Bandai Namco recently invited Wccftech out to a hands-on preview event to experience the full first chapter of Armored Core VI: Fires of Rubicon ahead of its August release. Our sessions were all played on PCs with no limitations on what could be played up through the end of the first chapter, although the footage captured was held to some capture restrictions.
The opening acts of Armored Core VI start with a brief bit of player customization in terms of name and moniker before your mission handler sends you out on your first mission: to scavenge up a non-expired ID in order to gain access to mercenary opportunities. From that point on, the game opened up with a variety of basic tutorial missions, a story mission, more tutorials, and side missions until a total of eleven missions were available to play.
This was my first taste of seeing missions beyond that of the foundry mission that made up the bulk of the first hands-off preview session (which actually makes up the very first mission of the second chapter of Fires of Rubicon). Each story mission took place either on its own map or an expanded range on a prior map. Side missions, however, reused existing maps and would sometimes be played from end to beginning to feel distinctively different from the story centerpieces.
Assembling my AC was relatively straightforward, with only a handful of armor pieces and weapons to customize my ideal build. As suspected during an earlier preview, melee weapons are exclusive to the left hand. What I didn’t realize until recently is that weapons such as handguns and missile launchers have to be purchased in separate left and right-hand versions. I leaned heavily towards just a pair of straightforward missile launchers because of the high
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