Game Ramblings #175 – Armored Core VI: Fires of Rubicon

More Info from Bandai Namco

  • Genre: Action
  • Platform: PS5
  • Also Available On: PS4, Xbox One, Xbox Series, Windows

I get that this is an incredibly early ramblings for me. At the point that I’m writing this I’m not even halfway through the game. Normally at this point I’d be shelving a game and yelling about it or continuing on. However, I think I’ve already hit on what is sticking in my mind about playing this game – I totally love the core loop here, and it often feels better than any game in the series, but it feels like they stopped halfway modernizing the moment to moment gameplay, and it feels like a missed opportunity.

The actual core mech movement feels INCREDIBLY better than it did in past titles, and a lot of that is down to modern hardware allowing them to do more graceful and faster moving combat overall. It’s incredibly easy to pick up the game and be dashing around dodging stuff. Movement is incredibly fast and the mechs feel incredibly nimble to a point that it feels kind of weird for the series. However, in terms of it trending toward a modern action focus, I don’t think it’s particularly unwelcome.

The weapon buildout is as good as it’s ever been, and I’ve been enjoying the process of building out a mech tailored toward the particular mission. It’s pretty clear after getting your face punched in whether or not a boss is more tailored towards a safer ranged approach or an aggressive melee approach, and getting used to the different types after years away from the series has been the best part of being back in it. Each type has obvious strengths and weaknesses with different approaches, and being effective at them is simply fun.

However, where I think things sort of fall apart is a little bit in the balance of what I’ve played so far combined with a camera that just feels ancient.

In saying balance, I don’t actually mean difficulty. Yes, the game is often hard but it doesn’t often feel completely unfair. Where I say balance it’s that overall it feels like the game is leaning incredibly far into combat being twitch focused – see a warning of an incoming attack and immediately dodge – with huge penalties towards missing those dodges. What this ends up doing is creating this wide range where I either have no problem at all with a mission or feel like I’m slamming my head against a luck barrier based on whether or not the incoming attack pace is fast or not, and that often comes down to whether or not I can actually see what is incoming.

In terms of the camera itself, it’s a pretty standard 1P/3P dual-stick camera. It’s got a bit of user options in terms of camera speed, but it’s pretty barebones. The weapons themselves use the core camera aim with a bit of an angle to allow for soft targeting assists and make aiming a little bit less precise. There’s a lock on R3, but this is my biggest gripe. The lock is not a traditional hard lock in so much as it doesn’t really pull your camera, and it is incredibly easy to lose the lock target if they get anywhere near the edge of your view. Frustratingly, some weapons are also just better if you don’t have a camera lock because they will aim more effectively without a fixed target. It all feels like penalties to playing on a gamepad, which is weird given the series past on the PlayStation family.

The strange thing about the game is that it feels like it wouldn’t actually be that hard playing on keyboard/mouse where I had more ability to rapidly change my viewpoint. Where I’m kind of struggling on console is in actually achieving both defense and offense in equal measure. I’m finding that I can concentrate well on audio cues and really have no problem staying alive for extended periods of time, but then I’m fighting the camera to even find my target, let alone have consistent lock ons. Even at max camera speed, I’m finding that by the time I rotate towards my target on sub-boss/boss combat, they are already dodging past me again, causing me to need to heavily rotate my camera again. This has been somewhat alleviated by the quick turn upgrade, but that ultimately feels like a bad patch to the problem.

I think there’s sort of two things in my mind that are solutions here if the current pace of the game is where they want to take the series – less reliance on aiming to achieve offense, or really leaning into the fast-paced combat and making dodging the core focus. For me, I’d like to see the second one, despite the fact that it feels like it would pull the series even further away from what it used to be.

If I look at two early bosses that I didn’t necessarily find hard but found frustrating – the Juggernaut and the Sulla portion of the Watchpoint mission – the thing I found frustrating wasn’t that they were hard, but that they dodged out of view. This more often than not resulted in me having to pan my camera, figure out where they ended up, and plod my ass over there. In the first example you’re getting back onto a camera stick, removing your ability to rapidly dodge. The Juggernaut was also pretty clearly setup as a boss that required dodging to get behind the enemy and quickly do burst damage with melee, which was made difficult by the fact that I was spending most of the boss’ vulnerable time just trying to adjust my view. Even with quick turn on the second one, the process of quick turning feels pretty clunky to pull off (hold sprint button and move in that direction). If I then compare it to what’s supposed to be a harder boss (Balteus at the end of Chapter 1), that boss didn’t feel frustrating because I had a much better ability to track the enemy through the attack patterns and spent my time simply getting better at recognizing what the boss was doing.

