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28 years and there is still nothing close to it. Either they focus too much on flight like Zone of Enders and Daemon X Machina, or they ground it too hard like Front Mission Evolved. No happy middleground.
I really thought with the success of Fires of Rubicon that we’d get a decent attempt at a clone.
I thought AC4 and AC:FA were absolutely incredible. The speed of AC fights and the build possibilities were great, it wasn’t that hard to make a build that would hover indefinitely. The soundtrack banged too. AC6 was fun as well, but they definitely nerfed AC speed and air time. Felt way more like a souls-like than the previous ones, but still a good time IMO
I’m in the camp of Soulsborne vets whose first AC game was AC6. Took me like 3 tries for it to click but it finally did, then I binged the hell out of it and platinumed it in a week. Phenomenal game and really got me interested in picking up the rest.
I always preferred the chonky bois of AC1/2, but 4/4a did indeed feel REAL damned good.
My main issue is that everything about the mission structure encouraged just rushing the objective and DPSing it down. Which is fun sometimes but not when it is EVERY mission.
Its also a big reason I genuinely loved Daemon Ex Machina (the first one, at least). You had the blitzes and the arena missions but you also had some truly amazing slogs where you are just fighting nigh endless waves of MTs and are grabbing whatever gun you can off the ground to down a few more enemies.
Hasn’t it always been a speed demon?
I tried to S rank every mission and speed has always been the number 1 consideration after meeting all objectives.
Literally the best strategy is to use energy blades ( to reduce ammo cost), the biggest engine you can and OB blade rush for 99% of missions.
I forget a lot of 3. But 1 and 2 didn’t really do mission rankings along those lines and were generally built around having to push through multiple rooms and hallways. Whereas 4(a) heavily emphasized wide open spaces and rushing to get those objectives.
6 was a MUCH better balance where the S rank actually often required a certain number of kills and many missions had ways to justify the ammo expenditure so that it wasn’t just “get a karasawa and then human plus”.