13 reviews liked by aipom


Can’t wait for this game to be unfairly and completely ripped to shreds before annoying online personalities in a few years release “Starfield 3 Years Later: A Hidden Masterpiece?” This is inevitably a Bethesda game after all, but there is something magical in waiting for a new release. Todd Howard’s passion project love baby - so intricately dense and in parallel shallow with the same issues that plague anything he touches that, if I can’t lie, was exactly what I expected. And at the end of the day I can’t really complain - Hundreds of hours will be put into what’s made here - exploring, scavenging, talking and raiding until I’m left slamming my head wondering why I even bothered. Don’t even bother reading many reviews. It’s Starfield.

It's a shame.

I probably spent about 20 years both ironically and unironically asking people in forums and discord chats about a new F-Zero finally getting made, basically to the point now where even I'm in on the joke that it's not happening, and I just keep repeating it for the sake of tradition every time a Direct is announced. At the very least I'll take F-Zero GX HD with online, that'd be sick I think.

Welp, here we are. It happened, I got my joke wish and I am so completely numb to it. A cheap asset flip game that will get delisted in a year after it does its rounds of entertaining streamers for a week.

I'm going back to bed for another 20 years.

I didn't feel like editing all my notes so this one's coming in hot

the menus, ui/ux, and maps are nothing short of awful and the emphasis on fast travel, witcher vision, and waypoint markers make starfield one of the least convincing game worlds in recent memory. an endless sequence of vacuum sealed content boxes strung together by constant menus, loading screens, and teleporting, and bolstered on all sides by hundreds of procgen wastelands full of crafting junk

it's frustrating that there's something here I think I could like, but it's completely obstructed by design decisions that only make sense if your first and last priority is scale. aside from some dungeons and sidequests it feels like your only options are to be led by the nose like a dog or left to wander nothing areas for the rest of your life. a critical bug had me chasing my tail for over an hour on one of the essential planets and I was bored out of my brain so I can't imagine how sterile the non-essential ones must be

can't weigh in much on the RPG side of things cos I barely saw it in 10+ hours. it's like a cryptid where people keep swearing it exists but I'm still not convinced. can say that the dialogue options I've seen aren't too far off from the YES / YES (SARCASTIC) / NO (YES) we know and love from FO4 tho. writing doesn't go full head trauma this time around as quickly but everyone's a Quip Bastard or a block of wood so it's kinda six of one half a dozen of the other. the most memorable moment was when heller went chris dorner on the new atlantis police department unprovoked, but somehow I don't think that was what bethesda intended

perks/skills are as lifeless as expected. 10% more damage with shotguns or 10% damage with pistols or 10% damage with energy weapons or 10% damage with rifles or carry 10 more pounds or have 10% more health or..... zzzz

less I say about space and ship combat the better. everyone knows it wouldn't be better handled through a menu, but what this review presupposes is... maybe it would?

all in all it's a mess. bethesda's signature open world fractured and dashed across the stars; a marriage of some of the worst aspects of both pre and post morrowind eras with a slew of new unforced errors added to the mix. modders will fix what's fixable, I'll keep drinking that garbage, and the world will keep on turning

can't wait for skyrim 2

FromSoftware finally remembered what good gameplay is

The black panther for dudes who literally get no bitches and stack zero paper

the one thing Bethesda had going for it was their near seamless little handcrafted diorama worlds, so naturally they decided to replace that with loading screen gated proc-gen. Apparently you're supposed to play the main quest first so I tried that but I nearly puked when I was asked to weigh in on a debate over "science, or dreams"

In an IGN interview conducted last year, when asked about Armored Core VI’s approach to difficulty Masaru Yamamura(director of AC6) replied “...What we wanted to focus on was really intense and tough mecha battles. We have generally tried to keep it on the challenging side, but it's not to say that it's a flat difficulty line throughout. We wanted to have some nice tempo changes and some nice mix to the difficulty and the level of challenge.” My dude. You did it! I can’t get enough of these clashes! Intense 1v1 duels. Where overwhelming forces meet nimble mercenaries evading missile barrages and bullets galore. Minibosses are spared no expense either. Feeling menacing and tough to beat. Without the right setup, I probably would’ve sweated buckets straining my body and mind to the very limit. I’m so engrossed to the extent, I am reminiscing the good old days from AC Last Raven(ACLR) and AC For Answer(ACFA). Already completed everything I could within three playthroughs. Now I’m soaring across Rubicon’s skies again in my fourth run. Armored Core is back! Blazing, burning, and brightly across nearly all points. If that’s not enough to get your engines running hot, remember Rainn Wilson from ‘Mechless Mutual’ has you covered. Dude seems familiar… probably from some Office tv show.

