PSX Armored Core PVP – Now with Rollback!

Over at Twitter and on our Discord server, val brought this to our attention: HeatXD‘s fork of DuckStation with GGPO, which in turn enables netplay with rollback.

For those unaware, GGPO is middleware/code that is designed to mitigate differences in ping and latency by simulating the next frames of action in games based on previous inputs from the player. If an input arrives that is different from what is being simulated, the game “rolls back” to the frame of the last correct state, and then executes the player’s inputs as intended. What this amounts to is a sometimes jerky, but near-lagless online experience, which is preferred over a delayed on-screen reaction. GGPO was created by Tony Cannon (of the Cannon Bros/SRK/Evo Championship Series fame), and as such has a rich history with fighting games. In fact, a lot of modern fighting games have implemented GGPO code.

HeatXD‘s implementation has been hotly received, and at the time of writing, there are already numerous examples of games benefiting from the addition over on his Twitter – from Tekken 3, to Bloody Roar 2, to Rival Schools, and even Gundam Battle Assault 2. There’s also a written guide to help you set it up, so no excuses.

So, what does this mean for first-gen AC PVP? In val‘s own words:

Seems like a strong case to me.

[via val on Twitter and HeatXD on GitHub]

Verdict Day Emblem Creation Timelapse Videos

We’re no strangers to love and fancy emblems here at RR, as seen on our past showcases (exhibits A, B, and C), and in our general penchant for boob supremacy in ACV’s maps in years past.

It’s always interesting to take a look at the entire emblem-making process though – how different colors, layers, shapes (and even logographic letters) are intentionally assembled up to the point where a discernible image emerges. Cue in this newly-minted YouTube channel showing just that, in Verdict Day.

It’s kind of like those videos where the artist does some seemingly random swipes on the canvas, only to rotate it 180 degrees for the final reveal. Pretty fucking neat.

[via turtlemaster1993 on Reddit]

Armored Core VI Producer Interview Recap

The BNE FUN LIVE 2023 event at the Taipei Game Show has concluded, and with it we get an 18-minute interview with AC VI producer Yasunori Ogura.

The full transcript is up on Gematsu, but a few choice excerpts stand out to us:

1. On why FromSoftware took so long to release another Armored Core title

Mori: “It’s been 10 years since the last title in the series was released. Can you explain to us why it has taken so long to develop this new title?”

Ogura: “There was never any intention to leave this large a gap. We’ve made a number of titles in the interim, and seen a lot of extremely talented developers grow into their roles. Many of us, including Mr. Miyazaki, our CEO, and myself as well, of course, have always wanted to create a new Armored Core title. So there was never really any question that one day we would return to the series. The only real obstacle standing between us and the development of a new title was that our company always had so many different titles on the go, and we had to make sure that our resources were appropriately distributed. And, unfortunately, it took quite a long time before we reached the situation that we were ready to begin.”

2. Miyazaki will not be the director of this title

Mori: “I see. You mentioned Mr. Miyazaki there, and I understand that he is not the director of this latest title. Can you tell us what his involvement has been?”

Ogura: “His title for this game is ‘Initial Game Director,’ which means he directed the initial phases of the game’s development. Obviously he didn’t do that alone, but he worked together with people like Kenneth Chan, co-director and producer of Fires of Rubicon, as well as a range of other developers, to establish the game’s foundation. This includes such elements as map design, action fundamentals, and other core elements at the game’s heart.”

3. Pushing for greater player freedom in terms of controls and customization (looking forward to seeing how open the game systems will be)

Mori: “What has been the major developmental focus for this Armored Core title?”

Ogura: “We were determined to take advantage of FromSoftware’s experience and know-how to really establish freedom for the player in terms of what can be done with game controls and the customization that lies at the series’ core. That was the key point we focused on. When you play the game, you will see how changing parts affects the action elements. The action and customization elements really do work together symbiotically, and I really think this is the most important thing. Defining the parameters that govern this relationship was absolutely key.”

