Armored Core

Holy fuck, that’s actual insanity. I don’t pay much attention to technicals anymore, so I didn’t realise things had gotten so bad. The push for graphics has become so desperate that the visuals are actually degrading.

I think ACVI might be my last AAA game for a while; there’s nothing on the horizon that I care for and I hate where that part of the industry has been moving towards for a while.
 
Explains why UE5 is shit
I partly blame this on Nvidia skimming so much on VRAM and trying to cheat people out of quality hardware performance by substitute it with AI upscaling garbage. A fucking 3080 should've been 16GB not 10GB from the start and 4080 should've been 24GB. You literally cannot have both a great visual fidelity and fast paced gameplay with any of that.
 
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TAA is one of the worst things ever invented. It completely obliterates any semblance of detail in favor of smearing petroleum jelly over your screen. I unironically wish a painful death via murder-weasels upon its inventors. I cannot find a single useful purpose for it at all.
 
TAA is one of the worst things ever invented. It completely obliterates any semblance of detail in favor of smearing petroleum jelly over your screen. I unironically wish a painful death via murder-weasels upon its inventors. I cannot find a single useful purpose for it at all.
Oh boy you have no idea how much I loathe TAA. I hate that shitty thing so much I'm going to write multiple paragraphs about it just out of hatred and autism.

It has made every so chronically afraid of a sharp image because it might have the slightest hint of a jagged edge. It's an utter scourge upon graphics, spearheaded by the devil himself (Nvidia). Every game now essentially requires it because instead of optimizing elsewhere, in order to push le graphics they half sample everything and use TAA to blur it. Look up Cyberpunk with TAA disabled to see how bad it gets.

It all comes back to consoles though, they weren't able to keep up when everything was a forward renderer, so deferred rendering became the defacto system. But now that hardware has advanced and textures and resolution is so high that deferred is now becoming an issue. Forward renderers mean each object is rendered with its final shading, iterating for each light source that affects it, it used to be super cheap but as games got more lights it became more expensive exponentially because it has to repeat the same calculations for each light, across thousands of objects it adds up. PCs could handle lots of lights before slowdown, but consoles couldn't, so deferred became the main thing. Deferred all the lighting information gets rendered to buffers (normals, base colour, specular colour, etc) and then all the lights are calculated at once only for the screen pixels. This lets them render specific things at lower res to save performance, and have technically unlimited light sources, but because everything is buffered and then combined at the end that means that the surrounding information is not a thing. Transparency is just not possible, so they render a separate transparency pass that is rendered forward using various different depth sort algorithms. This also means that you cannot use MSAA, since it can only be done when the tri is drawn, and in deferred that gets pushed to a buffer so it cant sample surrounding pixels. Deferred renderers rely entirely upon fake anti aliasing that just blurs pixels in various different manners.

TAA would be smart in theory, since its basically brute forcing what MSAA does across multiple frames, but instead of by sampling surrounding pixels it jitters the actual render each frame and then averages everything together (there is fancy edge detection stuff that happens as well), but in motion this would just be a bad motion blur, so they expose another buffer to the renderer, this time taking the location of the previous frame pixels and compares them to the current frame in order to get a motion vector, which is used to reproject the TAA from previous frames. This was used for CGI rendering for years before raytracing became standard because its cheap, but in a pre-rendered scene you have unlimited time for the frames to average together, in a game you don't and as a result you get blurring in motion, blurring while static, and nasty trailing ghosting when the reprojection fails, which happens on any stochastic surface.

Obviously there are other anti aliasing options available, Nvidia came up with a couple dozen, but most are shit. The best one is SMAA, which is a spatial method (meaning it uses only the existing frame, its why I prefer FSR 1 as well because as shit as it looks it doesn't blur or ghost) and uses a look up table generated from MSAA anti aliasing patterns, it still can't fill in missing detail, but it doesn't blur everything like TAA, doesn't just blur every edge like FXAA and actually resolves stepping and even texture aliasing. Games used to use it until someone decided to start using TAA as the catch all solution for half sampling everything. That's why you can't even disable it in most games, because its an essential part of the renderer now.

