- 26
- 371 114
Erumore
United Kingdom
Приєднався 28 бер 2021
Long videos about games and their design.
Armored Core VI Critique: Mind Over Mecha
Armored Core VI is FromSoft's first attempt at a non-Souls-like in a decade, and they've clearly built up a wealth of knowledge in action game design that serves this revival well. The only problem is: the series they're reviving is supposed to be about more than just action.
Timestamps:
0:00 - Intro
3:47 - Armored Core
12:48 - Armored Core™ VI: Fires of Rubicon™
25:03 - Conclusion
Timestamps:
0:00 - Intro
3:47 - Armored Core
12:48 - Armored Core™ VI: Fires of Rubicon™
25:03 - Conclusion
Переглядів: 2 707
Відео
LISA Critique: People Hurting Each Other
Переглядів 1,9 тис.Місяць тому
LISA is a game (or a series of games) that goes against the conventional wisdom we've come to take for granted when it comes to game design - most notably, in its willingness to be deliberately unfun. On some level you have to respect that boldness, regardless of whether or not you think it makes for a good game. But in its attempt to create a painful experience, does LISA's hostility and indif...
Cyberpunk 2077 Critique: Freedom From Consequences
Переглядів 4,6 тис.3 місяці тому
Cyberpunk's promise of bringing immersive sim gameplay into a continuous open world is an exciting one, but it's not long before those two design principles start to clash. When a game takes place in an infinitely explorable world with no limits, how can the usual immersive sim rules of choice and consequence apply? The answer is: they can't. There, now you don't need to watch the video. (Pleas...
Shadow of the Erdtree Critique: Stagnation Sets In
Переглядів 54 тис.4 місяці тому
Returning to The Lands Between after two years, I was reminded once again of all the things I loved and hated about Elden Ring - but after finishing this DLC, the overwhelming impression I'm left with is one of fatigue. FromSoft has been coasting on the Souls formula for over a decade now, and this expansion is the ultimate proof that it's grown stale. This is the end of the road for Souls. Tim...
Ultros Critique: The Art of Joining
Переглядів 1,2 тис.5 місяців тому
Ultros is a very surprising game, and it's not afraid to keep secrets from the player. If you can forgive the lacklustre combat and make it past the halfway point, you'll be rewarded with one of the most complex and freeform game-wide puzzles I've ever experienced. This one comes highly recommended for any lovers of complex systems in games. What are you waiting for? Watch the video to find out...
Sifu Critique: Age Is Just A Number
Переглядів 1,5 тис.7 місяців тому
Sifu is a must-play for any fans of difficult action games, and it has a depth to its mechanics that easily places it among the highlights of the genre. The innovation that I find really compelling, however, is the clever way it motivates the player to repeat levels and strive for mastery, something I usually have no interest in doing. Intrigued? Well then, watch and find out. All game footage ...
Jusant Critique: The Long Climb to Complexity
Переглядів 7328 місяців тому
Jusant was a pleasant surprise for me that I can easily recommend to anybody with an interest in platformers or movement based games, and it also has a lot of lessons to teach about where mechanical complexity emerges from. Oh, you want to know why? Watch the video then. Footage of the following games was taken from World of Longplays, and played by Spazbo4: Uncharted 1 Rise of the Tomb Raider ...
Tears of the Kingdom Critique: Open Worlds Are Dead
Переглядів 116 тис.Рік тому
There are plenty of things to like about Tears of the Kingdom, and the first few play sessions you have with the game can be really enjoyable. But in a game as massive as this one - and with this much repetition - sooner or later it's going to hit you what a pointless waste of time it is. Tears of the Kingdom will be the game that killed open-world games. Games featured: The Legend of Zelda A L...
The Last of Us Part I: Commentary and Critique
Переглядів 1,5 тис.Рік тому
Its gameplay may have been nothing new, but The Last of Us was nonetheless a watershed moment for interactive storytelling. Similarly to how Resident Evil 4 changed the rules for action game design, The Last of Us set a new standard for game narratives, and in many ways is still yet to be surpassed. There's plenty of room for improvement, however, and a long way to go before this kind of game c...