4. AC VI will not be a direct sequel to previous titles

Mori: “Speaking of previous titles in the series, such as Armored Core V, for example, is there a connection between them and this latest title?”

Ogura: “In terms of actual storyline, there is no direct connection between V and this latest title, which means there is no need to have played previous titles in the series. However, the fundamental concept at the heart of the Armored Core series, involving the free assembly and customization of parts to create your own mech, remains very much a part of this title. We have prioritized this aspect of the series throughout the development process, and combined this system with the know-how and experience our teams have acquired in the development of FromSoftware’s other acclaimed titles to produce a brand-new Armored Core action game that we believe will satisfy our users.”

5. Online multiplayer confirmed (but of course):

Mori: “In terms of other issues fans have asked about, I wanted to discuss what kind of multiplayer elements the game has.”

Ogura: “As focus has been pleased on producing the most dynamic action possible, we have restricted story mode gameplay to single-player only, but as an online element, we are also planning the implementation of battles in an online arena. We plan to release more details concerning this in the coming days.”

6. Emblem sharing is back, and a new weathering system will be implemented:

Mori: “That sounds fascinating. Are there any other online features in the game?”

Ogura: “There is one particular feature I am often asked about, so I will mention it now. This title features so-called emblems, as was the case in prior series titles, which are like logos of sorts that you can use to mark your mech. For some time now, players have had the ability to freely create their own emblem, and from the previous title, these can be exchanged online with other players. This will be implemented this time as well, which means that in addition to the parameters of mechs that you can customize, the visual elements as well, in terms of coloring and weathering and the like, can also be freely customized, allowing you to truly create a unique mech that is all yours in performance and appearance.”

Overall, while we didn’t get anything truly new and groundbreaking, it’s still a positive sign that FromSoft is being very open like this to the AC fanbase. Seems like all is well in development.

Hope it’s full steam ahead to release day!

[via Gematsu on Twitter]

AC VI Producer Livestream Incoming!

We interrupt your regularly scheduled RR programming to bring you this special announcement.

Armored Core VI producer Yasunori Ogura will be present in the upcoming livestream of Bandai Namco’s BNE FUN LIVE 2023 event, and will be sharing information and taking on questions about the game.

The livestream is set for February 3, 7:00 PM UTC+8 (Manila time) and is estimated to be an hour long. Mark your calendars and set your alarms.

UPDATE: The Armored Core-related segment will now only be 20 minutes long.

Now, back to the show.

[via farmboy28 and ACLegacies on Twitter]

A Look to the Future; A Blast from the Past

Merry Christmas everyone! Wishing you all happy, safe, and healthy holidays!

Who’d have thought that after a lengthy hiatus, FromSoft was going to give us the gift we’ve all been dying to receive: the official announcement of Armored Core VI.

As a result, in the last two weeks there’s been a flurry of activity, discussion, and new content for this once-dormant franchise. It’s great seeing a revitalized fanbase.

Case in point: this cool animation short made by RedEyeLobine in Unreal Engine 5, showcasing some Crest designs from the PS2 AC era. Check it out!

Papercraft Mecha

It’s been a while since we’ve seen papercraft featured here in the front page. This one comes to us from machinecore. Presenting, Red Dragoon:

Red Dragoon

This piece pretty much shows you there’s nothing you can’t do with the right type of paper. Those sharp edges are definitely a nice touch.

Want more of this awesome stuff? Head on over to his DA page.

Drac’s ACDC 2.0 Results

The results are finally in for Queen Drac Wraith‘s second aesthetics ACDC. A total of 93 ACs were entered all in all.

That’s a lot of ACs.

Hit the jump for the list of all the winners!

Drac’s ACDC 2.0 – Results Incoming!

Submissions are over, and it’s a whopper – 51 93(!) ACs strong for Queen Drac Wraith‘s second aesthetics ACDC. I’m assuming most, if not all of those are present in that sweet superimposed image up top. Hit the jump to see the entire stipulations list.

In a post-Verdict Day world, it’s good to see activity for the whole range of AC titles still going on (even if they’re not tournaments in the traditional sense).

Any AC is good!