But hardware has gotten faster, and deferred rendering is hitting a wall of higher and higher VRAM usage due to higher res render targets and higher res textures. A while ago someone came up with a way for forward renderers to render infinite lights without the performance impact, by splitting the screen into an array of tiles, and then calculating the lights that affect each tile and which objects are in that tile, then only rendering those lights to that part of the object for each tile. It's called Tiled Forward Rendering, or Forward+, this also means actual transparency support, and REAL anti aliasing (side tangent, there is some belief going around that MSAA is way to expensive to render and thats why nothing uses it anymore, thats false, its because it doesn't work with deferred. There was actually an insane amount of hardware optimizations done for MSAA back when it was a thing, and now hardware has advanced enough that there isn't even that much of an impact for using it anymore). The thing is, nobody is using this type of renderer, probably because of the cost to overhaul an engine to that extent. There are a few games, Just Cause 3 and 4, Detroit Become Human (these idiots still shoved TAA in as a mandatory engine level thing because of the ps4 being shit), and every VR game ever made, and most importantly; Source 2. When CS2 comes out, open it up and crank MSAA to 8x and just look at how sharp and clean that thing looks, another cope about MSAA is that it doesn't do anything for material aliasing, which is textures themselves shimmering along with specular highlights, Valve literally solved this for the most part for their VR work. It involves something to do with mip maps and averaging normals across vertices, its in their VR rendering GDC talk but low level shaders are beyond me. I just know that Half Life Alyx and CS2 are the sharpest and cleanest looking games I've seen in years, and they use MSAA 8x and still shoot out hundreds of frames per second, while at times looking real.

I don't think forward renderers will become the main thing again sadly, due to consoles still being shit and now the push for ultra realism. Shit like DLSS is just TAA with a fancy name and all it means is that developers can now half sample everything while also running the game at 480p, because nobody knows what games are supposed to look like anymore, and now Nvidia is pushing their shitty frame generation garbage so that you can't even get real framerates either. In a couple years everyone will be playing at 480p 30fps upscaled to 4k talking about how good everything looks. I'm amazed PC gamers are okay with this garbage, but its probably because everyone just watches everything on streaming and is used to compressed to shit video so they just don't know what actual clear images look like.

This really got out of hand, I was going to just explain a brief history of TAA but now I wrote a whole essay.

The good news is that Fromsoft seems to actually care about image clarity and they have extensively tweaked their TAA to the point that even I can barely see any blurring from it. It's also not hard to just super sample their games to 4k and disable TAA since they aren't pushing anything graphically.

I also truly hate linking to Reddit, but FuckTAA exists and has a bunch of workarounds to force disable it along with comparisons.
 
Gen 3 changed quad legs more than I anticipated. While I could equip energy weapons, they became essentially unusable due to energy regeneration getting shot. I've therefore been primarily running tank legs. Karasawa for mission fodder, back pulse rifle for extra energy ammo, and back grenade launcher for enemy ACs.

For the most part, getting through AC3 and Silent Line wasn't difficult, especially in the Arena. There were a few hard missions in the middle of Silent Line. But then when I got to the post-credits hidden parts collection phase Silent Line in which I realized that getting to 100% is a much more laborious than in previous games. There are several times more hidden parts, and most of them are not simply found on the ground in missions. Instead, each and every mission has at least one hidden challenge to fulfill for a part, some of which are hard to do even with tips from guides, and to top it off, one hidden part is put behind S-ranking every mission. When I was finished with the Arena and played every mission once, I was only at about 60% completion. I think I'll just set Silent Line aside for now and continue on with the next game, especially since there's no save transfer for this one, but I dread further games also having such intensive 100% requirements.

These Armored Core games so far have given me thoughts on what I'd like to see from AC6.

