she/he/they 26, nonbinary trans femme - Comics artist from Georgia with a love of sci-fi coolness and anime inspired action. Graduated with a BFA at SCAD ATLANTA.
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So a thing i haven't seen anyone mention, so far in terms of the how we've been taking about armored cores 6's difficulty, is how they changed fail states in the game.

So for the new peoples that are just coming into AC for the first time what do i mean by fail state in context to the series, well simple in older AC title when you died in a mission you get instantly booted to the payout screen and would have the total loss of your mech and ammo used take out of a mission, usually making you lose money or accumulate debt and reduce your ability to buy new part you want or eventually get you a game over. this in the older games was the driving thing to get better and plan better for a mission as if you wanted to get further into the game and get that new cool gun, you had to not die and make sure you didn't spend to much on repairs and ammo.

There were flaws to this as you could simply reload after each mission and even later most games during the end game will give you a game over screen if you fail a mission as the story has progress to were there no way you can come back if you fail that or are just flat out killed.so clearly the idea of reloading and trying again and again to figure out a problem was on the dev's mind from the beginning. they want you to mess around and find a solution be it change part when you slow tank build fails or got hard on big fuck off damage instead of armor but the flaw of losing money and save scumming was there. i don't really have a problem with save scumming as literally who care it just you trying to redo something that you weren't satisfied with but that i think is the core problem that AC6 does try to deal with. as well as further encourage the core idea the dev's want you the player to engage with

AC6 removes the debt system as the primary wall to progress and instead plays boss as the stop gap to further you advancement in the game. doing this removes both the annoyances of constantly reloading saves on as well as giving the play more of an incentive to try out new part. as now they will have more money and will need to figure out how best to get past that annoying boss that stopping them from moving forward.

Overall i think this one of those neat little thing that as a person who played a lot of the thing i really appreciate as it make just doing more stuff possible when you not the greatest god king at the game as well as make the game more interesting as now you can casually just become a missile boat for a little bit to see and not have to deal with reloading and constantly buying or selling thing back to see if X works on Y. still im curious as to what other have to sya about the remove of the debt system as i think this is denitly one of those thing that going to be talk about like lives systems in games with how the implementation in the past was intended vs modern ideas.


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