Resident Evil 4 Critique: Building on a Masterpiece
Переглядів 1,6 тис.Рік тому
Resident Evil 4 is privileged to be on the very short list of 'Games That Changed Everything'™, so naturally Capcom had a lot riding on this remake. Amazingly, they actually pulled it off, and the remake builds on the experience of the original and even improves on it in some respects, if you can believe that. By its very nature, however, a remake can never really be called innovative, and for ...
Limbo, Inside & Somerville: Heirs of the Cinematic Platformer
Переглядів 1,4 тис.Рік тому
The cinematic platformer is a genre that isn't exactly getting a lot of new entries, but Playdead is one developer that's keeping it alive with some very successful results. But what do they owe to the games of the past, and where do they stand to gain by dropping some long-held conventions? Also featuring fifteen minutes of gripes about Somerville, another recent title in the genre that unfort...
Dead Space Critique and the Trouble with Remakes
Переглядів 2,2 тис.Рік тому
Dead Space is an excellent game that's as good now as it was when you first played it fifteen years ago, but that's just the thing - you already played it fifteen years ago. Or I did, anyway. Join me for what is officially my Shortest Video Yet™ and find out what makes Dead Space (2023) a great game and a disappointing remake. All footage in this video was recorded (and played) by me: Resident ...
Red Dead Redemption 2 Critique: On The Frontier of Simulation
Переглядів 2,3 тис.Рік тому
Red Dead Redemption 2 is a gigantic (and very long) game that inevitably tries to be several different things at once. While the repetitive and restrictive grind of the story missions means that only a fifth of players have seen the ending, the real star of the show is the game's open world, which constantly surprises you with interesting encounters and gives you an almost limitless amount of f...
The Callisto Protocol Critique: An Uncanny Disappointment
Переглядів 10 тис.Рік тому
The Callisto Protocol is a hugely disappointing experience that ends up being inferior in almost every way to the series it pays homage to. What struck me most about it, however, was the vast gulf between the quality of the visuals and the quality of the gameplay, because that gulf plunges this game deeper into the uncanny valley than I've ever been before. Here's a video essay / review / criti...
Dead Rising: Retrospective and Critique
Переглядів 2,3 тис.2 роки тому
After replaying Dead Rising recently, I was struck by just how complex its mechanics were, and I was hooked on solving the complicated puzzle it presented to me. How is it that a game from way back in 2006 was able to do this, and why can't modern games accomplish the same feat? Footage from Dead Rising, Dead Rising 2, Shadow of Rome and Braid were all recorded (and played) by me. The following...
Unsighted Critique: For and Against the Clock
Переглядів 1,3 тис.2 роки тому
Unsighted Critique: For and Against the Clock
Hardspace Shipbreaker Critique: The Case Against Sandboxes
Переглядів 5822 роки тому
Hardspace Shipbreaker Critique: The Case Against Sandboxes
Elden Ring Critique: Too Much of a Good Thing
Переглядів 74 тис.2 роки тому
Elden Ring Critique: Too Much of a Good Thing
Echoes of the Eye: Commentary and Critique
Переглядів 5 тис.2 роки тому
Echoes of the Eye: Commentary and Critique
Outer Wilds Critique: The Most Important Game In Years
Переглядів 33 тис.2 роки тому
Outer Wilds Critique: The Most Important Game In Years
Superliminal Critique: What Is A Puzzle Game, Anyway?
Переглядів 1,1 тис.2 роки тому
Superliminal Critique: What Is A Puzzle Game, Anyway?
A Brief(ish) History of Interactive Storytelling
Переглядів 6183 роки тому
A Brief(ish) History of Interactive Storytelling
Sekiro Critique: It's (Not) Like Dark Souls
Переглядів 1,8 тис.3 роки тому
Sekiro Critique: It's (Not) Like Dark Souls
Hollow Knight: A Case Study in Boss Fights
Переглядів 1,6 тис.3 роки тому
Hollow Knight: A Case Study in Boss Fights
The Masterpiece. Nothing even come close. See ya later, space cowboy.