First off, I hope there's a good sense of scale giving the impression that you are, in fact, piloting a giant robot. Visual clues to indicate how big your mech is have been lacking, especially in the abundance of tedious room-and-hallway missions that I want done away with altogether. It's so strange that they're are even times in which you're crawling through giant robot-sized vents. AC3 has the best impression of scale so far with more windowed buildings around, the panes even shattering upon damage. Despite the graphical detail of AC6, though, it has me a bit concerned with scale because of the environment appearing to consist primarily of fantastical metallic superstructures, thus making your mech appear small.

Second, this may upset some veterans of the series, but I'd really like for the story to step up from how barebones it has been. A couple of particular ideas come to my mind:
  • Assuming that AC6 has corporations as usual, have them be represented in mission contracts and mail by named characters. They can present more personality and also allow for multiple characters under the same corp. I'm having issue that aside from perhaps having one defining trait (e.g., Crest is sycophantic to the Controller), characterization of the corps have been poor such that I often feel I have no reason to distinguish who I'm fight for or against on any given mission.
  • I'd call this one a pipe dream, but give named characters human appearances. Even just a drawn portrait would suffice, like Metal Gear Solid codec characters. This would give characters a greater impression to stick to memory and also serve as a reminder that ACs are actually piloted by humans inside of them. Furthermore, human appearances can also provide reference to fan artists and other creators, especially since mecha drawing is a niche skill. I suppose one problem with this idea, though, is the frequency in which characters are secretly AI constructs...
  • Perhaps give AC parts lore descriptions in Souls fashion? Besides just being an avenue to provide more story, it gives another reason to seek out parts besides their value as equipment.
It's been a few months, but I finally continued on my journey through Armored Core history, tanking my way through the second sequence of Gen 3.

Nexus​

First off, finally there's native modern twin-stick controls. No more having to deal with various controller-mapping tools.

Even though there's a notable lack of voiced mission briefings in the "Evolution" campaign, I was actually a bit intrigued by its manner of storytelling through news briefs and emails with focus on a single evolving conflict. It was rather amusing that by the end, all four of the involved corps fell apart (one new corp destroyed outright) as they fought each other to exhaustion, but then I was caught off guard by the surprise "rocks fall, everyone dies" ending. It made me suspect that I just got the bad ending out of multiple routes, but nope, that's the game's sole ending.

There were a couple of annoying aspects to playing this to 100% completion. First, there's not even a % completion display for "Evolution", so I had to resort to an online checklist and compare to my available parts to see if I got everything. Second, the post-campaign free mission select is incomplete, thus necessitating you to replay the whole campaign in a specific way to replay certain missions for missed hidden parts. Some mission paths are also unclear due to the limited online resources and discussions, such as how to trigger an optional enemy AC appearance in one of the later missions in order to earn a hover legs part. Overall I think I played through the campaign three or four times to get everything. Nothing was particularly hard except for one mission with three enemy ACs in a crater and another with laser-spewing MTs attacking a base.

The "Revolution" disk was a nice bonus, adding more unique missions to the game rather than the usual extra Arena battles. In this case, like with Silent Line, getting 100% completion with all the parts necessitated S-ranking everything, which I actually did do this time around as it seemed much more accomplishable, and I wanted to have everything to save transfer to the next game. A couple of missions were still very hard to S-rank, though, particularly the one about destroying silos in a warehouse as you're required to do it with minimal damage and incredible speed. Fortunately I had some resources and videos for builds and techniques, but it still took a long while.

Shoutout to dual-wielding WYRM sniper rifles. Definitely OP, which is why it got nerfed hard in the following games, especially with a big cut in ammo.

Nine Breaker​

I really could've skipped this game of training courses, but I wanted the experience of it anyway. And as it happens, it's actually quite challenging. I made heavy use of a guide in order to get through many of the trials, and that was just to complete each one once. Going the extra mile to get gold ranks in everything is an insane challenge that I can only imagine the absolute most autistic of players would strive for. It didn't take long for me to conclude that 100% completion on this game wasn't for me, and I only missed out on five parts as a result, all more easily obtained in Last Raven.

