Armored Core VI Fires of Rubicon – 10 New Details You Need To Know

Armored Core VI Fires of Rubicon is the hotly anticipated reboot of FromSoftware’s cult favorite mech battler series, and whilst there’s no gameplay on show in the reveal trailer it’s visage of mysterious, dangerous worlds in which to enact tense, dynamic combat bear the hallmarks of signature FromSoftware game design. Set to launch some time in 2023 to PC, PlayStation 4 and 5, and Xbox One and Xbox Series X|S, here’re 10 cool things about Armored Core VI Fires of Rubicon to look forward to.

It’s a FromSoftware title

As obvious as it sounds, Armored Core VI Fires of Rubicon is a FromSoftware title. Think back to 2012, the year Armored Core V released. In the decade since, FromSoftware have perfected their craft developing and releasing Dark Souls II & III, Bloodborne, Sekiro: Shadows Die Twice. The FromSoftware we herald today as a boundary pushing studio has progressed so much since 2012; they’ve carved a reputation for sleek, dynamic action and mysterious, evocative game worlds bursting with secrets to discover. It’s incredibly exciting to see how they’ll incorporate these game design principles to this upcoming iteration of their mech battler series.

Boss Battles are front and centre

The team at FromSoftware are keen to point out that whilst Armored Core VI Fires of Rubicon will of course feature their signature blend of intense, challenging combat taking place within a dark, secret-laden world, it’s still very much going to be its own thing. That said, another hallmark of FromSoftware games are their boss battles, of which it’s confirmed Armored Core VI Fires of Rubicon will feature plenty. Typical of FromSoftware games, players will be required to read, learn, and understand a boss enemy’s attacks and counters in order to gain the upper hand in an onslaught of intense, grueling boss battles.

Heavy focus on customisation

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Like its predecessors, Armored Core VI Fires of Rubicon will feature heavy focus on mech customization. Assembling and customising your own personal mech, equipping it with a raft of bespoke weaponry, leg assemblies, and other gizmos, has always been a core concept of the Armored Core series. This time around, afforded by advances in game development technology, FromSoftware are re-examining this core concept to reimagine how players can experience the delight of fine-tuning a whole host of individual mech parts to craft a vehicle that is distinctly theirs.

Mech control also a major focus

The second core concept which FromSoftware are adapting into Armored Core VI Fires of Rubicon is their desire to communicate a mech’s heavy customization and loadout options, each with a breadth of micro adjustments, to an accurate feeling in the hands of the player when controlling, traversing, and fighting. To put it another way, mech customization in Fires of Rubicon will be a much deeper and responsive system beyond simply swapping armor, guns, and equipment, and this, say FromSoftware, will be liberating for players. They’ll feel first-hand how even subtle tweaks will make a tangible difference in how their mech behaves when travelling and when in battle.

Single player story mode main gameplay loop

Unlike its immediate predecessor Armored Core V’s main focus on multi-player, Armored Core VI Fires of Rubicon will harness an exhilarating single player campaign in which extra-terrestrial corporations and resistance groups travel to the remote planet Rubicon 3 in pursuit of a mysterious new substance, the likes of which humanity had hoped would dramatically advance their own technological and communicative capability. Instead, this substance causes catastrophe, engulfing the planet is flames and storms. This story, say FromSoftware, is standalone, in a brand-new setting, so pilots needn’t have played previous Armored Core games to dive into Fires of Rubicon.

Multi-player modes are coming

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Yes, Armored Core VI Fires of Rubicon will primarily be a single player game, but FromSoftware have assured fans details on its multi-player aspects are coming. Officially for now, they’re only promising an intense versus mode, and this isn’t necessarily an innovative new gameplay mode seeing as versus modes feature in previous Armored Core titles. That said, the high levels of customization should create some intriguing one-on-one battles, with highly tweaked mechs battling for supremacy against each other; it’ll be a battle to decide who’s best at cultivating an effective mech as well as a test of piloting skill.

Mission based structure

FromSoftware are describing Armored Core VI Fires of Rubicon’s primary gameplay loop as being mission based in structure as opposed to the expansive, exploratory nature of the game world’s they’ve crafted in their most recent titles. And to be clear, Armored Core VI Fires of Rubicon will not be open world. This isn’t a bad thing though, because as already stated Armored Core VI Fires of Rubicon core concepts of high customization affording players immense freedom means there’ll be opportunity to have complete control on how each mission should be tackled. Clearing missions earns money and rewards in which players can invest in improving their mechs, meaning replayability of each mission to surpass prior performance is certainly possible.

Broad arsenal of ranged weaponry

As expected, mech battles mean weapons – missiles, ordnance, and powerful guns will be the primary way in which pilots will destroy their enemies. In tune with FromSoftware’s goal of cultivating player freedom, there’ll be a broad arsenal in which players can choose to equip their mech. It’s a question of play style too. Some will prefer the comfort of wiping opponents out with long-range missiles, whilst other pilots will prefer to get closer, with a raft of cannons and missile launchers to be chosen.

Close quarters melee

In addition to the vast arsenal of high-powered weaponry on offer, Armored Core VI Fires of Rubicon will also feature close quarters combat with a host of melee weaponry which pilots can equip their mechs. This combination of long-range firefighting and close quarters combat means there’ll be a dynamic ebb and flow to hostile encounters, with pilots required to balance stately strategy with frantic aggression. Indeed, the art of overwhelming enemies in Armored Core VI Fires of Rubicon will be, according to FromSoftware, something that can only be truly realized with mechs.

Combat approach appears aligned with Sekiro: Shadows Die Twice

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Whilst, again, FromSoftware have been very vocal in distancing Armored Core VI Fires of Rubicon from their previous titles, there is an inkling in their marketing material which makes the action in Fires of Rubicon appear closely aligned with Sekiro: Shadows Die Twice. Whilst there’re no direct correlations to exemplify this point, the essence of battle in Sekiro, that of rapid speed change, precision, counterattack, and aggression, appears it’ll be shared in Armored Core VI Fires of Rubicon. Case in point: it’s purported the posture of even the strongest opposition mechs in Fires of Rubicon can be unsettled. Skillfully breaking an enemy’s posture before unleashing an attack will deal immense damage.

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