Bandai Namco's presence at Summer Game Fest was twofold: the 'public' exhibition of Tekken 8 and Park Beyond, complete with complimentary ice cream for the latter, and a few titles that provided much more intimate but exclusive experiences. It's in this theatre-like experience that we were guided through the same mission that's been presented in other Fires of Rubicon trailers and previews while one of the title's developers (and interpreted into English) offered a deep dive into what to expect in Armored Core VI: Fires of Rubicon.
Right off the bat, Armored Core VI Fires of Rubicon nails that signature pace that FromSoftware used to be known for in its mech combat titles. After decades of being limited by slow, plodding, methodical human characters, it's refreshing to have an experience where mobility is center stage in terms of combat. Sekiro: Shadows Die Twice was a good change of pace but still fell prey to the Soulslike formula that Hidetaka Miyazaki pioneered as early as the PS1 days with the inception of the Kings Field series. Instead, Armored Core VI feels like the limiters have been released and freedom of mobility is back in the hands of experienced Ravens.
The hands-off presentation that Bandai Namco ran us through was the very same that's been showcased to other outlets but having a guided experience helped to tell the narrative of what FromSoftware is trying to achieve with the sixth mainline numbered entry (and around the sixteenth overall, not counting mobile titles).
FromSoftware opened by explaining that Fires of Rubicon will only have one difficulty mode. This remains in line with the modern Soulslikes, but even past Armored Core titles have dabbled with different difficulty settings. The last major
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