isn't about "git gud", it's literally just "apply the techniques we have shown you already". It's like teaching a child about basic shapes and then, as a test, handing them a square peg and making sure they understand that it doesn't fit into a round hole. The "adapt or die" part is that Souls players have to learn that they can't i-frame dodge through attacks, the game doesn't work that way. I should have worded it better, so that's my fault. But essentially my point is that From is aware of its core player base, and that AC6 is something quite different from what that audience is used to, so they must indeed "adapt or die".

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I should have been clearer about this in my previous post, but I think the story itself is fine. It's really just the lore and background details I take issue with. The biggest example of this is Coral. The game's plot revolves around Coral, literally every faction in the game is primarily motivated by Coral, and every character in this setting knows all about Coral and how important it is. And yet the game never actually explains any of this to the player. Sure, you'll eventually piece it together as the missions go by, but that doesn't retroactively mean that the game's exposition was effective all along. The same thing applies to the Fires of Iblis. And the Planetary Control Alliance is especially galling, because it's never made clear who exactly these guys are - before, during, or after the entirety of the game. There is no narrative benefit to this game being vague and uncommunicative on basic details regarding the setting that every character knows and the player should also know. They could have begun the game with a cutscene giving the relevant information, they could have given the player a codex to peruse, or they could have worked the details into the game's early dialogue. Again, this is a minor point overall, but it's still a misstep on From's part, and I'm convinced that it came about because they just figured that what worked well for the Souls series and its related games would also work well for this game - much like the tutorial boss.
It’s quite simple. Most characters and factions you encounter don’t know really anything about coral besides its capacity for weaponisation. The characters that do know about it have their reasons for concealing that knowledge, but more broadly you aren’t really told much of anything because of how the world sees you. You aren’t seen as a person, they call you a dog or a hound and they mean precisely that. You exist to follow orders as far as they’re concerned, and the less you know about what you’re doing or why, the better. As Walter says, “it’s just a job 621. All of it.” There is no conceivable in-universe reason for anyone—besides Ayre, who sees you as something more than just a tool, and who does actually tell you quite a lot about the nature of the coral—to give you information beyond what is strictly required for you to do the job.

Also, while it’s true that even less detail than usual is given regarding the PCA (Planetary Closure Authority), it’s pretty unambiguously Space NATO. They established a hold on Rubicon some time after the cataclysm to keep the coral-hungry corporations and other groups from gaining access to Institute City and the coral convergence.

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Looking back on my post now, I was definitely generalizing. It was because of Balteus that I joined Team Tank and never looked back. I lost to that boss at least twenty times with a light build because I couldn't avoid enough of its constant barrages of attacks to stay alive for very long. I then switched to a heavy tank build and took the boss down on my second or third try. It was like flipping on a light switch. It may be my lack of skill with a light build that led to me dying so much at first, but it certainly wasn't my incredible skill with a heavy build that led to me then beating the boss with relative ease - it was the fact that using a heavy build was simply a far easier and more effective way of handling that fight. So I will maintain that boss incentivizes a heavy build, but I never really took the time to try experimenting with other builds for the rest of the game, with the one exception being the Ibis battle. You cannot tank its attacks no matter how much of a beast you've created, so I had to slim my build down and use the wheelchair treads to give me the speed to evade its attacks.
I think one of the great strengths of the game is that the amount of gear available lets you tailor your mech almost perfectly to a design that suits how you feel comfortable playing. If a tank with heavy weapons is what suits you, go for it. I personally found the tank leg parts difficult to control, so I went with reverse-jointed legs for high evasive capability.

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Sekiro doesn't even have a version of the Moonlight Sword! How hard could it have been to work that in to a game about a swordsman?
It isn't named in-game but the Divine Dragon uses it, complete with projectile attacks.