I think what I’d much rather see at this point is a distinct hard camera lock option where the game then leans into dodge as a core mechanic, allowing the player to remove the whole stick <-> button transition and lean into smart avoidance of incoming attacks. In the two noted examples, it would allow me to spend less time adjusting my camera and more time fundamentally attacking, which opens up opportunities for there to be more difficult attack patterns. Under the current attack setup for those bosses, I think they would be fundamentally easy with a hard lock in place, so their perceived difficulty to me feels like an artificial setup caused by a camera that does not feel in sync with the rest of the gameplay.

The problem of important things being on both the sticks and face buttons is something that I think a lot of modern games are running into, and unfortunately I don’t have a good solution at this point other than tailoring the experience around using only one of them at all times. Having camera panning being a core feature and dodging be a core need means that the player needs quick access to both simultaneously, and moving from sticks to face buttons is always going to be clunky. The unfortunate thing is that because they have four possible attacks, the other control schemes that are offered just create different problems. Type B puts dodge and jump on the shoulder triggers which is great, but puts shoulder weapons on the face buttons which is not great if you need to also aim. Type C swaps shoulder and hand weapon slots from Type B. Custom mappings on standard pads don’t solve the problem because of the same thing – you only have so many shoulder buttons. Ultimately there’s just too many things for not enough buttons and there’s bad compromises in any selection. The best solution here unfortunately is a pro style controller that moves bindable face buttons to back triggers so you never have to leave the stick.

I guess in a lot of ways what I’m getting at here is the same problem I have with the Souls games. They have extremely good fundamental core gameplay that didn’t always click to me because of one or two very specific things. In the case of Souls, it was always the large periods of time where I couldn’t readjust what the character was doing because of an existing action – for example, being able to better dodge cancel a long attack. Armored Core in general has always been a series that was closer to my heart in terms of core gameplay anyway. In the case of AC6, it feels like they’ve tried to modernize things but haven’t really settled in a place where it quite nails it, so rather than feeling like a better version of past AC games or a reimagining of the core game, it feels stuck a bit in the middle. I’m ultimately enjoying it but spending a lot of time thinking about what it could be instead.

Game Ramblings #173 – Final Fantasy XVI

More Info from Square-Enix

  • Genre: Action/Adventure
  • Platform: PS5

I was thinking about Final Fantasy XV a lot while playing this game. Not because they’re at all similar in gameplay – because they completely aren’t – but because they shared one thing in common in my head. They’re both glorious clusterfucks that I simply could not stop playing and ended up one of my favorite games of late. I can’t necessarily explain well why that is, but the game kept its hooks in me despite what are some fundamental problems with the overarching game.

It’s obvious at a glance that this isn’t your normal Final Fantasy. It’s distinctly not a JRPG. I would argue that despite it having leveling and gearing and stats, it’s not even an action RPG. None of that stuff actually ended up mattering to combat. What it is to me is a pure action game. It’s a weird blend of Bayonetta and Devil May Cry, which makes a lot of sense given members of both teams were involved, where neither side of that equation really wins out. That’s where the problems come in.

The DMC side is evident in the way that overall combat flow works. It’s heavily combo based with a strong emphasis on defensive parry and dodge mechanics to minimize damage. Overall this works very well. Enemy tells generally pretty obvious without being too easy, though overall there isn’t enough of a penalty for failing to avoid damage. There’s mechanics in place to stun enemies that really encourage smart use of your entire toolset. There’s a good mix of secondary abilities that allow you to modify your combat style to your preference, ranging from gap closing teleports to shields to elemental abilities that further help stunning. However, the combo system overall doesn’t have much depth, so it fails to live up to the full potential of DMC.

The Bayonetta side comes in during the very obvious set piece boss fights. Parts of most boss fights are traditional combat, but more often than not at least half the fight is a basically impossible to lose set piece where you’re fighting things of ridiculous scale. Those are the kaiju-style fights that were seen in a lot of preview footage. While they are ridiculously easy, they’re so exciting and visually spectacular and completely over the top that it really doesn’t matter that you can’t lose. It’s worth it for the experience of the fight, and in my brain was easy to rationalize away as the reward of getting to that point. However, because the game is fighting against the needs of the other systems, there simply aren’t enough of them. Their timing is predictable, but the time distance between them means you don’t get the pace of excitement of Bayonetta.