For those who don’t know AC in general. It is primarily a third-person mecha shooting game. You control a silent protagonist who pilots an Armored Core(AC). Accepting corporate contracts, building up funds, and in doing so, retool their mech when needed. The story is not the strongest you could entice anyone to dip in my opinion. And the IP isn’t renowned to resonate with everyone due to mediocre scores. Outside of outliers. Yet despite all odds the latest installment blasts beyond the mediocre to land among the highest of highs. Penetrating through the nicheness of a twenty-six year long legacy. And still retain the number 1 spot in the UK. Proving without a shadow of doubt, FromSoftware has clearly learned from their past mistakes.

ACVI is no different from its predecessors. But there’s a catch. For the second time in the series, we're not on Earth huh? We're on Rubicon 3. So a new playground awaits us. Coral, a substance found on the planet, is discovered to be both an energy source and a data conduit. Becoming a hot item to advance humanity further by leaps and bounds in the technology sector. Perfect! Our plans proceed on the transhum- until their research causes the Fires of Ibis to occur, combusting the surrounding systems to flames. Fifty years later Coral has been detected once again on Rubicon. And so begins the rush of corporations heading there. To utilize Coral and restart their selfish endeavors regardless of the planet's inhabitants' wishes. As Augmented human C4-621, callsign Raven. You follow orders from a handler named Walter, accepting contracts in the hope you will become free someday. That’s the gist you need to know to get started.

ACVI's story pulverizes its way to being one of the strongest I’ve witnessed in the franchise. And it means a lot compared to previous plot beats. Past games in the story department are usually presented in a simple manner. With hardly any cast to back the main character. Offering no connections, no relatability and no personal motive in conjunction to the protagonist. Recent entries try to break the mold, but more or less most missions are too short and disconnected offering no before or after action report to connect both main/side cast to the narrative. And main objectives all too basic and not noteworthy for a mecha story. For ACVI in comparison, they have all those opposite qualities in spades. Not so much to expect from other powerful games with enthralling story hooks to tell. Here, no hand gently feeds the player, instead we must piece it together from the text given. 621 is offered choices on what divergent missions to accomplish. Therefore, impacting the outcome of the narrative. Equating to three different endings. I find it hauntingly similar to how the Nier series implements them. But not the same. Beyond the corporate duties is a slice of trans humanism and more I won't say due to spoilers. The beats detail unfamiliar roads the first path did not tread. So its a good incentive to keep going past the end credits and see what the rest have to offer. Personally I found it a must to see the fights, new dialogue, new mission structures etc. I like witnessing all the endings and the progression is slightly altered via the storytelling. If I were to rate them. I’d say NG++ = NG+ > NG. The NG is still good in my books. I’ll talk further later since I feel it is an improvement, but there are a few things to be concerned about.

