Armored Core 6: Fires Of Rubicon Review - A Mechlike Marvel

Armored Core 6: Fires Of Rubicon Review - Igniting the Mech Marvels!
9 min read

Armored Core VI: Fires of Rubicon takes place in the futuristic world of Rubicon 3, a stark departure from the mystical realms of Lordran and The Lands Between. This installment introduces a captivating sci-fi aesthetic, a departure from From Software's recent works. While Armored Core VI draws on lessons learned from the studio's recent projects, it's important not to mistake it for Dark Souls with mechs. Instead, it remains true to its roots as a quintessential Armored Core experience, combining thrilling mech-on-mech combat with extensive robot customization. It caters to dedicated fans while also serving as the most accessible entry in the series to date, marking a triumphant return to From Software's origins.

While Rubicon 3 offers the potential to sustain human life, it remains an exceedingly inhospitable realm. Powerful corporate entities engage in relentless conflicts with one another, as well as local resistance fighters and a formidable governmental space force, all vying for control over the planet's invaluable resources. The battlegrounds are set amidst deteriorating cities, arid deserts, and frozen wastelands, where mechanized warfare rages, with missiles, bullets, and laser cannons clashing against unyielding steel. The planet itself exudes an imposing aura, with colossal metallic structures extending skyward for thousands of feet, branching out like intricate trees adorned with a constellation of blinking lights that replace the once-visible stars. Should you glimpse the sky, you'll witness pockets of the planet's atmosphere ablaze in fiery crimson.

"In the heart of the action-packed Rubicon 3 lies the coveted Coral, a mysterious substance of immense value that has drawn a multitude of interplanetary corporations into an all-out battle for control. As an independent mercenary under the employ of the enigmatic Handler Walter, you're tasked with completing missions for the highest bidder among the factions. Known only as '621' or your callsign, Raven, the narrative in Armored Core VI carries an oddly impersonal tone. Much of the story unfolds through audio on a static screen, devoid of any human faces. Being a silent protagonist reinforces the sensation of being a mere puppet in the hands of others. While this feels intentional, the narrative never quite explores this sense of detachment in a meaningful way. The characters, although competently voiced, tend to fall into cliched archetypes. While there are intriguing elements in the lore, the story ultimately disappoints without ever descending into outright mediocrity."

The narrative provides a sense of agency on occasion, presenting you with choices between missions for different factions. These decisions create branching paths that influence subsequent missions and ultimately impact the game's ending. This introduces replayability, with new game plus mode particularly shining in this regard. While Armored Core VI doesn't fully embrace the Nier: Automata approach, it does adopt a similar concept. In new game plus, new missions emerge, and familiar quests undergo alterations, offering additional choices that can reshape their outcomes. These unexpected twists make revisiting the campaign a compelling option, even if you weren't initially inclined to do so.

Stepping into the cockpit of the eponymous Armored Core, the immediate standout is how approachable Armored Core VI feels. Your mech can wield up to four weapons, each mapped to a distinct shoulder button. You have the freedom to jump, execute swift dodges on both ground and air, and trigger an assault boost akin to a sprint, propelling you forward with a force that might just add a few decades to your appearance. The controls exhibit a certain familiarity akin to other third-person shooters, yet this is where the similarities end. Much like Armored Core IV, there's a keen emphasis on speed and agility. Even the bulkiest mechs gracefully navigate the battlefield. Movement is seamless and responsive. While you can't hover indefinitely, you have a generous window of airtime before needing to touch down. Combine this with the capacity to fire four weapons simultaneously, and you're in for an electrifying combat experience that seldom lets up.

Game director Masaru Yamamura, renowned for his pivotal role as the primary combat designer on Sekiro: Shadows Die Twice, brings a familiar touch to the combat system of Armored Core VI. The influence of Sekiro's bold combat design is unmistakable in the core philosophy of Armored Core VI. The gameplay places significant emphasis on embracing an assertive combat style, fueled by your mech's mobility, firepower, and the incorporation of the stagger mechanic.

With each successful strike against an enemy, the strain on their Attitude Control System (ACS) grows, ultimately causing them to stagger and momentarily immobilizing them. This precious moment offers a prime opportunity to inflict more damage than your standard attacks would allow. The key is to sustain a relentless offensive, as easing up gradually diminishes the strain on your opponent's ACS. This dynamic creates a delicate balance, as your own mech adheres to the same principles. Depending on the situation, strategic withdrawal to find cover and allow your strain to subside can be a wise move, or you can opt for an aggressive approach, aiming to stagger your opponent before they have the chance to do the same to you.

