This review contains spoilers

This review focuses exclusively on the NG+ and NG++ experience in Armored Core VI. I love this game overall, but wanted to share some thoughts on how this game handles its alternative playthroughs:

It’s difficult to avoid mechanical spoilers in games. People are more conscious when trying not to reveal narrative details to others, but when it comes to the specifics of how a game functions, there is little to no effort to contain the surprise. I think most folk just don’t see sharing those details as a “spoiler,” but it has always bothered me.

I learned to love going into games blind when I played Demon’s Souls in 2019. Experiencing an unfamiliar FromSoftware title that I had seen nothing of was magic. I wish I applied that lesson to future titles, as I regretted seeing the gameplay trailers for Elden Ring prior to launch.

I took it to heart for Armored Core VI, watching nothing outside of the cinematic reveal. Each massive environment, terrifying boss, awesome weapon animation, and obnoxious enemy was for me to experience for the first time in-game.

But it’s pretty difficult to avoid certain discourse and there was no effort from the internet to conceal that Armored Core VI has choice-based missions, alongside how multiple playthroughs are “necessary” to fully complete the game. I was sad that this got spoiled for me, but I didn’t let it bring me down. I knew little to nothing about the game overall and was plenty excited anyway.

Upon reflection, I don’t mind having known those two features all that much. I’m not sure if I would’ve done NG+ and NG++ on my own without awareness that there were multiple endings and new missions upon replays. But I do think the community has somewhat overhyped it, and although I appreciate having had that knowledge, vague mechanical descriptors can be terribly misleading.

I initially believed that this game’s choice-based nature and the multiple playthroughs would impact the trajectory of the story based on which faction you decide to side with. But regardless of whether you choose to do missions for Arquebus, The Rubicon Liberation Front, or Balam, Arquebus always dominates by the end of chapter 3.

I can’t tell if Armored Core VI’s “choice missions” often resulting in the same outcomes regardless of whether you’re there or not is some clever spin on the disposability of a mercenary who’s just there to get a job done or if early impactful decisions were not in the story’s interest.

One of the biggest disappointments involves a NG++ change that allows you to work with the Rubicon Liberation Force to defend the Strider rather than destroy it. Both playthroughs beforehand have you take it down, and I was so excited to see how the game might progress with the mining ship still around. But it gets destroyed anyway.

I could see an argument that there’s some weird metanarrative stuff going on where the Coral appears out of nowhere as a result of some unchangeable fate, especially since both of the base game endings have a line of dialogue that suggests the player can go back and choose their own path.

But as far as pure excitement regarding what the choices mean and where the subsequent playthroughs lead, Armored Core VI is as basic as it gets. They’re mostly the same and the only big differences come towards the end, which is still also kind of the same in that it takes place throughout one major set piece in all three paths. What you’re really getting out of future playthroughs are the new tidbits of story, even if those moments are in familiar areas.

I love all three paths narratively, but I wish decisions felt like they had a meaning beyond just choosing your ending and sticking with it. I was hoping that I could bolster the Rubicon Liberation Front’s efforts and strive for a path where they’ve overwhelmed the corporations. I hoped that I could push forward with Balam and see them overtake Arquebus in corporate power. And I would’ve loved it if I could’ve sided with Arquebus at all times and just push through with those snobby bastards.

I would still want this game’s story to rely on Ayre, the Coral, Xylem, Carla, The Handler, and All Mind, but I wish the paths to get to those big moments felt different. Your decisions during Chapter 4 and prior do not have major story changes outside of one moment in the NG++ path. NG+ does give you more chances to side with the Rubicon Liberation Front, but once again, it has no major impact on the story. It just gives you some new objectives in the same levels.

I really did enjoy the new parts of NG+ and NG++, but it lacks ambition. Excluding alternate endings, subsequent playthroughs do not feature new environments or bosses. And even in the alternate endings themselves, they are all within the same ending set piece, Xylem.

What makes NG+ and NG++ worth it is the story. I loved following the growing narrative and how everything connects; there’s some excellent foreshadowing here and nearly all of it pays off wonderfully. There are great surprises with returning characters, and whenever the player is jump scared by a new event happening in the same old mission they’re used to, that feeling of excitement is unbeatable.

Armored Core VI’s NG+ and NG++ are what they are. Don’t expect massive changes in bosses or environments. If you’re in it for the story, it’s absolutely worth it, but beyond that, this isn’t a Nier Automata situation where Path C is practically a whole new video game.

Reviewed on Sep 12, 2023


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