I love this game so much. Most of the time, it pretty much looks like everything is designed for you. But when you stop fighting for a second, and look around, it's built for ACs but it's also built for humans. Nothing makes me double take more than coming across some tiny little decoration, glancing at it, and then realizing it's like a gas truck or ten flights of stairs or something. The detail they put in is really off the charts, even if it's pretty low res when you're the size of a proper human lol
If you guys ever been into a mines in real life, you will be surprised of how big the gaping hole is 😅.. The huge industrial giant trucks are like little mini toys if seeing from the first gate
Godrick: Smashing the protag in the middle Rusty: That's cute. Charging R.O.D at... 90%... 95$... 100% Rusty: I won't miss! Godrick: (Sees a sun over the horizon) What thy is that?...
That would be an interesting concept for a game, playing as a standard soldier that is not only killing the enemy, but also trying to not attract the attention of an AC, LC, or HC, MTs can be handled like Reapers in Titanfall, but not quadrupedal MTs, which should be avoided.
@@n3onf0x _Daemon X Machina_ just barely does something similar. You can hop out your mech in that game, or eject from it after getting shot down. Though, as a mechanic, it's not that well baked, but it's still a fun little challenge to fight enemies as an Outer. (Name of mercenaries in that game.) Plus, the sense of scale is cool there too. Although, fighting un-augmented proves to be hellish, where as you can modify your body to have lock-on outside your mech, take more hits (base HP is 3 hits), and even fly as an Outer. There's also a few other things such as a laser blade for your pilot, more grenades, self-destruct, etc. Who knows, maybe the sequel: Titanic Scion, will improve upon Outer mechanics...Assuming they don't cut it from the that game.
If you want any idea - apparently the Ice Worm is so large it goes from the starting area to I believe Castle Morne. Zullie the Witch has a small video comparing the scale of some stuff in Elden Ring / Dark Souls with stuff from Armored Core to show just how massive everything in AC6 is by comparison!
AC is also fast as fuck. You need a horse to traverse anywhere with speed and it can still take a bit. Meanwhile, you regularly reach 400+ KPH when skating. @@RyukagiRen
There's a YT channel dedicated to fromsoft designs, scales, etc. called "Zullie the witch". a few hours ago they uploaded a video of the Ice Worm scale compared to ELden Ring. it's incredible, highly recommend their channel!
@@LEOTomegane I praise them, no doubt, but I wouldn't call it the extra mile. From the point of view the engine, it doesn't matter how many units tall an asset is, they render all the same. So it's just the art director guaranteeing consistency. Still amazing to think about either way.
Now by realizing the scale in this, the concept of Augmented Human totally makes sense to me. It's hard to even pilot a big airplane in real life, imagine piloting an AC with such speed, accuracy and precision. The amount of focus, skill and strength needed is unimaginable. Damn V.I Freud is a monster because he is just a normal human piloting an AC.
I mean, it happens exactly the way you experience it in game. Sure, the AC is big, but when in a vacuum or surrounded by things that are as big or bigger it's not a problem.
@@DIMOHA25 If you were piloting a machine capable of changing speed and direction on a dime, the G-forces on your body would be immense, even crushing. And that's before the sheer vertigo and disorientation you'll experience making such directional changes in what's essentially an enclosed cockpit with relatively limited visibility, since unlike in a game you don't exact control a mech in third person view.
@@StrikeNoir105E G forces aside it would actually be much better. The game's third person view and some buttons is way inferior to something like a Titanfall style interface with movement mimicking and monitor walls/headset giving that sweet first person wide sweeping view. And considering some part descriptions, that's exactly what I'd expect. The visibility and responsiveness of the machine would skyrocket compared to how you experince it through the game. G forces would be a bitch though, yes. Going 300+ km/h in one direction and suddenly jumping even faster than that in the opposite straight up isn't survivable.
@@DIMOHA25 Unless they have some kind of inertial dampening going on we don't know about. Would be the only thing explaining why the pilot isn't gunk on the walls besides remote control.
@@DIMOHA25 you totally skipper over the part how in the game we are not tasked with several other controls that would be required if there was an actual AC. Driving a manual car in real life requires so much knowledge and split of attention to handle properly. Imagine a plane. A pilot requires years of education and training and even then they are only allowed to pilot virtual simulations until they are trained for actual field work. Now back to the AC. You seem to undermine the scale of said equipment. Considering Raven for example, has but one handler and we know next to nothing about the maintenance systems in place between missions. I would only assume it is all automated and provided by ALLMIND. But then again, who takes care of the manual side of things while riding an AC. How does one switch the boosters from QB to AB. It would not be as simple as Shit or Ctrl. So yeah. A human in the flesh piloting a massive unit of destruction is quite impossible. An augmented human whose nervous connections could be rewired to suit the functions of an AC would make sense. If I wanted to jump, I would not be pressing a button, but instead, I would jump and I would know how much thrust I need to produce and how far the estimated jump height will be based on the telemetrics that would come with the parts and the OS.
