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00:00:0000:40:47

The video delves into intricate aspects of the game "Armored Core Six," covering hidden secrets, translation nuances, mech design symbology, naming conventions, gameplay mechanics, and detailed lore analysis. Key elements include the rogue AI ALLMIND, Rusty's lower arena ranking and mech symbolism, references in part names to cultural and historical figures, and gameplay strategies such as managing recoil and extensions like Pulse Armor. The speaker highlights significant character interactions and varying outcomes based on player decisions, such as different dialogues and mission paths. The discussions also extend to modding enhancements, nostalgic touches from previous game iterations, and buffs to specific weapons that enhance the PvP experience. Noteworthy characters, like Raven and Rusty, and important gameplay events, such as the Japanese demo event, are given special attention. The speaker also shares insights about unused in-game content discovered through data-mining. The video concludes with the creator’s efforts in mapping out the game's extensive lore and encourages viewers to engage more deeply with the game's rich narrative.

00:00:00

In this segment, the video creator discusses the upcoming release of a three-hour cinematic lore video for “Armored Core Six” and fills the interim with secrets from the game. Key points include the ability to get stepped on by the Strider in New Game ++, and dialogue from ALLMIND if you avoid arena fights until the third playthrough, which requires significant self-discipline due to lack of OS tuning upgrades. The segment also delves into ALLMIND’s rogue AI nature and her reactions when you assist her after knowing her true intentions. Additionally, there’s a sponsor shout-out for Displate, followed by insights from data-mined content and lore explanations, such as Rusty’s low arena ranking despite his skill, possibly to avoid attention as an undercover agent, and the history behind the “Communist MT” nomenclature in the game’s files.

00:05:00

In this segment of the video, the speaker discusses Rusty’s unique dialogue that occurs when he doesn’t get a chance to fly away, analyzing the translation of the term “buddy” from Japanese. It transitions into a reflection on Rusty’s and Raven’s friendship and mutualistic relationships between ravens and wolves in nature. The focus moves to Rusty’s mech, Steel Haze Ortus, an advanced prototype designed by Takayuki Yanase, known for its heroic design akin to Gundam units. It also explores the symbolic significance of mechs in the game, with Nightfall representing darkness and Ortus symbolizing sunrise. The segment highlights the sad moment when Rusty must fight the player with his new AC. Lastly, it notes the unique functionality of Raven’s AC visor, Shade Eye, which dynamically drops when locking onto enemies.

00:10:00

In this part of the video, the speaker discusses various themes and naming conventions used for part names in AC6. For example, BAWS parts are named after Matsuo Basho’s disciples, Balam’s parts are linked to entomologists, Dafeng’s parts to ancient Chinese constellations, Elcano’s parts are Spanish words, Melinite’s parts are rock and metal references, and Schneider’s parts are named after German bird names. The segment also highlights references such as the KSRV Multi Energy Rifle, which is reminiscent of the Karasawa from past games, and how it recently received an ammo buff making it more viable for longer missions. Additionally, the names of parts like NGI and WLT possibly derive from Professor Nagai and Walter, suggesting a connection to characters from the game’s story. The coral weapons and generators are unique in their ability to deal special damage and enhance various armors and effects in the game, making them valuable in PvP scenarios.

00:15:00

In this segment, the speaker discusses their favorite extension in the game, Pulse Armor, emphasizing its ability to cancel built-up impact and aid high-level gameplay by managing the stagger bar. They highlight a Reddit user’s observation about early leaks showing gold player shields which might have fit the game’s aesthetic better. The speaker then admires the core cooling animations activated with extensions, pointing out that each one varies depending on the core part equipped. Additionally, they delve into the lore revealed through the game’s songs, like “Stowaway” and “Fight or Flight,” which provide deeper context and storytelling. The segment concludes with a nostalgic note on the variety of extension and shoulder parts available in previous Armored Core games, expressing hope for the inclusion of flares, as some enemy units already use them.