Interestingly, I think the unconventional challenges this game poses may actually necessitate the player to use the widest range of parts and AC builds out of any game.

Last Raven​

Finally, the "retro" AC game that seems to get the most talk. As I happened to select the one of three first mission options that has a hard enemy AC, I can see why it's recommended to come with a save transfer. Getting through this game to 100% 136% completion takes a while even when starting with practically the full list of parts, and I hate to imagine how much longer it would've been without the save transfer. On my own, I got five of the endings in my first six runs before resorting to guides to play all the remaining missions. The main challenge was in many of the later bosses that I ended up getting outside help with, particularly final Zinaida on my third run, who I eventually got fed up with such that I used a ceiling AI exploit to defeat. Fortunately, not only were S-ranks generally very generous, but only some of them had part rewards tied to them (possibly because of my save transfer). After completing all of the missions, it was easy for me to pick up the few remaining parts I was still missing.

With corps taking a backseat, this game did the best job with getting across Raven pilots themselves as characters worth paying attention to, even though that still doesn't amount to much. I was hoping that playing through the different routes would be like solving a mystery, piecing together what's really going on, but that unfortunately doesn't happen. While the 24-hour scope of the campaign makes no sense, it was at least flavorful to have the list of Ravens dying off over the course, along with the menu music becoming more foreboding as the time of the empty threat final attack approaches.

Formula Front International​

Even though AC6 is just a couple of weeks away, I decided to take the time to divert myself with the little-recognized PSP game. And that diversion really didn't last long at all, only about 4-5 hours. I already knew as much that the game is based on AI simulations rather than player-controlled battles, but I expected that I'd be earning money and buying parts as usual for steady progression. Turns out that you're simply given all the parts right from the start, so I was immediately able to build my usual killdozer and blast my way through most of the roughly 80 Arena battles the game consists of. And if battles weren't short enough already (almost always less than a minute), the ability to fast-forward the AI simulations has them usually lasting five seconds instead. Only one particular enemy AC, a short-ranged bunny-hopper, gave me a serious challenge to defeat, having me spend a lot of time coming up with builds in the garage. If it weren't for that, I would've otherwise completely ignored the AI configuration feature that the game makes a big showing of. Overall, this is just a really poor execution of what could've been a fine Football Manager-type simulation game.

Now I can finally get on to the four modern AC games I originally planned on playing ahead of AC6.
 
There's a new recommended specs released for AC6. The most interesting things about it is the CPU and GPU requirements.
The recommended CPUs are all multi-threading cores (Ryzen 5 3600 and i5-10400) and you only need at least GTX 1060 6GB to run. Something tells me that AC6 is not at all heavy on the GPU but CPU instead. Even then those CPUs are quite cheap today, you can either buy them new for cheap or invest a bit more for the current generation equivalent. If you already have a 10xx or 20xx GPU then absolutely no upgrade needed.
 
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Now I can finally get on to the four modern AC games I originally planned on playing ahead of AC6.
About that.
but I dread further games also having such intensive 100% requirements.
You're going to want to fucking hang yourself trying to %100 AC4 and ACFA.

I know I fucking did back in the day.
 
Still is! Wound up using them for a couple of missions that were giving me too much trouble, even with a legit build the AC discord was kind enough to help me put together.
 
About that.

You're going to want to fucking hang yourself trying to %100 AC4 and ACFA.

I know I fucking did back in the day.
100%ing AC4 wasn't so bad. Took me fifteen hours (plus about an hour from lost progress via emulator crashes), a little less time than any PS2 game.