You really don't realise how fucking huge everything is in AC6 until you see something like this. Like I knew Xylem was massive already, but seeing an actual human on it is absolutely mindblowing.
Yeah Xylem is like literally the actual size of a city, Zullie measured it and the C Worm head to tail goes from the first site of grace to Castle Morne curled up it’s like the size of Radahn’s boss arena.
Btw the model showcased by Zullie was actually scrunched up, in action the ice worm stretches out to around twice the length, so in practice it’s actually closer to 3,280 meters
irl soldiers have to be trained to not freeze in fear when they see a mbt charging at full speed at them , i'm pretty sure that seeing a AC zipping around can easily give someone a heart attack
@@pillarmenn1936to be fair the erdtree is not a physical thing to damage its a spirit so that's why we go to the forge of the giants and then kill Maliketh duh
The Rubicon Isekai mod is going to be amazing. You need to do serious work to make the levels work on a human scale given the hollow cars, etc. But it could work as a set of huge maps.
Geez, the scale is just absurd. Some of these maps are just outright bigger than the entirety of The Lands Between. The Xylem makes Leyndell look like a playgroud.
Plot Twist: The Greater Will and the other Outer Gods are just rival corporations tricking medieval fantasy people from another world that they're gods.
This is what impresses me so much about this game; when you put it to scale, and see all the detail, you could do a small touch-up here and there and weather effects and all of a sudden it’s a Metal Gear Solid game
This is wild, one of my favorite things in AC6 is the scale of these megastructures and imagining how they'd look at proper human scale, and that fact that it can be done is nuts. Any plans to try any more? I'd love to see the Strider, Grid 086, and The Wall with the Juggernaut.
I always assumed that the size of ACs are just kind of a trick that all the props and details are smaller. It's incredible that they made all models in scale.
I think I understand why we never see the world from this perspective in the game but it would be awesome to play through a level as a human only to come back in an AC. It would reinforce the scale of the world and our ACs.
@@bigdumbfatcat2869absolutely and I think keeping the player’s identity tied to the AC and not a human allows every person playing to feel represented. The character isn’t male or female the character isn’t white, black, or any shade between they are simple the AC. Maybe this will help AC VI to reach a broader audience.
@@zettovii1367 Yes, as in, VERY RARE, if ever, stop being a stupid Westoid game dev wannabe that wants to put stupid garbage in these games and change them.
@@nealbutler3332 >MUH BROADER AUDIANCE NIbba, why the hell would i care? Why do you want a "broader audience", do you seriously want a bunch of people who do not relate to you whatsoever to play this game? Piss off. It is it's own thing and it filters certain types of people, which is a good thing.
The cars. I was just complaining about how the cars looked so toyish. I was wrong, the scale of AC6 is just impressive. Great map selection. Would love to see another vid of exactly this.
What's hilarious is that ACs are on the small side for mechs. Gundams are quite literally twice as tall in some cases, and even current fighter jets have lengths and wingspans approaching double their height.
On the other hand the humans in most Gundam universes even though they dont create great rubicon Megastructures, they can create fucking spaces colonies full of people and biomes and sht, wtf.@@khornethebloodgod4155
@@griffinfaulkner3514Yeah thats the funny part ACs are SUPER tiny compared to Gundams But on the other hand not only ACs are more Armored at the cost of much smaller cockpit Its also somehow significantly faster than the average Mobile Suits The slowest Tank Leg are still faster than most Gundams, and on average EVERYONE is ridicilously fast
I want to see a mission in action from this third person perspective. With AC zipping around. The amount of destruction would be crazy for a normal sized person. Edit: No, I don't mean having us being involved in the conflict like in DxM, but more like watching everything unfold from a bystander perspective. And not just from PVP spectator or photo mode, but with actual walking human like in the video. Edit 3: Yes, I know that you can wander around with pilot in AC V PVP, but the POV is the same as your AC so that defeat the sense of scale from a normal sized person.
@@TetsainyaDxM game balance in general is a lot worse than AC6 AC6 Philoshopy on Power Fantasy is also much closer to how Gundam Anime potray their mechs than how DxM supposed to do it lmao And AC6 has more realistic parts than most anime as hell Mechs
It is amazing that by design, there is no humans in AC6, and nobody should be ever doing what you did, and yet, everything in the game is almost perfect to a scale of a human. Windows in buildings, cars, railings.
Here's the thing: if you know how big your world is, there is no "difficulty" in this, it's just a scale factor and nothing else. Yes, this is attention to detail when designing your game in-universe, but this really should be the standard expectation. That fewer developers actually pay attention to such an easy to follow detail is definitely not a good thing.