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Offline Crudblud

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Re: Now Playing (the Video Game Version)
« Reply #1026 on: September 15, 2023, 01:56:07 PM »
I've now completed Armored Core VI with a few days left before intro week starts at uni. The unique/alt NG+ and NG++ missions are fantastic, and the final ending is beautiful. 10/10

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Re: Now Playing (the Video Game Version)
« Reply #1027 on: September 15, 2023, 04:28:06 PM »
more like armored core 69

Dual1ty

Re: Now Playing (the Video Game Version)
« Reply #1028 on: September 15, 2023, 04:58:28 PM »
Old basketball player vs. young NBA 2K player:


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Offline honk

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Re: Now Playing (the Video Game Version)
« Reply #1029 on: September 16, 2023, 07:27:50 PM »
I didn't say "just keep doing the exact same thing until you get it right" so I'm not sure why you brought that up. In any case, the boss isn't about "git gud", it's literally just "apply the techniques we have shown you already". It's like teaching a child about basic shapes and then, as a test, handing them a square peg and making sure they understand that it doesn't fit into a round hole.

But this is so broad and generic that it tells us nothing useful. You could use it to describe - or defend - any game's tutorial elements, no matter how dubious they are. Let's be more specific here. There's basically only one way to beat the tutorial boss, right? You have to close the distance and use your melee attacks to stun it, leaving it vulnerable for you to do some real damage to it. This is far from an ideal strategy, as the boss is fairly mobile, can "outrun" your assault boosts by flying away from you, and regularly travels out of bounds where you can't follow it, but nevertheless, that's really the only thing you can do. And this never happens again. You are never forced to fight a boss one specific way and with one specific build again in the game. In every other boss fight, and in fact in every other mission save for one (mercifully free of a boss fight), you're entirely free to modify your mech how you want with the equipment available to you. So this boss fight is a bizarre, entirely unique experience as far as boss fights go, not at all representative of the experience or in any way preparing players for what comes next.

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It’s quite simple. Most characters and factions you encounter don’t know really anything about coral besides its capacity for weaponisation. The characters that do know about it have their reasons for concealing that knowledge, but more broadly you aren’t really told much of anything because of how the world sees you. You aren’t seen as a person, they call you a dog or a hound and they mean precisely that. You exist to follow orders as far as they’re concerned, and the less you know about what you’re doing or why, the better. As Walter says, “it’s just a job 621. All of it.” There is no conceivable in-universe reason for anyone—besides Ayre, who sees you as something more than just a tool, and who does actually tell you quite a lot about the nature of the coral—to give you information beyond what is strictly required for you to do the job.

I'm not saying that either 621 or the player should right off the bat know all the arcane secrets of Coral or Rubicon, but they should know the basics. 621 should already know them - not have to be briefed on them by the other characters, but already know them (which the other characters seem to assume they do, anyway) - and the player should be told them via exposition. The game never tells you what Coral is, which is about as basic a detail about this setting as you can get. When I say "the game," I mean the game in its entirety, not simply the other characters in the game, and when I say "you," I mean you, the player, not simply 621, the player character. Can you piece it together after a few missions, sure, just like if you miss the first twenty minutes of a movie you'll probably still be able to figure out who the main character is and what the conflict of the movie is about. That's not the same thing as timely, effective exposition.

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Also, while it’s true that even less detail than usual is given regarding the PCA (Planetary Closure Authority), it’s pretty unambiguously Space NATO. They established a hold on Rubicon some time after the cataclysm to keep the coral-hungry corporations and other groups from gaining access to Institute City and the coral convergence.

I somehow messed up the name in my second post, despite getting it right in the first one. It's Planetary Closure Administration. Derp. Anyway, there's nothing unambiguous about them being Space NATO. That's just a guess on your part. A sensible one that I'd agree with, but still just a guess. It wouldn't have been difficult to include a quick explanation in the game of who they were to save us the trouble of having to guess. Incidentally, you know which faction isn't a complete mystery? RaD. Because with them, the game actually took the time to explain who they were. Instead of just saying, "Oh, look, here comes RaD, doing RaD things," they included a few lines of dialogue introducing us to them. That's all they needed to do. Ideally, I'd prefer a codex full of information that the player can peruse at their leisure, because I like lore lore lore, but they didn't really need to include that to do their job as far as exposition goes. They just needed one or two lines at the right moment to give us context for what's going on.

