In 2004, a young Hidetaka Miyazaki joined FromSoftware. Before becoming a household name in gaming circles, he cut his teeth working on the studio’s long-running Armored Core series, serving as a planner on 2005’s Armored Core: Last Raven and then as director on Armored Core IV and Armored Core: For Answer.
Following the success of Demon’s Souls and Dark Souls, FromSoftware went on to release two more Armored Core games, though Miyazaki wasn’t directly involved in those projects. Since then, the studio has been busy building on the Souls series, culminating with the runaway success of Elden Ring. Now, for the first time in nearly a decade, From is revisiting its mech franchise. Armored Core VI: Fires of Rubicon also marks the directorial debut of one of the studio’s most promising up-and-coming talents — Masaru Yamamura the lead game designer on Sekiro: Shadows Die Twice, and a designer on Bloodborne. Armored Core VI is not a Soulslike, but a lot of its best ideas feel informed by Sekiro and Bloodborne. And if it’s any indication of what’s to come, Yamamura has a long career ahead of him as one of the studio’s premier directors.
If you’re reading this review, there’s a good chance that, like me, you haven’t played an Armored Core game before. Even at its peak, the series never enjoyed the kind of global popularity Dark Souls achieved in the span of five years. But if you’re curious if there’s something here for you, the short answer is a resounding yes. However, as with almost all of From’s games, a little — okay, a lot — of patience goes a long way.
Here’s the thing you need to know about Armored Core VI: It is uncompromising. Like Sekiro before it, prepare to be frustrated until you wrap your head around how Yamamura
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