Armored Core 4​

This was previously the only AC game I've ever played before, way back when it first came out. Things that I've remembered from it ever since:
  • short missions
  • going fast
  • enemy targets being distant specks
  • radiation-spewing ACs that are never called ACs
  • the mission with the giant desert walkers
  • the penultimate mission with the big building in the middle of water
Playing through the story, I realized that the missions were ever shorter than I thought. Like shorter than those from any previous game for a series already known for short missions. And it was really easy too. I very quickly got myself a heavy AC build that could hover indefinitely and shit grenades on everything. Not even any of the enemy Nexts stood a chance, whether in the missions or the Arena Simulation. It was as if I became those enemy ACs from previous games that obviously have cheats to fly forever. Having primarily been tanking around before, initially I was worried about having difficulty with flying and dual-wielding at the same time, but it actually turned out alright, though I kind of have to wonder why there's a boost button to begin with since I can't recall ever not boosting, except perhaps a few time standing still for a moment.

I didn't know about Hard Mode, a completely new feature that becomes unlocked after you play through the story. It wasn't hard to S Rank half of the hard missions, but the other half did pose a significant enough challenge (a few even just to complete) such that I went to get guide tips. In the end, though, my impression is that these hard S-Ranks offer little flexibility in build options, particularly because expended ammo cost is apparently factored into the score. As far as I could tell, this restricted my weapon choices to grenade launchers, the most cost efficient energy rifle, and Moonlight just to kill those air fortresses that otherwise seem invulnerable. In this case, I guess there being fewer AC parts overall isn't really important compared to the greater problem of how few of them are even viable.

Speaking of AC parts, it was nice to see that there's finally the feature to simply copy enemy AC builds. What's not nice at all, though, is that there appears to be absolutely no explanation of what the various part stats mean. Nothing in game, nor in the manual that I looked up. This is contrary to the in-game stat descriptions that I saw in previous games on the PS2, and it's worse here because many of the stats are completely new and not always obvious by name as to what that they do. On a small note, the garage music was bizarrely off from everything else, like it came from a James Bond game.

The visuals... were not good even by the standards of that console generation. I might even go as far to say that AC Gen 3 are better-looking games. The only thing that looks good in AC4 is your AC in the garage. Otherwise, everything else is just a drab-colored blur. In fact, I'm not sure if I've ever seen any game with this aggressive distance blurring, a huge determinant to look at and even play in. It made me realize that my recollection of undistinguishable enemy targets was not just a matter of distance and speed, but also this intense blurring, perhaps the biggest contributing factor of all. Or maybe that would be the oversized grenade explosions. I can only surmise that Fromsoft did this to hide ugly low-poly environments and pop-ins.

As far as the story goes, I expected more of the same, a simple presentation of corporation-characters waging war against each other, eventually leading to some significant revelation to the world. While I guess there is the same amount of substance as usual (which is to say not every much), AC4 manages to present its story in the most confusing way possible. The worst part is in how mission briefings work. You're told almost nothing about a mission until you enter it, at which point your operator spills out the briefing without pause and then immediately kicks you to gameplay. You cannot step through the briefing at your own pace, and sometimes the client or enemy isn't even stated. Since your operator is the one briefing you, that leaves you without any interaction with the corporations directly to characterize them by, I guess because Fromsoft really wanted to push this operator as a sort of waifu.

I gather that kojima particles are very important to the world of Gen 4, but they're never given a straight explanation. A war suddenly begins, and it ends just as suddenly. Missions are scattered across the world with only a handle of early ones about "White Africa" (lol) having connectivity. Many new terms (Next, Normal, LINX, Original, irregular, etc.) are thrown around without ever being defined. The final boss says a few lines, but I still have no idea who he is. Or who the guy afterward in Hard Mode is. The whole thing's a mess. No wonder I didn't remember it aside from the point about radiation from the ACs.

Now I'll see if 4A, the most talked about AC game, improves on these issues.
 