@@zolikoff They mean that, ratios & proportions of scale aside, other developers would have made this same world scaled down to a smaller size in-engine, like miniatures, especially in game engines where larger maps become unwieldy. There's no reason why in that scenario a developer couldn't still use accurate scaling references. One just intuitively expects the ACs to be closer to human-sized models in reality. e.g. Archwings in Warframe are actually the size of Titania's tiny pixie form in their space missions, so that the open space maps aren't stupidly massive. It's an illusion the player never notices. Another common example: 3D skyboxes
@@zolikoff It's likely very difficult to design a level in a mech game and still make it look like it was built and used by humans and AC/MT, they could have made it easier by only making levels like grid 068 that are supposed to be only used by MT/AC, Thus scaling up everything to the size of an AC and making the process of designing the level easier.
@@baitposter I don't really understand why you're saying this. The "detail level" is dependent on perspective. Whether the AC is 10m tall as it's "supposed to be" or only 1.8m tall in game engine units, the perspective of the game and its art design demands the same details to look the same way. The only difference would be that the physical size in units of your models in the game would be 5x smaller, but that's just an arbitrary number. Of course, it's true that it makes no difference for the developer to use a 5x smaller scale, but at the same time it also makes no difference to use the proper scale from the start.
@@baitposter I read it the first time, but I don't get what the answer is. Rendering distance doesn't matter, at least not unless you're messing around close to the floating point limits or similar. What matters is how much stuff there is to render within that space. I know that 'some' commercial game engines have arbitrarily fixed render distance limitations because they're designed with a very limited scope in mind, but if you can play around with your own engine this isn't a factor.
Sense of scale is what I love in games and films that have giant robots or people in them. Pacific Rim will always be one of my favorite things that do that, and now Armored Core as well.
Repair Crab is pretty good for role of boss from Elden Ring. He is really good designed and deatiled. Actually, I never thought that this little round thing under my AC's feet was so big and scary.
I think any of the quad MTs would be a good boss. They don't have the crazy mobility that would make a lot of AC enemies basically unfightable in Elden Ring, and kinda just just act like big guys A lot of the standard enemies actually have kinda pathetic HP stats by Elden Ring standards, so would probably be one or two shotted by most things.
Imagine the reactions of Elden Ring characters if they saw Raven take down the Strider alone. I bet there would be a new religion in the Lands Between. And Radahn might change his Godfrey inspired armor to a mecha inspired one LOL.
Fromsoft is an insanely good company the level of detail and polish to get this to run as smoothly as it does is mind boggling. Their engine is amazing too i can not imagine something like the creation engine to pivot from their normal scale to supersized like this as smoothly.
Actually you can see the technical "lack of detail" on objects up close. You don't notice it in-game because there is something called art design and it's much more important than technical level of detail. And this is important. You don't NEED tessellated truck tire polygons in your mech game. It's simply not important, it's technically more detail but it's meaningless bloat for your GPU that doesn't contribute to the game experience.
@@zolikoff It's not even because you are simply incapable of viewing them up close in-game, unless you are one of those awl-tists that like to zoom in on everything (which you can't even do in the game outside of photo mode).
@@zolikoff tbh they could do tessellation and tune it appropriately to not hurt performance, but it would add artist time so much the development would go way slower and FromSoft would've lost money. Like any engineering project even games always have the question of performance vs quality vs time/money triangle. Polyphony did this in Gran Turismo 5 and 6 on the PS3, resulting in very good detail scaling on a goddamn PS3, but just look how long the development took.
If the world of Armored Core 6 became reality in the future, I wanted to see that era. As a Japanese, I am proud of this work that makes me think of such a thing.
It's insane how everything in AC6 scales properly with everything in Elden Ring, they didn't have to make everything accurate size since the game has no humans for scale but they did it anyway
They used the same engine so the measurements would be the same. Since 80M in AC6 is the same as 80M in ER, the robots would have to be made larger to traverse that distance in a shorter time.
its kinda funny to think that since even the tarnished is killing gods and stuff if we're being real raven could obliterate elden beast and a couple acs could probably go toe to toe against an actual full power manifestation of an outer god
man, it's _completely_ expected, but it's still _really funny_ seeing exactly how some of the assets are at ... "scale appropriate fidelity," so to say my favorite are the railings that are just textures on flat polygons, straight out of doom and mario 64
although i know its most likely impossible it would be cool to somehow see an ac moving from a humans perspective just to get an idea of how terrifyingly fast these things are
There is a game called Deamon X Machina that is "inspired" by Armored core where you can leave your mech. I think Ac5 had some observemode after dying in pvp from human perspective too but i might have mixed something up there as i havent played that game for ages.