A satisfying gameplay loop emerges in a multitude of factors: the extensive customization in equipping light, medium, and heavy parts to outfit your robot killing machine. Think of it as post-apocalypse deadly legos. Except building a mech twenty to fifty times the size of humans. Become a bulky tank capable of withstanding the hardest of blows. Go for a tetrapod Think crab legs and hover in the air taunting peons below who can’t reach you. Go bold and embrace the small and nimble builds to become an ace. Ace Combat?? Close man. Except you can pilot it, and shoot any kind of weapons you can think of: plasma blades, shotguns, gatling guns, rifles, missiles, bazookas, shields, etc. Forget the robots of the past. Moving at a sloth’s as if you’re a Mechwarrior. No man. Front Mission? While I’m excited we're getting FM2 soon. No sir! Not turn-based! Well, how about Xeno mechs? Getting warmer my friend! What Armored Core excels beautifully is the sheer mobility you can outfit in nearly any direction. They’re the only franchise I’ve played thus far within the genre to go insane in movement. Whereas others take a different approach going for heavy mechs. AC has no qualms about letting you fly like a Gundam or Macross unit and I for one am here for it! Combat is frenetic, chaotic, and incredibly dangerous. Show no mercy against hordes of mechanized enemies, head into a facility to wipe out pesky spider units. Blast foolish laser bugs in the air. Fight epic duels versus other mercenaries to the point of being outgunned and outmatched. Not always though. Face off in epic David vs. Goliath meets Shadow of the Colossus robot-type battles. Yeah, I kid you not. Look up at the big machines dwarfing your size to the point that if they land on you, the aftermath will show nothing but bent, broken machine parts lying on the ground.

Building on the older blueprints in the series, there are so many callbacks. AC2 to Verdict Day. And probably more from AC PS1 games, but I still need to play those one day I'm quite astounded at the sheer effort FromSoftware crafted. Not so much to inject nostalgia bait, but carefully done so I'm not in a reference-filled theme park. Taking lessons in the Soulsborne aspects, Sekiro and heck Daemon X Machina(DXM) An anime-like AC game in all but name, is spared no expense! And the result is quite remarkable. Sekiro’s posture and stagger are reformed. Called ACS(Attitude Control System) Once any enemy craft accumulates enough damage they are left in a ‘staggered’ state. Becoming immobilized and any incoming damage transforms into critical hits. Effectively harming the unit a great deal. After a short period, they can regain their normal status and thus you must break their ACS again. A wonderful rule to abuse against foolish adversaries. Personally haven’t seen such a regulation in older titles. Fights escalate becoming strategic and wary. You are not exempt from the rule. So watch the ACS bar! Moving on. Felt DXM inspiration. Which is ironic since they look at AC for inspiration heh. Mainly the banter and colorful cast. Full of interesting personalities and a pleasant range of voices to keep them distinct. Hearing Michigan’s voice akin to a drill sergeant praising you while delivering lines of “Maggot!” Lives in my head rent-free. Rubbing steel arms with fellow mercs. Becoming buddies. However every so often certain individuals are slow to the point of snails and irritating, bringing all the arrogance to show their superiority to you. Yet this doesn't detract from the personable buddies, which is such a rare sight to see in an AC. I love it! A better attempt than past operators sounding your ears off in a monotonous voice.

Repair kits are awesome and something I never expected. But holy moly after using them, I’m 1000% onboard. Should be a mainstay in the franchise. Please, Hidetaka Miyazaki, I'm begging you. Granted pilots only hold three charges and no we can’t upgrade them like in the Souls IP. Like ten in our pouches to chug. Honestly I’m still in disbelief, we possess essentially mecha estus?! What?! A WD-40 mixed with an elixir of life?! But hey I’m not complaining. The inclusion of the feature works wonders to recover your extra armor points(AP) to live. Also, Human Plus is back, kinda. By defeating opponents in the Arena you gain operating system chips to buy and upgrade your mech. Granting passive skills you don’t need to equip except core expansions. Amplifying the damage done in various categories. Kinetics? Sure. Plasma? Sure. Explosions? Buddy… Sign. Me. Up! There’s more to unlock, but suffice it to say outside of these elements. All upgrades you buy are permanent. Meaning I see no reason not to undertake the Arena to finish off all opponents. And in turn, upgrade your body. Trust me. Increasing repair-kits recovery is a godsend. Moreover, missile superiority is packing heavy blows. Reminding me of AC2 missiles, fascinating villain presence makes a triumphant return. And solid variety in missions. Demonstrate consistent superb points across the board. To the extent objective parameters are given fair treatment: Defend against waves of enemies, stealth tasks, escaping a map, etc. My nostalgia is somehow stroked. Alongside certain themes cheekily reappears in another fashion. AC Nexus isn’t spared either, the soundtrack gives off the extremely high-quality tracks I'm already listening to outside of playing.

