Every mission in Armored Core VI Fires of Rubicon throws something new at you. Whether it be a special scenario, challenging objective, strong enemy pilots, or a gigantic colossus, evolving and adapting is key.
We recently got some hands-on time with Armored Core VI ahead of its August release, along with the chance to speak to the developers behind it. And as director Masaru Yamamura puts it, building the Armored Core (or AC) you pilot is a key place FromSoftware built upon.
“This has always been a staple of the series, and it’s always been a part of Armored Core’s identity,” said Yamamura in a roundtable interview. “So we wanted to see what that would look like in a modern-day AC. We felt like that was an element that could translate very well, even in a modern day game and a modern day mech game. So we kind of used that as the impetus for this project.”
Players can observe this in many places. While Yamamura notes that different parts have usually denoted different stats or parameters, the team wanted choices in the garage to be felt in the game. “For instance, if you change up the leg types, you get a very different feeling mech or mobility system,” Yamamura explains.
In my own experience, I saw how different loadouts could deal with different challenges. Where some missions with swarms of smaller enemies meant dual-guns were effective, I gravitated towards the sword in one-on-one duels with other ACs. It’s all about the right tool for the right job.
Customization isn’t just about guns and parts, though. Past Armored Core games have let the player customize to a degree. But there are some bells and whistles FromSoftware included for Armored Core VI that get pretty interesting: texturing, weathering, even the
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