A collection of hands-on impressions of AC6.

  • Lethal@lemmy.world
    link
    fedilink
    arrow-up
    2
    ·
    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.

  • 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.

  • 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.

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

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

  • 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.