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I think one of the great strengths of the game is that the amount of gear available lets you tailor your mech almost perfectly to a design that suits how you feel comfortable playing. If a tank with heavy weapons is what suits you, go for it. I personally found the tank leg parts difficult to control, so I went with reverse-jointed legs for high evasive capability.

My AC is better than yours, though! I'll kick your ass in PvP! What weapons did you use? I used dual gatling guns (DF-GA-08 Hu-Ben) and dual stun needle launchers (VE-60SNA).

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It isn't named in-game but the Divine Dragon uses it, complete with projectile attacks.

That's not good enough! It should have been a proper usable sword for the player. Even Ninja Blade had that, and that's the game you'd get if you asked David Cage to make Devil May Cry. I have heard that Déraciné also doesn't have that sword, but as far as I can tell, nobody has ever actually played Déraciné, so there's really no way to confirm.
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Offline Crudblud

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Re: Now Playing (the Video Game Version)
« Reply #1030 on: September 16, 2023, 11:22:32 PM »
But this is so broad and generic that it tells us nothing useful. You could use it to describe - or defend - any game's tutorial elements, no matter how dubious they are. Let's be more specific here. There's basically only one way to beat the tutorial boss, right? You have to close the distance and use your melee attacks to stun it, leaving it vulnerable for you to do some real damage to it. This is far from an ideal strategy, as the boss is fairly mobile, can "outrun" your assault boosts by flying away from you, and regularly travels out of bounds where you can't follow it, but nevertheless, that's really the only thing you can do. And this never happens again. You are never forced to fight a boss one specific way and with one specific build again in the game. In every other boss fight, and in fact in every other mission save for one (mercifully free of a boss fight), you're entirely free to modify your mech how you want with the equipment available to you. So this boss fight is a bizarre, entirely unique experience as far as boss fights go, not at all representative of the experience or in any way preparing players for what comes next.
I used the missiles and the gun to wear down the helicopter's ACS bar and then boosted in to do heavy melee damage once the helicopter was locked out of moving. Most bosses are highly mobile and capable of outrunning or outpacing you, the helicopter is hardly unique in that respect. Not being able to customise the AC you're given also makes sense in that you're literally crash landing on the planet, Walter seemingly having had just enough resources to get you there, where your first job is to steal a licence from a dead pilot. This is not a well-funded operation, and until you start earning credits what little you have is all you have. In this way, the game puts you in 621's shoes from the very beginning.

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I'm not saying that either 621 or the player should right off the bat know all the arcane secrets of Coral or Rubicon, but they should know the basics. 621 should already know them - not have to be briefed on them by the other characters, but already know them (which the other characters seem to assume they do, anyway) - and the player should be told them via exposition. The game never tells you what Coral is, which is about as basic a detail about this setting as you can get. When I say "the game," I mean the game in its entirety, not simply the other characters in the game, and when I say "you," I mean you, the player, not simply 621, the player character. Can you piece it together after a few missions, sure, just like if you miss the first twenty minutes of a movie you'll probably still be able to figure out who the main character is and what the conflict of the movie is about. That's not the same thing as timely, effective exposition.
The game makes it pretty clear that Coral is a resource that exists on Rubicon, and that various factions make or want to make use of it for different things. Since the story is almost exclusively told through your interactions with those factions, you learn what Coral is to them, not what it is in itself, and really only the NG++ endgame delves into the true nature of Coral. Other characters don't assume you already know what it is, and again most of them either don't care if you know anything, don't want you to know anything, or hardly know anything about it themselves. Like I said, the game puts you in the place of 621, that's precisely why the character is just a number with an extremely vague history. Nonetheless you are given plenty of information as you progress through the game, just like most other games, though in this case the information and depth of understanding builds over two NG+ cycles. Maybe I'm misunderstanding exactly what it is you wanted the game to give you right off the bat, but I have a feeling we've just about hit a brick wall here.