The traditional Final Fantasy side comes in leveling and gearing and side quests. Side quests (both NPC-granted and in the form of special hunts) is the way that you get materials to create the best gear. However, the NPC-granted quests at least are generally just in the form of boring fetch quests, so unless you’re a completionist there’s very little reason to want to finish them all. Leveling and gearing is gears at the inclusion of stats, but none of it ever felt impactful. Obviously by end game I had gained a large amount of stats in both to have an impact on my power curve, but the progression of it through each upgrade was so small that it was only the totality of it that felt important. Trash and bosses at the beginning of the game took about the same amount of time to kill as at the end of the game. If they’d have had a flat power curve and completely depended on player skill to get through the end of the game, I don’t think the experience would have been diminished.

I know reading that it probably seems that I shouldn’t have liked the game that much, but I really can’t explain why I ended up absolutely loving my time with the game. There’s an inexplicable pull to moving forward in the game that I can’t explain beyond it being one of those magic “good game” things. Trash was just fun to fight, despite having done it 1000 times before. Bosses were so spectacular that I wanted to see the next one. Exploring the way I could integrate new elements into the way I fought was interesting enough despite not having a ton of depth. If there’s really one criticism I would point at, it’s that I think the game wouldn’t have suffered from slimming down the side cruft and making it more linear of an experience. The core that is there is fun enough that it didn’t need the hamfisted smashing in of traditional Final Fantasy, because it just didn’t need it.

If there was one part that really missed for me though, it was the story. It’s not that it was bad, but it just felt underdeveloped. The whole bearers hatred in the game was an obvious attempt to hit on racism without actually tackling racism as a subject. It wasn’t even handled poorly, but felt kind of pandering to be doing a racism-focused story in 2023 where the focus of the racism could easily hide in their society. It probably didn’t help that a lot of the acting was pretty stiff, which may be an English problem but was kind of noticeable. The game also just ended at the end. This is unfortunately common in a lot of games, but wish that more games gave me a solid playable epilogue so I could at least see some of the results of what I did, rather than just leaving it to the imagination. I want to see the effect my actions had, and it feels hand wavey to the max to just end. The story just ended up being fine, which wasn’t really up to the spectacle of the rest of the game.

It’s likely to go down as one of the most controversial games in the Final Fantasy series, simply due to its departure from the style of the past, but I think Square has made a good decision here in reestablishing that Final Fantasy are at their core extraordinarily well produced games of any style at their core, and not just RPGs that have stick to a set of conventions to get by.

Game Ramblings #27 – Final Fantasy XV – DWGames

I said that at the end of my ramblings about Final Fantasy XV, and boy could I not have imagined how much further they would have gone with the next game in the series. This is an even more spectacularly far departure from the past, but I think it still holds true. Final Fantasy is where they show what happens when they put their whole studio effort behind a title. It may not be what everyone wants but the result of the effort is evident. The game is obviously the combined effort of Square pulling together members of a white variety of games and the result is something completely wild. This is a game that is a glorious clusterfuck, but it’s a game that I could not put down and it’s a game that I easily recommend.

Game Ramblings #172 – One Piece Odyssey

More Info from Bandai Namco

  • Genre: JRPG
  • Platform: PS5
  • Also Available On: PS4, PC, Xbox Series

I kind of played this one on a whim. I’ve watched some of One Piece here and there so I was familiar with the series, but I wouldn’t call myself exactly a fan of it. However, I am a sucker for JRPGs and it fit well within that. What it ended up being was a game that I enjoyed far more than I expected because of decisions they made around their core combat that really worked out to the game’s benefit.

This being a JRPG, the combat had to be good to make it worth playing. The series that immediately came to mind here was Shin Megami Tensei/Persona. It didn’t have that complexity, but the core feeling is there. The entire combat loop is around exploiting weaknesses to maximize effects. There’s the core unit type, which is a rock paper scissors mechanic that applies to most attacks. Most of the units then have some elemental attacks (ex: Nami has lightning, Sanji has fire, etc) that can be an additional layer of weakness against some units.

