Armored Core 6 doesn't need me to be a big stats guy to play with its toys, so I finally get to love a mech game

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Armored Core 6 doesn't need me to be a big stats guy to play with its toys, so I finally get to love a mech game
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Learn by doing.

I've always watched mecha games from a safe distance, and with no small amount of envy. I like science fantasy, I like big robots, I like explosions. You'd think that me and the mecha genre would get along like fire and gunpowder. But there's always been one thing keeping me away: I'm not really a big stats guy.

Unfortunately for me, those kinds of stats sheets are a draw for many mecha fans. It comes with the territory—the satisfaction of balancing huge, mechanised warriors with financial implications and the fantasy engineering of it all, tickling the same feelings you might get planning out a new PC build's specs. I'm not going to dunk on that, either—numbers can be really compelling.

The problem is, I learn by doing. If I'm playing something like Elden Ring, for example, watching a video of a boss won't improve my chances—personally dying twenty times to them will. Same with Savage raiding in Final Fantasy 14—I can watch all the guides I like, but nothing will actually click until my ninja's boots are on the ground.

Like its predecessors, Armored Core 6 still needs you to bring the right tool for the job. Build well, and you'll flatten its challenges, build poorly, and you'llflattened. But these changes open up the door for people like me, rewarding us for experimentation and weird, cursed builds rather than penalising us for our maverick streak.

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pcgamer /  🏆 38. in UK

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