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I somehow messed up the name in my second post, despite getting it right in the first one. It's Planetary Closure Administration. Derp. Anyway, there's nothing unambiguous about them being Space NATO. That's just a guess on your part. A sensible one that I'd agree with, but still just a guess. It wouldn't have been difficult to include a quick explanation in the game of who they were to save us the trouble of having to guess. Incidentally, you know which faction isn't a complete mystery? RaD. Because with them, the game actually took the time to explain who they were. Instead of just saying, "Oh, look, here comes RaD, doing RaD things," they included a few lines of dialogue introducing us to them. That's all they needed to do. Ideally, I'd prefer a codex full of information that the player can peruse at their leisure, because I like lore lore lore, but they didn't really need to include that to do their job as far as exposition goes. They just needed one or two lines at the right moment to give us context for what's going on.
It's technically a guess in that the game doesn't say "hey look it's Space NATO lol" but it's essentially spelled out for you. As for RaD, first consider who briefs us on that mission, and then consider why that character might be forthcoming with kinds of information that others like Walter wouldn't. It all fits together with what I've been saying about how, when, why, and by whom information is given to the player.

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My AC is better than yours, though! I'll kick your ass in PvP! What weapons did you use? I used dual gatling guns (DF-GA-08 Hu-Ben) and dual stun needle launchers (VE-60SNA).
I've experimented quite a bit with builds of varying complexity. The most extreme one used a left hand weapon bay to alternate between two melee weapons (Pulse Blade and Pile Bunker iirc), while the right arm had a Zimmerman shotgun and a ten cell shoulder missile launcher. Right now I'm using a very simple set-up of two RF-025 Scudders and two four cell missile launchers with a fast lock-on FCS. I still haven't tried the PvP, mainly because From's PvP is usually absolute trash, but sure that might be fun.

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That's not good enough! It should have been a proper usable sword for the player. Even Ninja Blade had that, and that's the game you'd get if you asked David Cage to make Devil May Cry. I have heard that Déraciné also doesn't have that sword, but as far as I can tell, nobody has ever actually played Déraciné, so there's really no way to confirm.
I guess that would give games journalists the easy mode they wanted, though I can't imagine From would just let players grab it in the Ashina Outskirts. As for Déraciné, yeah I've never really heard anything about it either. It was a very small project and I think VR was still more or less in its infancy at the time, so I don't doubt very few people played it. Apparently it debuted with around 3000 sales in Japan, which is very small for an exclusive from a well known studio on a popular console in an extremely console dominated market. Also it would appear that it has no combat, so your hopes are dashed once again.

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Offline honk

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Re: Now Playing (the Video Game Version)
« Reply #1031 on: September 19, 2023, 08:22:06 PM »
Okay, we'll just agree to disagree on the tutorial boss. I had never heard of anyone not using melee attacks to stagger the boss, but I probably just suck at the game. I'm more concerned about the lore stuff, because you're saying a lot of things that just aren't backed up by the game:

The game makes it pretty clear that Coral is a resource that exists on Rubicon, and that various factions make or want to make use of it for different things.

No, it doesn't. You can piece together the basics of what Coral is after a few missions, but that's not the same thing as having been told from the beginning. Your knowledge does not apply retroactively.

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Other characters don't assume you already know what it is, and again most of them either don't care if you know anything, don't want you to know anything, or hardly know anything about it themselves.

This flies in the sense of common sense. Characters regularly say things to you like "Intercept this corporation excavating the Coral in this region," "This place has been untouched since the Fires of Iblis," or "The PCA have shown up, get rid of them." These lines would make no sense or be outright confusing to anyone who doesn't know what Coral, the Fires of Ibis, or the PCA are, respectively, and nobody would talk like that to anyone they think doesn't know about them, because again, why would they want to confuse you in your orders?

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In this way, the game puts you in 621's shoes from the very beginning...Since the story is almost exclusively told through your interactions with those factions

This whole total-immersion idea is simply wrong. Throughout the game, we see a number of conversations that Walter has with other characters (particularly Carla) that 621 clearly isn't present for, which are in fact our first indication that Walter is keeping something secret. We also get a few cutscenes that do give us some very straightforward exposition about what's going on in a broad sense with the corporations and their struggle for Rubicon, and it would have been entirely consistent with those to also include a cutscene at the start of the game telling us a few basic details about Rubicon, Coral, the Fires of Ibis, and the current war. Finally, there's the very structure of the game itself, and how the NG+ system shows you how both the story and specific missions change based on the decisions that you make. The game absolutely puts some distance between the player and 621, and it's definitely done on purpose to help the player understand the story to a degree that 621 never could over the course of any one given playthrough.