Paid by fromsoft? Are you that dense
I hate how people, including Miyazaki say "difficulty isnt the point" when it 100% is. This video nailed it perfectly, its gotten boring and fromsoft needs to move past the whole "we make difficult and depressing games" thing or theyre gonna end up being the next Bethesda.
This difficult to experiment new weapons is a pain back to the Dark Souls 1 as well. Once you already spent a lot of time upgrading your weapon, is really annoying to reupgrade another new weapon. After spend more time just to find out that this new weapon is not as good as you old weapon. It's really a chore this upgrading system.
dead is a bold claim
Critique of DLC is fair and all, but this is in no way the end of Souls. You’re smoking some hard shit if you believe that. They do need to learn and continue adapting their formula, but they’ve proven they can do this multiple times. I love how dumdums will always say “it’s the end of this franchise!” whenever they get a whiff of anything that needs more cooking, and then act like prophets when the franchise does eventually fade as all things do. No, you’ve just been shitting on it the whole time and never enjoying it like a normal person. A stopped clock is right twice a day. Shut up.
You should checkout the video the AC fandom made with full thoughts on the game from lots of veteran players. It's really interesting how you noticed how disappointing 6 was with only playing gen 1.
Elden Ring feels like a weird frankenstines monster with the type of bosses you would expect to see in a super quick, aggressive game like bloodborne or sekiro but all you have is a sluggish, old school sword and board. You just don't feel equipped to take on these fights in a satisfying way, having no universal quick, safe parry option in-particular seems like a huge step back.
I felt the exact same that this game is the spiritual successor to myst.
I’d like to add that an interview with one of the devs revealed that the debt mechanic was initially considered but got cut. The team recognized how popular an AC game might be to a wide audience and wanted players new to the mecha genre to not feel punished for lacking familiarity with the underlying systems. They said that if there is an AC6 DLC or sequel, they would happily consider its re-inclusion. To me it seems like the idea was to get people interested and talking about mecha before leaning into the less forgiving debt system.
just shut up and enjoy the game
I see it, but the one thing i have to say, on new game+ and new game++ i had to do some real menu reading inbetween super hard missions. The first playtrough is a deceptive lowball. on my second one as soon as i got to the alt dam mission it was clear i was out of my depth
Cool critiques.
Balteus was severely nerfed he is no where near as hard as he was on release. This game has had several patches since release. In fact you are using chain guns that weren’t even available when the game came out. If you are finding the game “easy” then these reasons would be why.
Yeah… definitely a hot take for sure.
I prefer xenoblade
My biggest issue with these games is the lack of music. Oh and Zelda’s annoying voice.
This dudes takes are just the absolute worst across the board, is the entire channel some kind of masterful troll? Or is he just a bit a miserable bstrd? I suspect we’ll never know
6 onlys malding in the replies lol
I'm curious as to your thoughts on AC4/A.
Atm I have 228 mil in AC6 with all parts. It feels demeaning to be able to buy anything I could ever want but with nothing to buy anymore it’s just less thrilling. I wish they stuck with a stingy amount of money for us to earn like AC1, V or even Verdict Day. AC6 is also super easy so there’s little incentive to spend 1000+ hours in it even with multiplayer
Yeah I agree, the simplification of the financial management aspect of the game was certainly a downgrade from previous titles, especially not being able to fail a mission or "game over" per se. But, I would disagree over all that game is B Tier or Meh. I still enjoyed the combat and mech building aspect quite a bit, and the story was engaging enough I thought as well. Playing through it was a lot of fun, and it is one of the few recent games I have enjoyed enough to get the Platinum Trophy. And while I wouldn't describe the game as Hard, it can certainly be challenging. I actually landed on a similar general build as demonstrated here, but there were plenty of times I had to mix things up to achieve specific objectives or for certain fights. I died quite a few times on the final boss before downing her, and there was a certain mission on an abandoned manufacturing facility that required massive change ups to my build multiple times to finally complete the bonus objective. Would the game have been better if it kept the older style of mission/money management? Undoubtedly. Is the game still a lot of fun and well worth picking up? At least for me, Absolutely.