There was a gameplay event on both JP and EN side of AC6. The JP event hosted by Playstation is mostly talking with Ogura and in the last 15 minutes they picked a random audience to play through a single mission. He was given only a minute to come up with a build for the mission and he picked heavy biped, heavy arms and 2 gatling MGs. He burnt through all his MG ammo close to the end of a mission and he then proceed to punch a spaceship's deck to death, what an absolute lad. He was nicknamed Firework of Shibuya for his performance at the event there's quite a lot of arts about him on twitter.

On EN event, it is mostly PvP showcase with a few mission gameplay. Hard-lock seems to be a lot less accurate compared to manual aiming AC4/4A style. The general gameplay flow in PvP seems to be trying to capitalize on the ACS stagger mechanic since your shots will mostly be missing if you engage with hard-lock and staggered enemies will guarantee big damage. Also dual gatling tanks OP, pls nerf.
 

Armored Core for Answer​

I 100% it just fine (on 1.35), taking pretty much the same amount of time as the PS2 games. I even S-ranked all of the Normal missions and most of the Hard missions without any outside help. The one significant caveat is that I used a wall-clipping cheese strat to beat the final Hard mission, because fuck fighting five enemy ACs at once. I already did the Normal version fair and square using the huge barrier to draw out enemies one at a time. I have no idea why How Long To Beat has six people putting the game at over 100 hours for "completionist"

Speaking of Hard missions, though, it's pretty neat that rather than doing simple difficulty adjustments like increasing enemy health or damage, they present a variety of unique twists to make the missions more than they were before. It therefore becomes more enticing to play them to see what new thing happens, especially new enemy AC appearances.

Funny how this game pretty much deals with all of the annoying issues I described above with AC4.

It seemed to me that there was more challenge and incentive for a wider range of builds. Though I still used grenade launchers more than anything else, the weapon type was no longer so braindead easy to use. Not only was the explosion brought down to a sensible level, but enemy ACs were also more agile and airborne than before. And it's good that they do fly more since this it seems this game makes it even easier for the player to fly all the time. It think it feels the best to play out of any AC game, though it's more of a simulation of aircraft than mechs.

As an aside, I've been trained on all of the previous games with the notion that machine guns are crap against anything but fodder. It was then to my surprise that as I was cleaning up the last Hard S-ranks, I found out that machine guns are actually really good against enemy ACs! Suddenly, I can take down those really fast ones much more easily when before when I was having to make carefully-timed grenade shots.

In the garage, I saw that a "help" option was finally added to explain the various stats.

In game, the distance blur was turned way down, thank God. Now distant enemies can be spotted, and those in engagement range can be distinguished by large features. Though it's still difficult to make out details on enemy ACs, that's just the consequence of the speed they move at. Environments are still bland, empty wastelands, but I prefer that over the old room-and-hallway missions that are thankfully kept to a minimum.

Lastly, the story is told in a clear manner and with missions being more involved in the evolving narrative. Not only are mission briefings given before you accept them, but they're also told by multiple brokers and AC pilots, and with unique visuals styles depending on the client, making a show of the various factions at play. Other ACs seem to appear in missions more frequently than ever before, and I find them to be more lively and full of character, too. I also appreciate the completely lack of mysterious powerful progentior-tech this time around. The one thing I really wish is that the subtitles would display the name of the character speaking, as in all of the previous games. Without these names, it is often difficult to specifically recognize other AC pilots, especially when three or more are present at the same time.

Oh, and I didn't expect the AC4 save import to be fucking useless.

I hope I can get Gen 5 to work on emulator, but I do have discs for back up. I'd just rather not have to pull out and setup my PS3.
EDIT: Oh yes, emulation is not going to happen.
 
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There was a gameplay event on both JP and EN side of AC6. The JP event hosted by Playstation is mostly talking with Ogura and in the last 15 minutes they picked a random audience to play through a single mission. He was given only a minute to come up with a build for the mission and he picked heavy biped, heavy arms and 2 gatling MGs. He burnt through all his MG ammo close to the end of a mission and he then proceed to punch a spaceship's deck to death, what an absolute lad. He was nicknamed Firework of Shibuya for his performance at the event there's quite a lot of arts about him on twitter.