Incidentally, I think your assessment of Walter is pretty harsh. Yes, he has his own agenda that he isn't telling 621 about, and yes, he would sacrifice 621 just like the other augmented humans he's worked with, but he doesn't view them as a "hound" or a mindless tool to be kept ignorant at all. His secrets are very specific ones - namely, the true nature of the Coral and his ultimate plan for it. Otherwise, he's free with his information and quick to brief you about whom you're fighting with, whom you're fighting against, etc., and he lets you choose rather than give you orders whenever you have your choice of missions or face an important decision in the middle of a mission. It wouldn't at all have been out of character for him to tell you a little bit about the basics of Rubicon and Coral at the start of the game, although, like I said, From had other options for providing exposition than just dialogue.

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As for Déraciné, yeah I've never really heard anything about it either. It was a very small project and I think VR was still more or less in its infancy at the time, so I don't doubt very few people played it. Apparently it debuted with around 3000 sales in Japan, which is very small for an exclusive from a well known studio on a popular console in an extremely console dominated market.

VR is a dying fad. Sad!
« Last Edit: September 20, 2023, 09:48:13 PM by honk »
ur retartet but u donut even no it and i walnut tell u y

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Offline Crudblud

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Re: Now Playing (the Video Game Version)
« Reply #1032 on: September 20, 2023, 08:03:43 PM »
No, it doesn't. You can piece together the basics of what Coral is after a few missions, but that's not the same thing as having been told from the beginning. Your knowledge does not apply retroactively.
I'm failing to see what the difference is between "the beginning" and "after a few missions", given that the game has quite a lot of missions. Furthermore, how does one "piece together" information one has not received?

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Characters regularly say things to you like "Intercept this corporation excavating the Coral in this region," "This place has been untouched since the Fires of Iblis," or "The PCA have shown up, get rid of them."
Two of those are telling you what the objective is, and the one that isn't is again coming from the character who most views 621 as a human and an equal, and who is forthcoming with information in many notable instances.

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This whole total-immersion idea is simply wrong. Throughout the game, we see a number of conversations that Walter has with other characters (particularly Carla) that 621 clearly isn't present for
I never said "total-immersion", I said that it puts you in the position (or "shoes") of 621. This is not the same thing as being 621, but is a fairly simple device through which empathy with a non-speaking cipher character can be built.

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Incidentally, I think your assessment of Walter is pretty harsh. Yes, he has his own agenda that he isn't telling 621 about, and yes, he would sacrifice 621 just like the other augmented humans he's worked with, but he doesn't  view them as a "hound" or a mindless tool to be kept ignorant at all. His secrets are very specific ones - namely, the true nature of the Coral and his ultimate plan for it. Otherwise, he's free with his information and quick to brief you about whom you're fighting with, whom you're fighting against, etc., and he lets you choose rather than give you orders whenever you have your choice of missions or face an important decision in the middle of a mission.
Walter's respect for 621 as a human being only begins to show near the end of the first playthrough. The options you refer to start turning up around the same time, maybe a little earlier. In any case most of them are not available until NG+/++ anyway, and the same goes for the mid-mission choices you can make (I'm pretty sure the stealth mission features the only one in NG, and Walter is not present for that one).

Somewhat related: It's possible to speculate regarding the extent to which the differences in the NG+/++ cycles' opening dialogues, the additional choices etc. are indicative of Walter and 621 having already built a solid professional relationship, and whether those subsequent cycles are alternate timelines or simply cheeky nods to being in a video game—of the sort we tended to see in games of a prior era, to which AC6 can be considered a kind of throwback.

Somewhat less related but cool: It seems that Walter is the son of the Institute researcher who first experimented with Coral and human augmentation, and at some point this research was directly responsible for the death of Walter's mother. Walter doesn't really understand the true nature of Coral, he has never made contact*, he sees Coral as a purely destructive force which will wipe out humanity if it is allowed to continue existing.