The majority of the standard enemy units you encounter are essentially cannon fodder, requiring just one or two hits to obliterate. Consequently, the stagger mechanic primarily factors in when confronting notably formidable adversaries. Armored Core VI preserves the mission structure established in previous entries of the series. Each chapter comprises a blend of main storyline missions and optional side quests, all set within self-contained levels. These missions offer delightful diversity, whether you're engaged in mech combat on a frozen lake or scaling the towering sides of a weaponized mining vessel that dwarfs your own Armored Core in its monumental scale.

Amrored Core VI: Fires of Rubicon caters to the die-hard fans while also serving as the most accessible entry in the series to date, marking a triumphant return to From Software's roots.

Armored Core VI: Fires of Rubicon predominantly pits you against regular enemies, occasionally throwing mini-bosses into the mix, and marking certain missions with memorable boss fights that ramp up the challenge. Much of the game indulges in a power fantasy, allowing you to effortlessly dispatch hordes of foes before a formidable boss enters the scene and humbles you. These boss encounters align with From Software's penchant for demanding gameplay, but their occasional and abrupt difficulty spikes create a peculiar contrast with the overall game experience. While it aligns with the game's lore, where Armored Cores are vastly superior to the standard, mass-produced mechs, it can leave you feeling unprepared and frustrated in the initial hours when you encounter one of these boss-shaped roadblocks.

Thankfully, Armored Core VI offers a more approachable experience compared to its predecessors. The game provides a wealth of training missions that cover everything, from the fundamental controls and combat techniques to the distinctions between a tetrapod AC and a reverse-jointed AC. What's crucial is that these missions let you experiment with different loadouts, allowing you to grasp the functionality and unique characteristics of each one.

The process of assembling your Armored Core is just as vital to success as mastering the game's combat mechanics. Progression doesn't rely on leveling up; instead, it hinges on acquiring new parts and using them to craft a unique mech that reflects your personal style. From Software wisely eases you into the abundance of choices by unlocking new parts gradually. Plus, you have the option to sell parts back at their original price, encouraging frequent experimentation with different builds. As you progress, your options expand exponentially, allowing you to create Armored Cores that feel distinctly diverse. You might choose to dual-wield machine guns or mini-guns, wield a plasma rifle in one hand and a shotgun in the other, or opt for a more unconventional setup like a pulse shield and laser sword combination. In terms of body parts, there are variations in weight and armor across the numerous heads, arms, torsos, and legs you can equip. Boosters directly impact dodge speed and leaping ability, while chipsets determine how effective your missile lock-on is at varying distances. You can't simply throw together any combination; each loadout must conform to weight and energy constraints, preventing you from, for instance, equipping a lightweight mech with four hefty cannons.


This dynamic establishes a delicate balance, compelling you to weigh the merits and drawbacks of each build, and it's in this interplay between assembly and combat where the game truly shines. Typically, the first encounter with a boss serves as a learning opportunity. While I managed to defeat a couple of bosses on my initial try, most of the time, I had to reevaluate and experiment with different loadouts to counteract their distinct strengths and weaknesses.

Take, for instance, the Juggernaut, one of the early game bosses—a colossal tank seemingly impervious to frontal attacks due to its thick armor plating. The only viable approach is to maneuver around it and target its vulnerable sides and rear, but this behemoth exhibits surprising agility, frequently employing its massive thrusters to outmaneuver you. While it's entirely possible to defeat the Juggernaut by consistently positioning yourself behind its impenetrable armor, I expedited the process by equipping a vertical rocket launcher. Instead of launching missiles in a straight line, this variant sent each projectile skyward, causing them to descend behind the Juggernaut's defenses. Triumphing over a boss is immensely gratifying, especially when you've adapted and customized your loadout to achieve victory.
Unlike many of the Souls games, you can't summon another player to assist you in overcoming a challenging boss in Armored Core VI. However, this limitation doesn't hinder the game's sense of community entirely. Players have the option to save their customized loadouts and share them with others. Yet, the system isn't the most user-friendly, as it doesn't provide a comprehensive list of shared loadouts. Instead, you need the person's in-game ID to access and download their creations. Nevertheless, it's likely not difficult to find fellow players who are willing to share their specialized boss-fighting loadouts.

Armored Core VI's only other online featu


Armored Core VI marks a fresh start for the venerable series. While staying faithful to From Software's core vision, the entire experience has been honed to embrace an audience familiar with the studio's recent titles. Although the story falls short, and there are some initial challenges due to its uneven difficulty, these drawbacks fade into insignificance as you immerse yourself in the exhilarating combat, deftly maneuvering your fully customized mech amidst a barrage of incoming attacks while delivering a relentless onslaught of rocket fire, sword strikes, and plasma rounds.re is versus matches, where you can engage in 1v1 or 3v3 battles against other players. The netcode performs well, and these matches are frenetic and enjoyable for quick gaming sessions. However, with only a basic deathmatch mode and no additional game modes, they may not offer lasting appeal.

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