On EN event, it is mostly PvP showcase with a few mission gameplay. Hard-lock seems to be a lot less accurate compared to manual aiming AC4/4A style. The general gameplay flow in PvP seems to be trying to capitalize on the ACS stagger mechanic since your shots will mostly be missing if you engage with hard-lock and staggered enemies will guarantee big damage. Also dual gatling tanks OP, pls nerf.
I heard about the Firework of Shibuya but was lacking the context. What a fucking legend to improvise that on the fly. Still very much hyped for this. Still not sure if I'll pick it up on Friday or finish some other stuff first though.
 
I'm so pumped for ACVI, but god the release date of this game is one of the most unfortunate things ever. I know Armored Core was never going to be a big thing because normalfags hate giant robots for some reason, but being sandwiched between Starfield and BG3 has to be rough for sales. It's still going to sell just fine because its FromSoft, but I hope the potentially lower than expected sales don't sway them from making more content for the series. If it were any year other than this year it might've stood a chance in staying in the public eye for more than a week, but as long as the game is fun for me I don't really give a shit.

Apparently reviews come out some time Wednesday and it's probably not going to be super high because its gonna filter a lot of journalists.

I checked the multiplayer stream as well as a video from one of the people who played and it sucks that there is literally no matchmaking for PVP. Seriously, what a fucking terrible oversight.
 
I've long been aware for a long time of White Glint pretty much being the poster mech of the whole series, so I was curious to see its role in 4A. Joshua O'Brien is highlighted in AC4 as a renown pilot in AC4, so I figured he'd upgrade his White Glint in the sequel. I then found it peculiar that White Glint is labeled to have an unknown pilot in 4A, but I didn't think much of it and was still surprised upon its mission to find out that the pilot is implied to be none other than the player-character from AC4. I suppose that is why people don't talk about White Glint by the pilot's name, similar to actually-a-robot Nine-Ball.

Something kind of funny about 4A is how it seems that every female pilot in the game is explicitly described as such with that word. I figure this to be a quirk of translation in which I heard that Japanese doesn't really use gendered third-person pronouns, so the original text probably would outright call pilots female to get that point across when they'd otherwise be assumed male.
 
It's still going to sell just fine because its FromSoft, but I hope the potentially lower than expected sales don't sway them from making more content for the series.
They do a good job at not making additional content in the best of circumstances. We're still waiting on Elden Ring DLC a year and a half later.
Apparently reviews come out some time Wednesday and it's probably not going to be super high because its gonna filter a lot of journalists.
I see this as an absolute win. Journoscum don't deserve to have a hip hoppin good time.
 
normalfags hate giant robots for some reason
They want their character to be "human" as they said, of course they cannot project their feelings on thought on some cold metal box except Transformers I guess.
sandwiched between Starfield and BG3
Not interested in BG3 since I've had my fair share of D&D campaigns with friends over 3 decades til now. I'll get Starfield when it's on sale, can't afford to trust another one of Todd's lies.
no matchmaking for PVP
There is not much difference between matchmaking and picking a random lobby to play PvP. I'd argue that due to the nature of the game, your AC is just as important as your skill so a matchmaking algorithm could match you with someone similar in skill level but cannot account into what build you use before the match. Build/part usage frequency might be useful here but is not indicative of how well you perform with that particular part or build.
gonna filter a lot of journalists
Any game that can filter out filthy western journo scums is good in my book.
Something kind of funny about 4A is how it seems that every female pilot in the game is explicitly described as such with that word. I figure this to be a quirk of translation in which I heard that Japanese doesn't really use gendered third-person pronouns, so the original text probably would outright call pilots female to get that point across when they'd otherwise be assumed male.
You're never going to see the pilot's face so directly addressing the gender is okay I think.
 
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