00:20:00

In this segment of the video, the speaker discusses various customization options and mechanics from previous games that they miss in newer versions. They highlight cool tech items, such as solid shields that didn’t drain energy when absorbing damage, wondering why these aren’t available now. The speaker advises experimenting with assault boosted quick turns to improve navigation and emphasizes the importance of recoil control over firearm specialization for accuracy. They share insights about weapon recoil interaction and their dual-wielding strategy, particularly when facing the boss Balteus. They note a glitch during the Balteus fight that can unexpectedly trigger phase two. The segment touches on the historical references behind the names of PCA mechs and mentions mods that enhance gameplay, particularly one that makes movement resemble the fourth generation of Armored Core. The speaker also references an exclusive demo event in Japan for Armored Core six and the preset builds provided by FromSoftware.

00:25:00

In this part of the video, the discussion revolves around notable moments and characters in a specific game. The event generated a lot of excitement, with players often becoming memes, such as a man dubbed “The Sekiro of Hiroshima” for clearing a demo with an injured arm. Characters like Rummy, known for his signature scream, and Honest Brute, who sings in English, are highlighted for their popularity among Japanese players. Important narrative choices and character behaviors are also discussed, such as sparing the character Swinburne and facing the assassin Rokumonsen, who speaks entirely in haiku and has cultural significance linked to Japanese myths. Additionally, various gameplay scenarios are explored, including how character Pater’s reaction changes based on the player’s prior actions, and memorable dialogues, like Michigan’s reprimand if the player forgets a crucial weapon in a mission.

00:30:00

In this part of the video, the speaker highlights the different outcomes and dialogues that occur depending on player choices in the game. Specifically, bypassing V2 Snail to eliminate Cinder Carla in one mission results in different confrontations with Snail in another. The speaker appreciates the game’s nuanced voice changes that align with player decisions, citing specific examples like the character Chatty, whose dialogue varies based on the player’s progress in the OS tuning menu.

The speaker then discusses the size of armored cores (ACs) in different generations, using standard shipping containers as a metric. Current ACs in the game are about 10 meters tall, similar to fourth-generation ACs, though fourth-gen ACs remain more powerful. Additionally, the largest structure in AC6 is identified as the vascular plant, which extends into space and was impressively repaired by Arquebus in a short time.

The video also touches on the recurring visual motif of the “red glint” throughout the game, speculated to be linked to the coral substance. Lastly, the speaker mentions completing all missions with an S rank and sharing the process on their second channel.

00:35:00

In this part of the video, the speaker discusses several updates and tools related to the game, including a ranking calculator by the Fifth Matt that helps players optimize their mission performance by adjusting various variables. The speaker also mentions a cut mission where players would have fought a giant satellite cannon called the watchman. ZullieTheWitch uncovered an unused NPC version of this cannon, suggesting it could have been an encounter similar to the Strider with platform navigation. Additionally, the PCA’s VPI-60LT turrets have been greatly enhanced for better defense. The explosive thrower weapon has seen improvements in range, ammo, and reload time, making it viable for new builds. The burst handgun, now with more ammo, is effective for lightweight builds and tough missions. Buffs to bazookas and grenade launchers, particularly the Morley, have also been highlighted. The speaker expresses hope for new model kits based on AC6 and mentions the pre-built figure of Sol 644 from a collaboration between 30mm and Bandai, set to be released. Lastly, the speaker introduces a detailed lore map for AC6, available to $5 patrons on Patreon, to aid in organizing game lore for video content.

00:40:00

In this segment, the creator discusses the extended effort put into creating the comprehensive lore of AC6. They express hope that the lore maps provided will encourage viewers to explore the story independently, rather than solely relying on the creator’s interpretation. The video, soon to be released, aims to do justice to the game. Following this project, the creator plans to return to content on Elden Ring. They thank the viewers for watching and prompt them to check out a link to displates before concluding the segment.

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