CERESUltra

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soleilraine
@soleilraine

just once in my fucking life I want a mech game that doesn’t look like this


soleilraine
@soleilraine

i just want a game that understands the mech as a metaphor for the self, as a way to explore the characters’ inner emotional conflict through their idealized form they are forced to take for external conflict. why is that this fucking difficult for games to actually do. Xenogears is still fucking lapping you guys


soleilraine
@soleilraine

I have an update after throwing myself at Balteus for 6 hours straight: AC is exempt from this criticism, you fucking killed it. Almost every stat having a tangible change to the feel of piloting it so the experience of customizing my mech is slowly making it feel more and more like how I want it to pilot, making the mech an extension of myself rather than a shapeless mass of stats I need to switch around whenever I get arms with +2 shields? No notes, you guys fucking crushed it


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in reply to @soleilraine's post:

Mech comes in 2 flavors: war gaming min maxing, and Mech As Metaphor.

A lot of development goes into the first, while the second languishes. It's a bummer we can't get more parity between them.

in reply to @soleilraine's post:

The difference that you can feel just with different generators, boosters, and FCS blows me away. AC4A has a ton of options that makes the catalogue seem too huge to make sense of everything’s application, but the way that AC6 pushes you to explore different builds sets the opportunity to understand and appreciate every part of the Mech you’re building. And it’s all still legible because each part is the sole expression of a given archetype.

Yeah the fact that every time I have changed my mech parts I go “oh that feels better / worse” is a testament to how amazing the system is at actually allowing player expression. I feel like I can genuinely make a mech that pilots the way that I feel in my heart a mech should pilot

It’s a testament to how the refined FCS mechanics sets AC apart from a lot of other mech games. Aiming isn’t solely player skill & stats don’t just enhance/disengage from the physical fantasy of execution, you’re relying on building your mech into a zone of comfort/control that you have to play into rather than you operating a pile of “best features” however you wish. You only control the mech insofar as you build it, the path to execution is established before you even get your hands on the action.

Even tertiary stats like load limit, total EN meter/recovery, and even AP add in looser brackets for where that zone lies. The way execution is more of a gameplan rather than something more twitch/action oriented makes AC feel extremely more methodical in how much the stat sheet of numbers matters to your gameplay vs its peers.