AC FA Primal Armor makes a wonderful return now called Assault Armor. Want to surprise attackers by making a 360 degree explosion around your AC? Boy oh boy are they in for one hell of a wake-up call. ACV and Verdict Day scan mode is by the gods gone. No longer a mandatory function, Instead serving as an optional scan mode to display details in your surrounding environment. Highlighting foes, caches for weaponry, data logs, etc. Last-generation games feature a resupply option called ‘Workshop sites’. Now reconfigured whenever a long operation occurs you can resupply and regain all ammo and AP. No cost is necessary.

Level design has changed to incorporate a denser, larger area to cover. Maps are wide and brimming with intricate detail. Broken machinery litter landscapes and factories in production continue to function even if a tourist is snooping where they shouldn’t. Complemented well by smooth transitions into small pathways, corridors instill a claustrophobic nature. Bringing spice to the environmental eye candy. And hell you might see a surprise or two when you see advanced setpieces. Ambushed by an AC duel outta nowhere!? Receive enemy reinforcements partway through a job or encounter divergent objectives throughout. Not all assignments are long to beat. A careful balance emerges to complete levels in less than five minutes or greater depending how many times you reload a checkpoint or comb every inch of a place. Simple objectives in the beginning, gradually increase in complexity as you delve further in a playthrough. Nudging the player to overcome challenges, testing them thoroughly to prove they have the skill and fortitude to go beyond. If one lacks in talent they can make up for it through different builds and playstyle. Of course, results may vary. Just because I had a fine time, isn’t the same for others. In addition to open zones, there are plenty of data logs to find. Detailing lore on individuals in the world, combat logs by defeating mobs of opponents. And I must say the opponent variety is plenty, so you won’t get bored seeing #1 then #2 then #3. No complaints about their design after fifty-nine assignments. I’m hungry to defeat anything in front of me.

The soundtrack composed by Kota Hoshino, Takashi Onodera, and Shoi Miyazawa is just as marvelous as their predecessors. Evoking senses of Bladerunner, Portal and The Division. Hearing Things and New Era convey robust unity and constantly reinforce the numerous allusions and references I found to excellent effect. Inserting Elden Ring vibes into the mix sneakily. I’m astounded at the level of quality. Post-punk, trance, monosynth, and dark synth waves combine in an unexpected product resulting in an eerie, yet soulful and tranquil sound. A consistent flow in haunting rhythms I found to be oddly mesmerizing. Luring me deeper to embrace not only the twisted sense of tension throughout, yet doesn’t detract at all by transforming the whole soundtrack into pleasant humming heavens. A small number of tracks are jazzy and uplifting to the beat. A wonderful surprise, providing a nice change of pace in the otherwise somber and atmospheric themes permeating. Overall, I believe the soundtrack largely succeeds in conveying a “sense of loneliness, nostalgia wrapped in a dark old sci-fi feel.” Well done!

Very satisfied with the console port on my PlayStation Four Pro. Had one crash in my 3rd playthrough, but the rest of my runs have been smooth. So maybe an outlier. Did not experience any bugs or glitches. Which I am super thankful for. And I am extremely impressed by how fast menus load. ACV and ACVD took their sweet time from the starting screen to the main menu and the following notifications popping up. Connecting to the internet and adding unnecessary filler. Thankfully none of that bull is here. Enter the menu and bam! We're in the garage! Sick!

Despite all the praise I've been endlessly pulling, I must talk about my mixed feelings. Not a positive or a negative, but for the sake of transparency I’ll state them below. First, the implementation of new game cycles could be better. Players need to take certain missions in a manner to achieve the NG/NG+ ending. Taking the opposite operations in the 2nd run for the others. Once these two requirements are met a new path will emerge to unlock NG++. It should be noted, starting a 2nd playthrough upon beating NG. Reinstates the protagonist right after the tutorial. Requiring them to complete old missions and adding more than a handful of unfamiliar assignments included. Finishing NG+ rewards extra exclusive missions to complete. I had to follow Powerpyx’s guides, for all endings and one to make sure I finished all the engagements correctly in a manner leaving no doubt for me to head to the final route. I highly recommend looking up a guide for both to not mess up. I feel the punishment for not going in the manner intended will cause possible frustration. To restart and play an unnecessary fourth operation. During my time playing, I was ruminating possible alternatives. Highlight completed ones, and include a warning or another tutorial to inform mercenaries of the unique quests. There are no multiple saves to rely on. You get one save, so make it count. Unless you like backing up your save constantly. Wish the method was easier to prevent accidents. Therefore, allowing anyone to start a fresh operation painlessly.

