There came a point, in playing Armored Core VI: Fires of Rubicon, that I determined I simply wasn’t going fast enough. By this point in my hands-on time, I had overcome plenty of enemy mechs, from simple cannon-fodder to named adversaries with callsigns. I was already a heavy-metal death machine. But I could be faster; not just in raw speed, but turning, target acquisition, and elimination. I could push this steel body faster than I currently was, faster than I probably should.
So I went into the garage and fine-tuned my machine. In battle, I practiced using my minimap and scan functions to see things my eyes, with one focal point, couldn’t. Heck, I cranked my camera sensitivity to the highest sensitivity it would go so I could pivot faster. If any of that sounds appealing to you, then Armored Core VI is right up your alley.
I got a chance to go hands-on with roughly the first chapter of Armored Core VI at a preview event, seeing the story unfold as the player character—a “dog” under the command of Handler Walter—gets embroiled in the conflict over the planet Rubicon 3.
It is what you’d expect story-wise from an Armored Core, in a good way. You pick up callsigns and handles, as you bounce between mercenary gigs for different factions in the ongoing battle for Rubicon. Some are fairly straightforward; go to a location, take out the target. They all, in some way, demand combat. And frequently, the odds are heavily stacked against you.
This is the first wall that I can see for some fans of developer FromSoftware’s more recent work. Though FromSoft has made a huge impact with its Souls series and spin-offs, the studio is unabashedly returning to the formula of an Armored Core game with its sixth numbered entry. Where other
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