I was on board with this video until I realized he either glazed over or never even played the other armored core games besides 1. Yikes man.
You talk about legacy and show a moment when the first game pissed you off so much you had to stop playing. Bro. Thats a legacy WORTH forgetting.
Weird review.. You managed to play some of the oldest AC games. But you didn't went through the 4 endings. You didn't did the S rank. Looks like you played on easy mode and rushed through the game. Your point of view is interesting, and your point on the menu management is valid. But that's all- not valid as a solid review.
Don't let the haters get to ya, these are wholly valid criticisms. AC6 isnt bad, it's just what classic fans were worried about. A stripping down and streamlining of the basic management. They need to find something better to replace the old tuning and add more parts to make money more meaningful. Also I personally think the ACS overload system could use tweaking. But with more parts the ACS overload mechanic could become more tenable.
This is not what I was expecting when you said you were planning on covering ACVI. Especially not the commentaries you made that honestly make it seem as if you think the evolution of the franchise has been strictly linear. The truth is, AC stopped caring about the economy for the most part after AC4 on the 7th gen consoles era, but before that (And even after that) the franchise constantly changed mechanics and gameplay dynamics with each entry, even during the PS2 era, where it could be argued the games didn't really changed that much due to the yearly release schedule. If anything during this era, they played around with the economy quite a lot, and introduced new mechanics or stats that changed things and showcased a lot of creativity on their part. Once again the evolution of the franchise has branched out in many directions over the years rather than in a straight line of constant "improvements". Quite ironically, one of the more heated discussions around the game leading to, and after release was the inclusion of a more aggressive lock-on system and the stagger system (Clearly taken from Sekiro, given the shared director of the games). If you really want to experience AC, go play the following games after AC1, and see for yourself the evolution in mechanics, ideas and narratives the franchise has experienced over the years. AC1 is the most basic of the AC games superficially, and its partly because it was the studio's 2nd actual game. To finish, I must add that I DO agree, the franchise shouldn't have gone away with limiting the player's freedom or punishing them for bad management and lack of skill or thoughtfulness when approaching the missions. Just like old racing games, a good progression used to do a lot of the heavy lifting to keep players engaged with the game. Don't give up with the controls, as you can always emulate the game or resort to mods that add analogue support for the games that lacked it. That last platform section you gave up was the last level in AC1, and arguably the worst level of the game and franchise.
I haven’t played since AC IV. Just got AC VI a month ago and I’m addicted. I play it daily. I have multiple builds now and I’m grinding my way toward S rank in pvp. Only regret have is not getting it on launch day.
Fromsoft manage to scam everyone into thinking they are good, when in reality they were just lucky and did good things by accident or mjstake 😂
i think this was done cuz armored core is a story game even if you dont like the story. so you cant "fail" missions. like story says you are supposed to use the launcher in chapter 2 to reach the other half of the lake what were you supposed to do if you died? just not continue the story? I understand the criticisim and probably from took the wrong approach but this approach makes failable missons probably impossible
The only valid point you make, and the only one I agree with, is that AC6 gives you too much money. Replaying missions should be available so we can strive for S ranks and collect logs and items that players miss, instead of having to start the game from the very beginning just to complete everything the player wishes too. Fromsoft understands that the old formula of AC wouldn't work in the current state of the gaming industry, we either get AC6 the way it is, or we wouldn't have gotten one at all. There's always a chance of us getting DLC or spin off sequels that are more difficult like we have in the past. If you compare AC6 to 4 and 5 You'll see that this was the trajectory the series was heading.
A bunch of the bosses were actually nerfed in patches. Proud to say I beat them all pre-nerf.
I didn't even know they were nerfed. Need to try those out. I did quite struggle with some of those.
Have you done any PvP?
