Punctuated by a fantastic score by Kota Hoshino, these are the make-or-break moments, designed to push you back to the drawing board in search of answers – or parts. These battles are undoubtedly the highlight of what’s on offer a tense, tight dance of near misses and genuine exhilaration. Consequently, Armored Core VI deals in scale well, and throughout its 11-hour-or-so campaign you’ll come face to face with some formidable opponents, in both size and scope. Other skirmishes are punctuated with some spectacular set pieces and boss battles that will test your metal. Some will contain side bosses, too, which are optional but encouraged so as to fill out a specialized combat log. As a result, multiple endings are on offer and the impetus to do so is complemented by the snappy replayability of said missions.įurther Reading – Upcoming PS5 Games – The Most Anticipated PS5 Games Coming Soon In 2023 Though a tad repetitive, later missions are propped up by light platforming, stealth, tower defense-style gameplay, and the inclusion of choices that have a sizeable impact on how the narrative plays out. Missions are typically short linear affairs, less than five-or-so minutes, and consist of objectives such basic reconnaissance, base infiltrations, alongside defeating a set number of enemies. And it’s just as well, because the majority of them are in service of what is ultimately at the heart of Armored Core that is, customizing your mech to within an inch of its artificial life. This streamlined approach is a welcome touch, and despite how it may initially appear, each of the menus are quite intuitive. Newcomers to the series may feel daunted by the myriad of parts, jargon and stats associated with the series but thankfully Fires of Rubicon – the first entry in just under ten years – onboards players quite well, with incremental training, contextual definitions of each stat, coupled with clear indicators for cause and effect on an overall build.
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