At Summer Game Fest, FromSoftware, the developer of Armored Core 6: Fires of Rubicon, showcased a gameplay presentation emphasizing the studio's goals for the sequel. The main objective is to provide players with a sense of achievement by overcoming seemingly impossible challenges. FromSoftware's reputation for creating games with punishing difficulty has always been favored by its dedicated fanbase. Recently, I had the opportunity to play a few hours of Armored Core 6 at an event, and it is safe to say that the game, despite being different from FromSoftware's Souls series, is both challenging and enjoyable.
During the preview event, Game Rant was able to experience the prologue chapter of Armored Core 6. As someone who has never played an Armored Core game but has grown to appreciate every new release from FromSoftware, I was unsure of what to expect. While Armored Core is recognized as a mech franchise, FromSoftware's popularity has skyrocketed in the past decade, especially after the tremendous success of Elden Ring. Would Armored Core resemble a Souls game with mechs? Would it incorporate familiar elements alongside trademark features of the franchise? For someone new to Armored Core, there are indeed some design similarities and a few mechanics, such as the Repair Kit serving as a healing item, that can be recognized from the Souls series. However, there are numerous differences as well.
Tossing any Souls comparisons aside, Armored Core 6 is not an open-world game. Instead, players will primarily navigate through menus, dedicating ample time to acquire new components for their mech, customize its loadout and appearance, and select missions (sorties) to embark upon. These sorties vary in complexity, ranging from simple tasks where the player character, known as Raven, explores expansive areas to accomplish objectives while eliminating specific enemy mechs, tanks, and artillery, to more intricate story-driven missions that typically culminate in epic boss fights.
Combat in Armored Core 6: Fires of Rubicon follows a standardized framework that adapts to the mission's intensity and player's customization. Each AC can wield up to four weapons, with one on each hand and shoulder. Machine guns offer rapid fire with minimal damage, while shoulder-mounted rockets and laser rifles deliver more power but at a slower rate. Notably, a laser sword is also available and highly impressive.
Weapons are essential in combat, but a build encompasses various other aspects. Heavier weapons increase the AC's weight, along with sturdier armor components for the head, chest, legs, and arms. However, a heavier mech moves slower and has limited dodging capabilities. Moreover, the mech's energy pool has constraints, restricting the number of components that can be powered. Thus, if a build prioritizes strong weapons, it's improbable to have enough energy for all four slots. Alternatively, lighter armor pieces can be utilized, albeit with increased vulnerability.
Energy is a crucial factor in determining the agility of a mech, as it affects its ability to boost or dodge. The weightier mechs require more energy for their components, resulting in limited maneuverability. However, they compensate with a larger health pool, allowing them to withstand more damage. Armored Core 6 enables players to envision various mech types, ranging from agile Gundams to formidable robo-tanks.