A collection of hands-on impressions of AC6.

  • Lethal@lemmy.world
    link
    fedilink
    arrow-up
    3
    ·
    1 year ago

    Looks stellar so far with that super fluid combat. Some of the showcased enemies look fun. Got one that tries to spin dash the player and a boss with chainsaws for arms.

    So glad they’re releasing this for PC. Thanks for sharing, Chronokill.

  • pvr@beehaw.org
    link
    fedilink
    arrow-up
    2
    ·
    1 year ago

    I thought the combat was going to be slow but this combat actually looks pretty fast paced and smooth!

  • SmokeInFog@midwest.social
    link
    fedilink
    arrow-up
    1
    ·
    1 year ago

    What is it about the mech aesthetic that changes things for me? This looks fun as hell, but usually I’m pretty meh about PvP action games. I like the learning curve of them but after the newness washes off I find myself not returning to them, so I’ve kind of stopped paying attention. But because there’s mechs in this instead of squishy peoples in this one I feel differently.

  • YoTcA@feddit.de
    link
    fedilink
    arrow-up
    1
    ·
    1 year ago

    This gameplay looks faster than I thought, but it looks nice. I only find it a little strange, that most enemies seem to be one shots. At least the players seems able to take a few hits. Are you usually facing groups of enemies in AC? Then it would make sense for the individual enemy to be weaker.

  • Aurailious@beehaw.org
    link
    fedilink
    arrow-up
    1
    ·
    1 year ago

    Looks like the best of both older AC and newer Souls. I still suspect that its not open world like Elden Ring will limit its popularity. That might mean that its going to be pretty good for people who like this kind of story/mission structure.

  • AndrasKrigare@beehaw.org
    link
    fedilink
    arrow-up
    0
    ·
    1 year ago

    I’m not much of a giant-robot guy, so this wasn’t really on my radar, but the gamespot video’s description has me more intrigued. It sounds like the loop will be similar to what I normally do in CCG where after a loss I might consider what went wrong and then rebuild my deck to address it. Here it seems there isn’t a “good” build for your core as much as there’s a good one for a particular situation, and after a loss you’ll need to retool your build to fit.