A quickboost can get you up into the 700s KPH range (per the in-game speedometer), which is getting close to fighter jet cruising speed. If you happen to have seen an air show, just picture that.
I feel like the "attack the dam complex" map is probably the easiest way to understand the scale of AC6 without importing models, because, well, it's a dam. I drive over one every time I go visit my grandfather, and it's pretty massive, just tons of ground shored up by some concrete that ends up maybe 3-4 times taller than a two story house. And an AC literally jumps over that. Even if you haven't seen a dam IRL, you can just look at the ground. You're fighting on frozen rivers and lakes, yet you go from one side to the other in less than 10 seconds (less than 5 if your build is light enough). It's just insane to think about the scale.
Rember when you could run around as a soldier when you died in online MP in Chromehounds or AC5...? While I don't like loosing, I loved how you could get a glimpse of the sheer size of these war machines Edit: At around the middle of the video you'll see what mean -> ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-Q1Qyp7Hhg2U.htmlsi=dVKqGMV5a1aKD5_q
@@KABLAMMATSYeah, and 5m is still massive. I don't think people understand just how ridiculous 10m ACs are. 5m ACs dwarf an M1 Abrams. OP saying getting a human perspective on how big the ACV mechs are is not invalid.
did you have to put in a scaling factor to get it to be about the right size, or is Armored Core actually just built appropriate to Elden Ring scale? that would be bonkers
In the future, maybe. Sticking to the engine may be fine for a couple more years, but sooner or later their will be a superior engine that Fromsoft may need to adapt for easier use and more enhanced graphics. It's just a natural cycle of game development.
engines can keep getting better, but you need to put effort, *ahem* starfailed. fromsoft clearly puts some heavyweight effort into their proprietary engine
@@Urd-Vidanor they just make their engine better like literally every single developer has been doing. Majority of game engines in use are the exact same base engine from the early 2000s. The slip space (The coder fucked it up) engine is the old Bungie Blam! Engine from 2001. The final fantasy engine is the same one from Final Fantasy 13, 2009. The frostbite engine was introduced in 2009. The engine Fromsoft uses is the same engine from Armored Core 4.... so 2007. So give me a list of AAA devs who have switched their engine in the past 15 years. Cuz it's way easier to build up an engine the entire team already knows the base code for. Than learn a new engine and build all the tools from scratch you need to get it working properly. The reason from soft can make massive maps with this much detail is because they KNOW their engine. They wouldn't be able to pull something off like this if they had to work with a new engine. The game would have taken twice as long to come out.
@@bombomos wasn't really against staying on the same engine, just saying that they may try new engines in the future for better performance if they want to. Of course they can just stay on the same engine and build up on it as they did for almost 2 decades, but it does show it's age a bit. That's why I'm saying maybe(then again, then can just try updating their Engine more instead of trying to get a new one, so I guess that's on me).
@@Urd-Vidanthey did Deracine on unreal engine actually, so maybe in the future they'll change engine. I also think that they are going to stick to theirs for some years (and I actually prefer that)
I thought that the scale of stuff would be a bit more stylized like AC1 (Though the giant cars in that game were mostly tech limitations) But everything here seems reasonably sized. The railings and roads are normally sized, and the vehicles are big, but not unrealistic. They're a size that makes sense for an industrial world like Rubicon 3.
I mean, technically it's about that same already, albeit not as mobile as say, an MT. Just think about how people from like, the 1900s or further back would look at what we have today.
i wonder if its possible to somehow get an AC mech controllable in elden ring probably by piggybacking off of horse mounting code if i was to guess although that assumes you can get all the AC mech animations and important stuff into elden ring with minimal errors
Seeing a feudal character walk around an empty dilapidated base gives me a sick idea for a game where 14th century knights get sent to a post apocalyptic earth fighting rogue ai and magic shit unaware they were just flung in the future.
The detail is insane. They put so much work into things the player can't even look that closely at in game. Still, you can see how they get away with some of their details, like how the stair steps, some railing, and the icicles are 2D sprites. From is so good at achieving the scale they're aiming for while still maintaining good performance. It takes a lot of experience and skill to do that right.
First thing I noticed when I played the game the first time was that the windows of the apartment buildings were teensy and it made me realize these mechs are horrifyingly large
Man. In case you really need the context of how big our ACs are. I didn't even notice the small rectangular things were cars back when I was piloting an AC in this level.
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It's always so hard to get a grasp on the sense of scale for mech games since the player is basically seeing everything from the perspective of a giant, but the attention to detail here is pretty impressive.
This is why I always advocate for the ability to get out of your mech in mech games. Not only does it add a state of vulnerability when you are separated from your mech, but it allows you to see the true scale of the environment when on foot.