<rss xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title>Mech - vo.rs</title><link>https://vo.rs/tags/mech/</link><description>Latest from the Mech desk at vo.rs.</description><generator>Hugo -- gohugo.io</generator><language>en</language><copyright>This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.</copyright><lastBuildDate>Thu, 14 Sep 2023 09:00:00 +0000</lastBuildDate><atom:link href="https://vo.rs/tags/mech/" rel="self" type="application/rss+xml"/><item><title>Armored Core VI: The Boss Rush Hiding in a Mech Game</title><link>https://vo.rs/respawn/armored-core-vi-the-boss-rush-hiding-in-a-mech-game/</link><description>&lt;![CDATA[<p>Ten years is a long time to leave a series in a cupboard.<em>Armored Core: Verdict
Day</em> came out in 2013, and then FromSoftware went and became the most influential
studio in action games on somebody else&rsquo;s dime, and the mechs sat in the dark
while everyone learned to say &ldquo;Souls-like&rdquo; with a straight face.<em>Armored Core
VI: Fires of Rubicon</em> arrived on 25 August this year, published by Bandai Namco,
directed by Masaru Yamamura — lead game designer on<em>Sekiro</em> — after
Hidetaka Miyazaki started it and handed it over.</p><p>Read that credit list again, because it&rsquo;s the review. This is a mech game
directed by the man who designed<em>Sekiro</em>, and it plays exactly like you&rsquo;d fear
and hope.</p><h2 id="the-stagger-bar-is-a-posture-bar">The stagger bar is a posture bar</h2><p>Every enemy in<em>AC6</em> has an ACS gauge — Attitude Control System — that fills as
you land impact damage. Fill it and the target staggers: it stops, it can&rsquo;t act,
and every hit you land while it&rsquo;s down does bonus damage under the Direct Hit
system. Your own ACS works the same way, so a boss can do it to you.</p><p>That is<em>Sekiro</em>&rsquo;s posture bar with a coat of engine grease on it. Same shape,
same argument: health is the score, and the real fight is over a second meter
that measures whether you&rsquo;re being allowed to act. Both games invert the natural
instinct — chip away safely, retreat, repeat — because retreating lets the gauge
drain. Pressure is the mechanic. Patience is the trap.</p><p>The difference is what you press.<em>Sekiro</em> gave you one sword and asked for
timing.<em>AC6</em> gives you four weapon hardpoints — a gun in each hand, a launcher
on each shoulder — and asks for a<em>build</em> that can fill an ACS bar faster than it
empties. Impact and damage are separate stats on separate weapons. The pulse gun
that shreds shields is bad against armour. The bazooka that staggers in two hits
reloads slowly enough to lose you the window it just opened. So the assembly
screen stops being a fashion choice and becomes the answer sheet for the fight
you&rsquo;re about to lose.</p><p>I want to be exact about why this feels good, because &ldquo;customisation&rdquo; is a lazy
description of it. The assembly screen constrains you three ways at once: total
weight against your legs&rsquo; load, energy draw against your generator&rsquo;s output, and
the boosters that turn all of it into movement. Change the arms and your legs are
overloaded. Fix the legs and the generator won&rsquo;t feed the shoulders. Every build
is a small optimisation problem with a personality on the other side of it, and
the game grades your answer in about ninety seconds of live fire.</p><h2 id="missions-not-a-world">Missions, not a world</h2><p><em>AC6</em> is mission-based, and after<em>Elden Ring</em> that reads as a retreat. It isn&rsquo;t.
Mission structure is what makes the assembly screen mean anything: you get a
briefing, you get a rough idea of what&rsquo;s in there, and then you build for it. An
open world would dissolve that instantly, because a build for everything is a
build for nothing. The garage needs a door with a known thing behind it.</p><p>This is the<em>Sekiro</em> lesson applied at a different scale. That game&rsquo;s tightest
design decision was refusing to let you respec your way around a wall, so the
wall had to be climbed.<em>AC6</em> lets you respec completely and for free between
attempts — parts cost money, and the game refunds parts at full price, so
experimentation is genuinely free — and then puts a wall in front of you anyway.
