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      Armored Core VI: Fires of Rubicon Gameplay Shows Multiple Ways for Players to Clear Through a Single Level

      Lucas by Lucas
      2 years ago
      in All, Console, Feature, PS4 (Platform), PS5 (Platform), Xbox One (Platform), Xbox Series X|S (Platform)
      Reading Time: 3 mins read
      0 0
      Armored Core VI: Fires of Rubicon Gameplay Shows Multiple Ways for Players to Clear Through a Single Level

      Unedited Image Credit: Bandai Namco Entertainment

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      With Armored Core VI: Fires of Rubicon coming out on 25th August, we took a deeper dive into the main gameplay and see what we can do in this title.

      Image Credit: Bandai Namco Entertainment

      What is Armored Core?

      Before diving into the main meat of the game, it’s important to note that FromSoftware’s biggest franchise was initially Armored Core before being widely known as the creators of the soulslike genre. Since its debut in 1997, the Armored Core series had released multiple titles consisting of both main and side series with a consistent gameplay scheme, but with some specific changes to the gameplay style while keeping the main foundations of a mech action game.

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      Armored Core at its core is heavily based on customisation, where players can build that ideal mech with the a gameplay style best suited for them. While this particular concept is fairly commonplace in similar games, but it’s put into a stronger focus in Armored Core so that players can feel the effects of part combinations on your mech’s capabilities on the battlefield, and how players are required to experiment in different situations.

       


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      Development of Armored Core VI

      The main design pillar behind the development of Armored Core VI still follows the tradition of the series, namely presenting players with a tactical gameplay system which can be further explored with the game’s abundant customisation. What makes this new series different is how FromSoftware also applies concepts that have now become part of their strong identity; namely though extensive level design filled with many options to support the course of the mission, and intense action gameplay which gives players a sense of satisfaction after clearing difficult challenges.

      Image Credit: Bandai Namco Entertainment

      However, this doesn’t necessarily make Armored Core VI a “mecha souls game”. While there are influences brought from FromSoftware’s new franchise, the development team only uses it as a supporting pillar for the main concept of Armored Core. With FromSoftware’s experiences in crafting complex levels, each mission in Armored Core VI will take players to a vast map filled with exploration space and mobility options designed specifically for mechs.

      Mastering gameplay alone won’t be enough, as the key to victory lies in the performance of your customised mech, and how you can create a variety of special gameplay styles through a combination of parts.

      Image Credit: Bandai Namco Entertainment

      Gameplay Demo

      Through a hands-off preview of Armored Core VI: Fires of Rubicon provided by Bandai Namco Entertainment, one of the first things we immediately noticed was how fast-paced the gameplay tempo was. Previous Armored Core series have gone through many changes especially in gameplay pacing. An example being with Armored Core 4, which came with super fast combat and also introduced the side boost system, while with Armored Core 5 returning to a more grounded and slow gameplay.

      Image Credit: Bandai Namco Entertainment

      Yasunori Ogura the Producer of Armored Core VI has confirmed that the gameplay tempo of the game has been adjusted between Armored Core 3 and 5, but there are various special situations where battles will be much more intense, demanding quick reactions from players like in Armored Core 4.

      A new mechanic will be introduced in Armored Core VI called Assault Boost. Different from the usual boosts that were mainly used to maneuver around enemy attacks, the Assault Boost is a unique skill that allows players to switch between long-range and close combat modes instantaneously. Additionally, the mechanic will also be very useful when exploring the map, which this time has been designed with a complex and spacious layout, but you’ll need to pay close attention to the mech energy every time you use the boost.

      Image Credit: Bandai Namco Entertainment

      The preview that we were shown includes the mission “Grid 086 Infiltration” which allows players to take on many route options to reach the main location that players will need to go to. In addition to utilising mech mobility, players can also decide whether they want to play aggressively or more cautiously. But regardless of which option players would choose, the Assault Boost will undoubtedly be reliable.

      Another part that caught our attention during the preview was the improved lock-on system, which makes every battle more focused without enemies getting out of sight easily. This was especially prevalent in the battle against the MT squad and the heavy SMART CLEANER at the end of the demo.

      Image Credit: Bandai Namco Entertainment

      While it doesn’t seem like much, but previous Armored Core titles were known to have a troublesome lock-on system which affected player experiences. When it comes to boss battles, they’re intense and demand maximum mobility, but the key to victory still entirely dependent on the capabilities of your mech.

      Go to top

      Armored Core VI: Fires of Rubicon releases on 25th August 2023 for PlayStation 5, PlayStation 4, Xbox One, Xbox Series X|S, and PC.

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      Weeb extraordinaire and consumer of anime and games. Tends to lean towards turn-based strategy games such as the mainline Pokemon series and Fire Emblem. Currently addicted to the critically acclaimed MMORPG FFXIV Online.

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