While this doesn’t have the same turn skipping functionality of the SMT series, the end result is similar due to the balance of the attacks. Simply put, you want to take advantage of these weaknesses because it’s effectively double damage. In SMT you’d add turns by attacking weaknesses, thereby getting you through more enemies safely. Here you’re just nuking enemies, again getting you through more enemies safely.

The other place this comes into play is with the regeneration of TP – this game’s mana stat. Most of the high end special attacks take up a significant amount of the player’s TP to the point where 3 or 4 attacks with them will often drain the entire TP pool. In a typical JRPG, I’d probably just hold onto those special attacks until a boss fight rather than spamming items to get the resource back. However, in this game TP regenerates on basic attacks. Because of this, you’ll often want to nuke as much stuff using AOE on turn 1, then finish off fights to regen TP as you mop up the rest of the enemies. Against bosses, you’ll do a bit of a back and forth where you go back and forth between heavy damage and regen phases, or in the case of the healer you spend time trying to determine when it’s the best chance to heal vs. regenerating TP to avoid running out. It’s another good way to really tie combat together.

The second piece of combat that I found smart was their use of a bonus XP mechanic. The short version of this is that a lot of fights ended up introducing some small mechanic to throw off the balance of combat – could be something like kill strengthened enemies before someone in your party dies, kill an enemy before it uses a strong attack, use a specific person to finish a boss, etc – that grants bonus XP if successful. The thing that threw me off initially is that this gave a ridiculous amount of XP, often being 400-500% of the XP of a fight. It seemed exploitative. However, over time it became clear to me that the balance of the leveling curve was actually built around achieving these to avoid grinding.

What these things do in practice is really just throw off your patterns and make combat more engaging. Yes, the enemies end up being the same as in many fights, but having to switch gears to figure out how to get people into the right position to clear out groups of specific enemies fast is fun. Having to figure out how to get just the right damage to make sure the very specific person kills a boss on next attack is fun. Having to suddenly have your party focus on something they may be weak to to get bonus XP is fun. It’s small constant tweaks to the core combat that make things just different enough to reduce repetition in a genre that is typically bound to repetition.

The final piece that just worked nicely was party hot swapping. During combat you can swap party members at any time as long as they have not yet attacked in the current turn. This could include just switching where party members are on the field, but it also includes swapping party members in from the reserves. It extends to hot swapping out party members that get knocked out, which comes in particularly handy against bosses. In practice what this does is always allow you to focus on having the right people in the right spots at all times. You don’t have to worry about figuring out what the best min/max party for an area is, but instead can just focus on having the right people for the situation. It reduces a lot of what is typical party stress in the genre and actually allows and encourages you as a player to try a bunch of different combinations. It results in the entire cast being familiar to you by the end of the game, because you’ll have been using everyone often throughout the game. It’s a smart way to integrate everyone into the experience while still only capping combat to 4 members and really goes against what is typical in a lot of JRPGs.

However, where the game nearly lost me was in the stuff that is tied to the narrative. It’s not that the narrative was bad, and honestly I enjoyed it a lot, but it was often forced in a way that didn’t feel right for the genre. There were long segments of 3-4 hours where I couldn’t explore. I couldn’t fast travel. I couldn’t go back to places that I had side quests in. I couldn’t really do anything but stick to the core narrative. In a lot of these places, there was also very little combat as it would often be sections of the game where you’re interacting with people in cities and dealing with One Piece-universe story segments that simply didn’t belong in the overworld.

As a pacing thing, this just felt off. It led to a bit of a weird situation where any time I was given the opportunity to freely run around, I felt like I had to do everything that was optional at one time. I couldn’t just go “ya I’m going to take 15 minutes to screw around” because I would often be stuck. The result of this was that a couple of the longer narrative-forced sections nearly had me shelving the game, simply because I wanted to be given a break to just do anything that wasn’t a fetch quest. This was another thing that felt a bit atypical of JRPGs, but in this case it felt like a negative to the experience.

Overall thought I was pleasantly surprised by this game. I figured it’d fill the gap between XB3’s DLC and Final Fantasy 16, but I ended up enjoying it enough to delay starting FF16 instead. It does a solid job of blending the One Piece IP with a really solid representation of the JRPG genre by borrowing combat reminiscent of Persona while doing a couple things here and there that broke some genre conventions, and it ended up being a better game for it. If you’re looking for something new to check out in this genre, I’d feel pretty good throwing this one out for a recommendation.