You can't earn every part by grinding the first mission. There are parts to be earned through further missions and secrets. It sounds to me that you're more or less upset that you can't budget like in the first game. Also, did you even play the other paths of the game? You called THAT boss the final boss when it's really only the first final boss you can get to. There are three final bosses. Armored Core VI was the first ever AC game I ever played, same as you. Being curious, I decided to play AC4 and FA. Even though I still prefer AC6, they have amazing identity and mechanics, but I never thought to myself that AC6 "didn't fit the legacy". As far as I can tell, AC4 was WAY DIFFERENT from the previous games and so was AC5 (I haven't seen as many things from the older gens). Whether we're talking about Armored Core or their soulsborne games, Fromsoft's identity has always been about making something different and interesting. By doing new things, they're sticking to their own legacy to a tee.
This video interested me, so I thought I’d leave my thoughts. I have played and beaten Armored Core 2, Armored Core 3, Armored Core 4, Armored Core For Answer, and Armored Core 6. First things first, “it very much feels like a B game, despite what you may have heard from people on UA-cam paid by FromSoftware to tell you otherwise.” Not cool. Accusing people of stuff like that without proof, even if only in a UA-cam video, is extremely disingenuous and distasteful. It’s basic decency. You did this in your Shadow of the Erdtree critique as well, where you implicitly called VaatiVidya a paid shill. From my experience, the metagame around the losses and penalties you take from missions doesn't really exist in practice. This is because you can save scum to your hearts content, meaning you can always just try again or attempt a different mission each time you’re not satisfied with your earnings on a mission. When I played AC2 and AC3, it got to the point where I treated my first attempt at each mission as scouting for when I would actually try later. First I would try the mission with my energy weapon tank (it’s weapons have no ammunition cost to fire), and if that didn’t work out, I would then try something more specialized. Using this strategy, costs and debt were never a notable concern when selecting which parts I used in a mission. You can’t really fail a mission in the older games either. To add on to that, Armored Cores lets you sell your parts for 100% of their value. This means that you don’t have to select which parts you buy carefully, because the credits you spend on buying parts is value you still have. So you if want to make a different build, you can just sell all the parts you don’t need and buy the ones you do for no downside. As long as you make more money on missions than you lose on average (which you will, using the save scum techniques mentioned above), the net value of credits you possess will only increase. You don’t have to make real tradeoffs. The older games didn’t really force you to change your build that much either. You were more than capable of just running in with a machine gun and clearing most missions without too much sweat. There were more specialized missions that encouraged you to change things up, but the same is true of AC6 as well. Overall, I didn’t find this video compelling. The management metagame you mentioned doesn't really exist in practice, and you could beat most missions without experimenting with your build in the older games as well. Last, but certainly not least, accusing other people of being paid off without proof is completely tasteless.
Despite some weird ideas you floated, you have many good points to make up for the odd ones. Replaying missions for easy money really does defeat the purpose of making some serious choices if you can just replay a mission to get a different part. Unable to affect the story kinda grinded my gears after hearing so much about how the franchise began allowing for branches of how a story may go based on your decisions. If missions are able to be done with the same loadout without much difficulty, it kinda defeats why an AC is an AC and not a Gundam that can get around with the same loadout in their respective series. Hopefully they rethink the Arena, because it was unfortunate to fight certain characters before their actual reveal in a mission. Hopefully, From may work on the actual framework of Armored Core since they basically have "most" of the combat system down, and work on making the story more compelling with limited resources per playthrough instead of being able to find a way to buy all the parts offered per Chapter. Hope you are willing to cover whatever Armored Core expansion/DLC comes around.
This might be the most room temperature IQ take from a “Fromsoft Elitist” I have ever seen. I’ve been playing these games since release on the PS1, they’ve tried to innovate on every next gen release. Also, saying it’s the game’s fault that you’re not interested in doing different builds is an absurdly autistic take. You’re clearly just not having fun and probably were never interested in the genre as much as you think you are. Im going to elitist on you now. True AC fans love making different builds of all kinds, just to try it out. You can min max your first playthrough, I certainly did, and then you can replay the games countless times with all kinds of absurd weaponry and play styles. Sadly, you’re too bad at the game I guess? Or just not interested in the game as a whole, and blaming the game instead of your muted, shitty, unenthusiastic personality.