The wall is the same. The tool for getting past it is a spreadsheet instead of a
reflex, at first.</p><p>Chapter one&rsquo;s is called Balteus, and it has already become the internet&rsquo;s
argument. It&rsquo;s a hovering flying fortress with a shield, a missile barrage that
fills the sky, and a second phase that sets the arena on fire. It arrives roughly
three hours in and it stops a very large number of players dead, in the exact way
the Genichiro fight did and the Asylum Demon didn&rsquo;t. FromSoftware have used this
shape for fifteen years: an early fight whose job is to<em>teach</em>, by refusing to
let a bad answer through, long before the hardest fights arrive. Balteus&rsquo;s
lesson is that your loadout is a hypothesis, and that the pulse weapons the game
gave you an hour ago are not decoration. People who bounce off it are usually
people still trying to win with the starting build, which is the point — the game
is telling you to go back to the garage and it is telling you loudly.</p><h2 id="where-it-fights-itself">Where it fights itself</h2><p>Two seams, and neither is fatal.</p><p>The first is that the boss rush eats the missions. When the duels are this good,
the connective tissue — clear this outpost, escort this thing, hold this line —
reads as a corridor between the good parts. The level design is smart and mostly
brief, and it is still hard to care about a supply depot when
there&rsquo;s a duel waiting.</p><p>The second is the repair kit economy. You carry a fixed number of repair kits into
a mission; that&rsquo;s your entire healing budget, and it doesn&rsquo;t refill at
checkpoints in the way you&rsquo;ll want it to. The intention is attrition. The effect,
in practice, is that a mission you&rsquo;re limping through is usually better abandoned
early and started again clean, which is the design quietly paying you to give up.
It&rsquo;s a small thing. It sits in your teeth.</p><p>Then there&rsquo;s the structure.<em>AC6</em> wants three passes: NG+ and NG++ unlock new
missions, new fights and different endings, and the story is genuinely
unrecoverable from a single run. I take a forty-hour ask seriously as a thing
demanded of a reader&rsquo;s life, and I&rsquo;ll defend this one — the repeats are short, the
new content is real, and the mission list you&rsquo;re re-running takes twenty minutes a
sitting. But the game should say so on the tin, and it doesn&rsquo;t.</p><h2 id="the-ancestors">The ancestors</h2><p>The obvious one is<em>Armored Core</em> itself, 1997, on the PlayStation. I came to that
one the way most Europeans did — through a magazine that couldn&rsquo;t decide whether
it was a sim or an action game — and it was genuinely both, in the sense that it
was mostly a menu. You spent an hour in the garage, ninety seconds in the field,
and the ninety seconds told you your hour was wrong.<em>AC6</em> preserves that ratio
with the lag taken out.</p><p>The deeper ancestor is the mech sim:<em>MechWarrior 2</em> in 1995, the heat management
and the loadout tonnage and the sense of driving a building.<em>AC6</em> keeps the
tonnage and deletes the weight of the walk. Its mechs move like a
fighting-game character with a jetpack, which is precisely the fusion — sim
maths, arcade hands.</p><p>And the<em>Sekiro</em> debt, again, which<a href="/respawn/sekiro-the-rhythm-game-with-a-sword/">I&rsquo;ve written about at length</a>:
this is FromSoftware&rsquo;s second game about a meter that isn&rsquo;t health, and they&rsquo;re
now unambiguously better at that than they are at hit points.</p><h2 id="the-verdict">The verdict</h2><p><em>Fires of Rubicon</em> is FromSoftware admitting what they&rsquo;ve actually been good at
since 2019: the duel. It has dressed the duel in a garage, and the garage is a
brilliant piece of design, because it converts &ldquo;get better at this fight&rdquo; into
&ldquo;understand this fight well enough to describe it in parts&rdquo;. The mission wrapper
is the weakest layer. The bosses are among the best they&rsquo;ve made, which given the
company is a serious sentence.</p><p>If you bounced off<em>Elden Ring</em> because the open world diluted the fights, this is
the concentrate. If you loved<a href="/respawn/elden-ring-the-open-world-fromsoftware-earned/">the open world FromSoftware earned</a>,
this will feel small until Balteus, and then it won&rsquo;t. It&rsquo;s on PC, PlayStation and
Xbox; the PC version is where the assembly screen is comfortable, and the
assembly screen is where you&rsquo;ll live.</p><p>Go back to the garage. That&rsquo;s the game.</p><h2 id="spoilers-below">Spoilers below</h2><p>The three endings are the argument the missions can&rsquo;t make. Fires of Raven,
Liberator of Rubicon and — behind two full playthroughs — Alea Iacta Est all turn
on what you do about Coral and about Ayre, and the structure means you can&rsquo;t be
told what the choice costs until you&rsquo;ve already made it once. That&rsquo;s an
old-fashioned use of NG+, and it works, because 621 is a merc who doesn&rsquo;t get
context until someone pays for it. The player and the character learn the world in
the same order.</p><p>The Sea Spider is the fight that reveals the real design. It has no gimmick weakness
and no phase you can skip. It is a pure demand that you
understand the ACS system, played at a tempo where the stagger window is worth
roughly one good decision. Beating it means you have finally stopped thinking of
your build as a preference.</p><p>And Walter&rsquo;s arc is the closest FromSoftware have come to writing a boss who is
sad rather than mysterious. The final chapter&rsquo;s willingness to make a man&rsquo;s
principles into a health bar is unsubtle and it lands, mostly because the game has
spent a whole campaign teaching you that everyone on Rubicon is renting their
convictions from somebody with money.</p>
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