*in the final mission for the Liberator ending, Walter appears to have made contact of a sort through Coral augmentation (which he was subjected to while a prisoner of Arquebus, and which enables him to pilot the manned Ibis model) and is thus able to "see" the voices standing alongside 621


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Okay, we'll just agree to disagree on the tutorial boss. I had never heard of anyone not using melee attacks to stagger the boss, but I probably just suck at the game.
You beat the game and got all the endings, I don't think anyone can claim you suck at the game. But I think we pretty much all sucked when we first faced that damned helicopter.

As for agreeing to disagree, the academic year technically hasn't even started yet and my reading is already piling up. So I'm afraid this will be my last contribution for the time being. It's been fun, and I look forward to butting heads once more when Shadow of the Erdtree comes out.

P.S.: Rejoice! There are (cosmetic) mods that turn Kusabimaru into the Moonlight Katana. I looked it up just for you!
« Last Edit: September 21, 2023, 08:27:31 AM by Crudblud »

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Offline juner

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Re: Now Playing (the Video Game Version)
« Reply #1033 on: September 21, 2023, 12:06:46 AM »
i watched the dunkey review for ac69 and realized i probably dont need to play this game and that sadaam is really and truly terrible at video games

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Offline beardo

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Re: Now Playing (the Video Game Version)
« Reply #1034 on: September 21, 2023, 12:12:19 AM »
Haha Toddfield 7/10
The Mastery.

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Offline Crudblud

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Re: Now Playing (the Video Game Version)
« Reply #1035 on: September 21, 2023, 08:23:11 AM »
i watched the dunkey review for ac69 and realized i probably dont need to play this game and that sadaam is really and truly terrible at video games
dunkey is a retard who optimises the fun out of the game, if you liked Sekiro you'll like AC6

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Offline honk

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Re: Now Playing (the Video Game Version)
« Reply #1036 on: September 23, 2023, 04:36:57 PM »
I still don't agree with Crudblud, and I think he's being a bit pedantic in his last response to me, but I'm willing to let it lie rather than seem like I'm swooping in just to get the last word or whatever. Maybe one day I'll corner him on IRC and get a better chance to explain to him how objectively correct I am. Anyway, I was wondering how long it would take for someone to bring up Dunkey's review of the game. He's being awfully harsh on it. It's one thing to compare it to From's other titles as a starting point, but he returns to that point again and again seemingly as evidence of how bad the game is. Most games are far easier than Soulsbornes. Most games can be played with a minimum of focus once you have enough experience with the gameplay and familiarity with the levels. That doesn't make them bad. I guarantee you that the next Mario game that Dunkey raves about will be a lot easier than AC6. Anyway, if you just don't like what you see of the gameplay, that's fine, but if you'd otherwise be interested, don't let yourself be put off simply because Dunkey said that the game wasn't very good.
ur retartet but u donut even no it and i walnut tell u y

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Offline juner

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Re: Now Playing (the Video Game Version)
« Reply #1037 on: September 23, 2023, 05:12:22 PM »
i dont actually listen to youtube nerds. ill play ac69 after i play neverending fantasy 16 and possibly neverending fantasy 7 remake part 2.

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Offline Crudblud

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Re: Now Playing (the Video Game Version)
« Reply #1038 on: September 25, 2023, 10:13:01 PM »
I still don't agree with Crudblud, and I think he's being a bit pedantic in his last response to me, but I'm willing to let it lie rather than seem like I'm swooping in just to get the last word or whatever.
I was secretly hoping you'd bait me by posting something to which I'd have to spend entirely too much time thinking about how to respond, thereby dashing my dreams of academic success. Alas, sadaam'd once again!

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Offline Vongeo

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Re: Now Playing (the Video Game Version)
« Reply #1039 on: December 11, 2023, 04:41:48 AM »
Xbox game pass has cloud gaming so I'm playing Viva pinata but I'm mostly just clicking my second monitor and accidentally quiting my games
Maple syrup was a kind of candy, made from the blood of trees.