The illusion of safe ‘difficulty’ throughout is blown to bits upon encountering the 1st boss. The devs have little sympathy whatsoever for throwing you to the pits. In one of the hardest fights in the beginning and asked us to defeat them with starting equipment. Imagine an armed Megatron versus a no weapon Bumblebee. Such a decision seems to be deliberate to convey how future encounters can be, aligning with Yamamura’s decision earlier. And he does succeed. Since I’ve read countless rants, criticism, angry responses, and complaints ad nauseam. The developer team's intention doesn’t always pan out to the masses. So what's the solution? Another mode? Easy mode? Hmmm. Doubt it. Soulsborne + Sekiro and AC I’ve played don’t contain those options available. So what’s next? Well, they contain an in-depth tutorial archive alongside training quests to bring fresh pilots up to speed. And I found their inclusion to be extremely welcoming. Easy accessibility to refer to the archive and see mechanics I can take advantage of. They specifically mention changing your build, if you’re having trouble. Past entries had players accruing debt. Now it is not possible any longer. Retry errands to your heart's content to earn sufficient funds. The added checkpoints, assembly of parts, repair kits, and passive skills via ‘OS Tuning’ create a fair parameter to redo engagements. Lessening the tediousness and frustration by starting square one again. In effect, the quality of life features make the hard-as-nails bouts fairer than before. I still maintain Last Raven is the hardest entry in the franchise. ACVI by comparison hits the halfway point to the zenith of ACLR. Moving on, to remove any misconceptions I am not defending Yamamura’s decision, merely trying to explain there are avenues within to help consumers interested in buying or trying out the newest installment. I didn’t come out unscathed either. The 1st boss and each chapter's end baddie demonstrate a higher ceiling to break through. So I’m worried the latest title might be a little too hard. Nevertheless, I am not saying ‘git gud.’ I hate the phrase a lot when a person who needs help asks genuinely and is given a troll/meme response. Let us be better and lend a helping hand to those who wish to pilot an AC alongside us. Who continues to struggle. Responses such as I wish you luck! Keep on trying! Don’t lose hope! Change your builds. Sell equipment and try other weapons. Replaying operations is a great way to earn money and some can be done in less than two to three minutes. These are far better responses.

Arena I think could’ve had more substance. Felt it was lacking compared to previous ones. Push the AI to its limits to challenge us further. Expose us to similar adversaries like Z, N, K, J? or throw a big wrench and add 2v1, 3v1, or 4v1 conflicts to truly test a player's capabilities. A boss rush mode to practice against arduous enemies. Instead of having to restart from the beginning during a task before combatting the big baddy. Additionally, I wish multiplayer was expanded instead of 1v1 or 3v3 duels. Grant us co-op missions online/offline, and set up super bosses, and SOTC-like robots. In ACVD we faced off a version of Motherwill as a team. Why can’t we do the same in the latest title? I’d love to face our previous opponents beside my teammates. DXM had co-op super clashes to tackle and I thought they were incredibly eye-candy, altered elements and most of all were not present at all in the regular story. They push pilots to cooperate and in doing so defeat them. Makes me think much of the effort was in the single-player portion. A factor I deeply appreciate.