If I have to critique AC6 is that for better or for worst AC6 being made from the ashes of 5th gen AC with a bit of 4th gen AC is to its own demerits, granted 5th gen AC is easily the most "easy to control" AC game that came out it doesnt have obscure controls nor does it rely on specific hardware to take full advantage of it unlike say 4th gen AC "2nd staging Quick Boost anyone?", a lot of mechanics that came from AC have been "stapled" as normal in the souls games, the Stagger mechanics of Sekiro? Refined from 5th gen AC if you didnt know stagger system existed in 5th gen, getting more damaged when staggered ala sekiro? Armor break from 5th gen but contextualized similarly to the PA system of 4th gen, but comparing it to Sekiro just over simplifies on how the system works yet the point makes sense in context. The 3 damage system? Chromehounds then 5th gen AC, energy weapons costing money? 4th gen, yet at the same time charging weapons slow down energy regen? Pretty much almost the entire series as a whole. What I liked about AC6 is that its basically the distillation of all the ideas across the 5 generations before it, Ocean Crossing? Its an indirect reference to defend Lawdas factory in Silent Line, the opening sequence? Basically an homage to both Silent Line and AC2, Institute City? An entire easter egg's worth of reference to the entire series about living underground AC1-MoA, AC3, AC2:AA, lore of 5th gen. AIs masterminding the entire events of the game? Literally also the series crux 1st gen, AC3-Silent Line, 5th gen (kinda)
The last AC game I've played was Last Raven and the 6 gameplay felt so unappealing. The first mission in, and there's that stagger rigmarole, boss pattern memorization I guess, something about camera control which feels weird and clunky, it felt just like, if the whole game is like this, why bother?
@@Dizerfullpower its because AC6 was built with a lot of assets from Elden Ring I mean this is from software anyway so its kinda expected, they basically made Elden Ring with an AC skin "kinda", to its detriment turn speed for most legs are absent as turn speed is just tacked on to the tank legs since now turn speed and camera control is different by not tieing the 2 While different go try 5th gen sure the servers are dead so you lose some stuff but 60-70% of the content should still be accessible
@@lesslighter The engine they've used for everything I believe actually goes back to AC4, which predates Demon's Souls. So that interestingly just brings the point you were making earlier full circle as AC forms the bedrock of everything that AC6 supposedly copies to its detriment according to this awful video. I don't hold it against them for using Elden Ring or Dark Souls as a building block for basic little things though. If you go back and play King's Field and early Armored Core you'll find that the movement controls are identical. From Software has secretly always been making "the same game over and over" since long before they started getting really successful for better or worse.
@@lesslighter oh so that's what it was huh, camera control not being tied to actual turning. felt like a huge turn off
If you find the controls annoying just rebind the look keys to the face buttons and turn them intp a pseudo 2nd stick. Every AC game has customizable controls for a reason Also the games offer more freedom then you might think because you can always sell parts for the same amount you bought them so if you dont like a part you suffer no loss
a b game? 15 hours? i've gotten at least 150 hours so far, and im still obsessed with it because of the skill ceiling that certain types of builds alow for, i will easily get 250 hours on ac6 and who knows how much further i'll take it
and that's not to say i disagree with alot of the critiques at all, i do think that the economy and the inability to fail missions is a hinderance, i just find the action gameplay to be the most fun i've had in a video game
ngl, if i played the same way you did that i think i'd hate it too
opinion so shit i have to leave a comment
Real
I've been a fan of the games for years and I agree with the sentiment. I personally liked ACIV well enough but it felt more like the Fromsoft of the past decade's attempt at using their new experience to make an action game wearing AC's skin rather than a revival. It's a shame From dropped so much of what was in AC Verdict Day to make something that feels like a hybrid between a souls game and Rachet and Clank, only retaining the mission-based mech building aspect. It's interesting that you mentioned the target locking. This is one of the key criticisms that most old players have of the gameplay of ACIV since all past AC games were balanced around the player's ability to manage their limited turn speed and positioning. Now you instantly whip around and never lose your target and so the core gameplay falls apart. The shallowness of the new gameplay system is highlighted in multiplayer. I highly suggest you take a look at what PvP looked like in AC Last Raven, for Answer, and Verdict Day. It makes ACIV look like a joke.
