mechalink

Midnight Wonderer

  • any/he

I code for work, I get varianced for fun. MTG/Randomizers/Coding/Speedrunning. Also, I enjoy waffles. Genderfluid, any/he 両刀使い Pseudo-anonymous.

posts from @mechalink tagged #AC6

also:

Through one ending, and I just... this is clearly my favorite Fromsoft game, and it's because it actually does good things instead of bad ones.

Imagine if all of the things Fromsoft was best at from a game design PoV were what a game had, and none of the frustrating-but-not-actually-difficult stuff that has come to define Souls games had to be included?

Good boss fights?
PvP and PvE design existing alongside each other? Without completely clunky controls?
Gear diversity and balance?
Not requiring a ton of words to get a story across?

Without punishing you for dying with a badly balanced risk-reward structure?
Without forced block/parry mechanics being central to completing the game?
Actually using modern features for convenience including mid-mission loadout changes?
Making the absolute 'high difficulty'/learn the bosses perfectly stuff being behind perfecting your rank in missions, not the absolute requirement for first run completion (as opposed to NG completion or such?)
Not having any of your build components be hard-fixed, or involve spending locked in resources that make it impossible to escape from a build or truly experiment once you're a good distance into the game? Which invites people to actually explore your complicated system, instead of making that only for the people who want to play the base game through 5 times?

It's everything I would want for them to do in every other game, and I'm glad that at least once a decade, they are given the chance to make a game that rewards technical play without being assaulted with the rest of the bullshit they usually attach and which their fans proclaim as the pinnacle of game design. Guess what, you can learn to dash towards enemies in this game too, so now you don't have to have that transcendent experience with Dark Souls!

I just... I would love it if every Fromsoft lover who likes AC6 to ask themselves a serious question about if any of the things Souls games do that I have described would make AC6 a better game. Because if not, then why do they in concert somehow make Dark Souls games the pinnacle of all game design? Why not level the guns so as to lock you into a style? Why not have interstitials that you carry over your health and resources? Why not force you to restart every mission, or have super-long checkpoints? Why is there always a resource refill before the second half of every stage? Why not require block/parry mechanics? The answer to these is not actually 'flavor', any more than the reason dark souls has them can be justified as 'flavor'.

In fact, the flavor of a specialist is more of a thing in mecha lore than it is in random medieval bullshit. The game itself, all of the named enemies have styles, single loadouts, things they're known for. You're the aberration with all your switching! It makes MORE SENSE to have lock-in in a mecha game! Build your style! Get cool with it! Nope, you're a complete build generalist. Also a fine concept in a mecha game, but it shows how all the lock-in in dark souls isn't a requirement for the kind of combat they want, and actually being able to play around with your build a bit allows you to engage with the game better on the overall, especially a game that is so built around learning and speaking the language of engagement in combat.

Maybe kill some of your sacred cows, or stop insisting they're sacred. I hope Fromsoft does in their future Souls games. It could really give them the space to find structures that actually have the results they want, instead of the structures their fans insist do what they want.