In the end all of these hurdles, doesn’t diminish the sheer strengths too much. AC6 takes all the best qualities since its inception and hones the edge of its moonlight blade so hard I am in awe of it. Bear witness and see how ravens fly above blood-red skies fearlessly. Embracing stronger than usual story, gratifying content in both gameplay options and combat, an excellent soundtrack, and worthwhile quality-of-life options, rides the fine line of integrating nostalgia, but has enough to stand on its own. Expansive levels to explore, fight, and discover hidden secrets. Memorable cast. Both likable and destable. Fair, but challenging difficulty next to an expansive number of customization options for your robot body. High replayability and little to no performance/bugs/glitches mishaps. All collide to a must-play for any newcomer or veteran. Easy recommendation to fans and enthusiasts within the niche genre to see all endings. Overcoming multiple tall walls to reach what I firmly believe is one of the best AC entries I've played thus far. A return to form by FromSoftware. Bravo Masaru Yamamura and his team. Looking forward to your future works as director! This title boldly demonstrates there is still a thriving market for the genre in the videogame industry and I for one am standing right beside them waving in my cheerleading outfit to ask other devs to achieve similar levels of greatness. And while there are plenty of mecha titles to watch out for. I for one highly anticipate a sequel since history has shown evidence to import our equipment and continue the storyline. Good chance to expect one. Excuse me, while I play Armored Core VI: Fires of Rubicon for a 4th bloody time!

9/10

Additional Material:
Z N K J - names & somewhat spoilers throughout the series. With final thoughts on the endings of AC6 - MAJOR spoilers on the endings.
Slight Gundam Witch from Mercury similarities
All Endings guide
All Missions List
VaatiVidya - Souls Lore Guru Makes an AC6 Beginner's Guide?!
Advance Tips from Vaati on AC6

Edited 9-9-23 & 10-20-23 - Adding a proper story section, cleaned up some text formatting, replaced a word.

All 99 F-Zero fans can finally duke it out

Pseudoregalia strikes me as a short and satisfying 3D platformer, though I hesitate to call it succinct. Its core strength is its simple yet nuanced toolkit, as its multi-faceted movement options provide great depth. For example, the wall-kick serves an obvious purpose as a wall jump by kicking between two opposite walls, but you can also use the wall kick to alter your trajectory and gain more air-time. This can lead to exploits such as wall-kicking up corners to scale previously unreachable platforms, or wall-kicking just below ledges and immediately reversing your trajectory with another wall-kick to grab the ledge. As a result, the game's many obstacle courses never feel prohibitive and are not so much tied to specific upgrades as they are to the player's ability to execute movement tech, making exploration feel much more open-ended. Unfortunately, Pseudoregalia's exploration is stunted somewhat because it's super easy to get lost without any maps or checklists showing the player where to go/what's left to collect. The room layouts further exacerbate this confusion, because the overworld consists of many long branching tunnels instead of focusing on larger, more open areas that allow for hidden shortcuts. If all of the six main sectors had shortcuts to one another so I could access any section from any main hub (as opposed to wasting time mindlessly backtracking through the same central hubs), I think that my overall playtime would have been shortened by a solid hour or more.

Similarly, combat simply exists in Pseudoregalia, and could have been removed altogether with little consequence. Aside from two isolated bosses (one tutorial boss and one final boss), combat is usually unnecessary since most enemies can be easily avoided by constantly moving about. There's generally no tangible benefit to attacking enemies outside of restoring energy for healing. While there is an unlockable ability that lets you gain height while attacking enemies mid-air, I can't recall any real need to utilize this ability against moving foes outside of the collectible's immediate vicinity. The combat's superfluity becomes even more flagrant thanks to a few forced encounters: these tedious affairs require players to exterminate various spongey enemies to unlock a room's exits. As such, I think combat should be taken out while keeping invulnerable enemies around as a threat, and health restoration could be entirely tied to save crystals instead. I'd also be okay replacing the final boss with a final obstacle gauntlet forcing me to put all my movement tech to the test: while not a terrible fight, it felt a bit out of place relying on fairly restrained bait-and-punish + heal to defeat a final boss when I'd much rather be zipping about. Regardless, Pseudoregalia is a solid Steam debut for rittzler that's well worth the price of entry despite its lack of polish, and it's a game that I could see myself warming up to further with additional runs. I can't wait to see what they've got in mind for Electrokinetic.

My mom asked if the dishes were done and I yelled "BETHESDA!"

She hugged me. She knew they were washed.