I was kinda curious to hear a different opinion about a game I loved, but you just totally lost me at "Despite what you may have heard from people on UA-cam paid by Fromsoft to tell you otherwise". Are we still going on with these UA-cam conspiracies in 2024? Come on bro
Lighten up its a joke bub (the conspiracy thing)
By the time I reached consort Radahn, I was already feeling fatigued by the souls gameplay loop (trial and error until you learn the boss' moveset). Gave Radahn a try and enjoyed his Phase 1. Fun and fair, attacks can be intuitively dodged. When I reached Phase 2 and saw his movesets, I knew it'll require significant memorization of moves on top of split second reflexes. I gave phase 2 a couple of shots as a 2H Great Katana user but as expected, it's not easy. For now I uninstalled the game to take a break. I know it's possible to defeat him with my build, but it'll require tons of time and effort, which I'm not willing to give right now. More thoughts - Shoutout to the following SOTE bosses for being peak: Messmer, Putrescent Knight, Gaius (unironically), Midra. - The map is huge and gorgeous but is empty af - The dlc story did more harm than good to the lore. Wish they focused on Godfrey and Melina. - Terrible performance
The bosses got nerfed pretty hard, i think theyre too easy now. Also you gotta take into account this is probably most players first mech game. Youve got some valid criticism, but personally I still love the game. One last thing is that the shoulder mounted gun you breezed through the game with came out post launch which would have probably forced some degree of variation in play style.
Speaking of "half a game", how many endings did you get? Cause 15 hours to get all 3 endings sounds very low, and let's be real here, if you have only beaten the game once, you haven't really beaten it
he showed footage of the allmind boss
AC series is not for everyone. I do agree with your point about the repetitiveness of the mission (also NG+) but... The game is supposed to be somewhat repetitive, so you experiment with different loadout and challenge yourself. If you're just interested in clear the game and have some fun then forget about it, AC series might just not be the game for you. It's more like a super hardcore game those E-sports level fighting game / RTS / FPS games. It's a CS not a CoD.
My ears perked up when I heard you say your opinion was mixed and then had to stop the video the second you said other people were being paid by Fromsoft to like the game. That is beyond disingenuous and reveals a lot about you. Sad to have given you that chance but glad you telegraphed that you're not a serious person pretty early.
Erumore, I hope you review Lies of P at some point. To see how another studio tries to tackle the "Souls" formula.
I agree with a lot of what you say but also disagree with a lot too. AC6 feels like an action game dressed up in the clothes of an AC game. For better and for worse. I dont agree that reusing different areas more than once is bad whether the mission is 5 minutes or 50. Firstly, because its efficient game design. Second, because the levels you return to have narrative reasons for returning and new gameplay gimmicks. Lastly, because I think it helps gives you a sense of existing in the world. Since its mission based it would be very easy for the world to feel like a sequential checklist. In one ear and out the other. I dont think the characters are shallow. Im fact I think the criticism doesnt make sense. They're exactly what they're supposed to be. This isnt a movie-game like Uncharted or something. Most characters you encounter are just names and flavors to the enemy. Your mercenaries out doing a job not making friends. Pater for example. Can you remember even one line? Or what his build looked like? And the characters that do matter are quite deep. But like their souls games it requires you to investigate and pay attention. Walter for example has a history, has motivations, and is a sort of tragic hero when you understand his story. He thinks hes saving the world by burning the coral. And honoring the sacrifices of his dead friends. He sends vegetables like you off to die for a "greater good". Its absolutely not a "b game". While I resent it for not being a true AC game it feels like you're being hyperbolic and contrarian. It has a compelling plot, great action, plenty of spectacle. Id say it's a solid 8/10. The answer to why people found the game hard is quite simple. Knowledge deficit. The game is won in the garage as they say. If you dont understand the stats and run a bad build you can have a rough time. And the controls take a minute to get a handle on. For example I struggled with Balteus for like 3 hours. Changed my build and then beat him in like 3 tries. It was night and day.