Founded in the early 90s and after three King’s Field games, From Software released the first iteration of its now cult action game series, Armored Core, on the PlayStation in 1997.
In it, the player embodies the pilot of a customizable Mecha through various more or less complex missions. The very DNA of the saga revolves around this idea of strategic customization, in order to make each fight more intense than the last.
To date, the series has sixteen episodes (five main and eleven spin-offs, ports or enhanced editions). If it had its golden age on PlayStation 2 and PlayStation Portable, the saga fell somewhat into oblivion after a fifth opus available on PlayStation 3 and Xbox 360, released in 2013. Ten years of noticeable absence and a generation of consoles later, here comes back to the front of the stage a legendary license that made the heyday of From Software.
And the expectations are high, because even today, the series has a very solid fan base (of which we are undoubtedly part). For what ? What makes Armored Core unique is based on two pillars: evolving gameplay and responsive action.
Thanks to the possibility of personalizing our Mecha, we have the leisure to completely change the approach of the various missions as well as the gameplay of the latter. The freedom provided by the series is great, especially since it allows you to shape war machines directly inspired by Japanese animation.
Often imitated, never equaled, the King is finally back! And the questions are many. Luckily, we had the opportunity to attend a more detailed presentation of the latest opus, to be released on August 25, 2023. And the news is particularly reassuring.
Armored Soul
It was probably the question that burned the lips of all fans: will Armored Core VI be a “Soulborne”?
During the presentation, Yasunori Ogura, lead producer of ACVI at FromSoftware, wanted to remind us how much the Japanese company was aware of the expectations of fans and wanted to be reassuring: yes, ACVI will indeed be the spiritual heir of the saga. , taking up all the key points of the series… but embellishing them with the new philosophy of the company.
The confirmation is therefore made: Armored Core VI will mix very advanced customization possibilities within extensive and dynamic maps offering a great sense of progression, with a monstrous difficulty putting the nerves and reflexes of the players to the test.
The game was developed around fundamental ideas: offering a massive and more vertical level design, tactical and strategic combat, very advanced customization and the satisfaction generated by ever more complex challenges.
We will therefore be led to visit very diverse environments, whether indoors or outdoors, in man-made structures or in natural and hostile areas. Each card has also been designed around the use of mecha, in order to offer an exploration very different from what we know from other titles from the firm.
The First Raven
Armored Core VI: Fires of Rubicond, despite its numbering, will not take place following the events of the fifth installment. Ogura indeed confirms to us that it is indeed a complete reboot of the series, easily accessible to new players, but retaining enough of the heritage of its ancestors to satisfy the old ones.
The team seems to have taken it to heart to leave no one behind: new scenario, new planet; but a preserved DNA and mechanics.
During the presentation, we had the opportunity to attend an almost complete mission, taking place towards the beginning of the adventure. The latter is a mine of information that managed, in a few moments, to reassure our little hearts of fans.
In the purest tradition of the saga, ACVI is not an Open World and revolves around a succession of main and secondary missions. However, Ogura points out that the structures are interconnected with each other, in order to create gigantic maps.
Each mission begins with a briefing outlining the objectives, before our Mecha is launched into the heart of the battle.
First observation: the sensations inherent in the saga are indeed back! Whether via the presentation, the kinematics of arrival or the interface, Armored Core VI is bathed in a juice that has not aged a single thing… while managing to have evolved enough not to seem anachronistic.
We therefore find our Mecha in the center of the screen, decked out with a very wide aiming reticle, with multiple indicators (which we will come back to below). The lower part of the screen is loaded with information. On the left, the AP gauge (our life points), the number of repair kits (our “healing potions”) and the scan. On the right, our ammunition and in the center, what we were all waiting for: the boost.
The interface is therefore more or less similar to previous games. Very sober, the information of the ATH is however clear and concise.
The mission presented to us is simple: approach a complex and infiltrate it. So we were able to have a fairly broad look at all aspects of the game.
Our Raven (note: name given to the Mecha pilot) immediately finds himself with great freedom of movement and exploration. The boost has been put to use to allow a very appreciable autonomy. It is indeed possible to choose your approach using your Mecha, whether it’s flying, jumping… or simply rushing into the heap!
Combining the mechanics specific to Armored Core with the complex structures of recent games from From Software, we have the possibility of moving within the different maps at our leisure. In the gameplay sequence we witnessed, Ogura skillfully uses his boost gauge to dodge a bridge full of enemies, to better reach heights and take another group of guards by surprise.
The fluidity of the action is reminiscent of the best moments of the series, with the possibility of performing quick U-turns, using the boost to charge quickly, using the dash to dodge, to change weapons in a flash or use the shield to protect yourself in extremis from critical damage.
Of course, limitations have been put in place. Thus, the boost gauge greatly restricts our possibilities of exploration. At times, however, the player can find “catapults” allowing him to gain height.
Nine Breaker
This presentation was an opportunity for us to admire all the fervor of the fighting and thus to have a clearer idea of what awaits us in two (endless) months.
The latter, extremely dynamic, highlight a particularly nervous triptych of attack, defense and dodging.
We find the sensations so specific to the series. It will therefore be possible to equip yourself with several types of weapons (melee, ranged, missiles with auto-lock, etc.) in order to deal with all situations.
However, Armored Core VI does not forget to draw inspiration from the firm’s latest works. Thus, the information provided around the aiming reticle gives us the key information of the confrontation: gauge of life and “stagg”.
The latter gradually fills up as you attack. Once full, the enemy is destabilized and vulnerable. It is then possible to deal powerful blows to it in order to get rid of it quickly.
Of course, our hero can also suffer this state and find himself at the mercy of the slightest enemy instantly.
The “Soulborne” inspiration is therefore indeed present, but with some differences. The life points of our Mecha are melting like snow in the sun and each confrontation must be taken with a good dose of strategy.
During the presentation, Ogura also lost to a slightly tougher enemy. Here, no campfires or loss of souls. When we die, the game over is displayed and offers us, via a simple menu, various options: restart the mission, resume at the checkpoint, exit or access the “Assembly” menu.
However, one question remains unanswered: Ogura announces that in case of defeat “the player can use the checkpoint present in the middle of the mission”. Translation error or will of the studio, so it remains to be determined whether we will only have access to a single reappearance point, or not.
But this loss was an opportunity to show us more about the Assembly system. The menu, very close to what we could find in the old opuses, more or less takes up the codes already in place for more than 30 years.
We can therefore freely change all the parts of our Mecha’s body (head, arms, legs, torso), but also the armament (left hand, right hand, left shoulder, right shoulder), as well as four “internal” parts having an effect on the boost or the engine.
Always very obscure in its approach, the change of parts seems however intended for confirmed players understanding the language and the mechanics specific to the series.
Yes, the weight system is indeed making a comeback! This promises hours of theory craft to create the most powerful Mecha possible.
Ogura insists (rightly) on the legs, undoubtedly the most important element of our machine. Since, depending on the type equipped, the whole gameplay is changed. We therefore find with pleasure (and a certain excitement) the chains allowing us to transform our machine into a heavy and slow tank, the inverted articulated legs granting crazy speed, or the now famous “spider legs”.
Extreme Battle
But who says From Software especially says boss. And it was at the end of the presentation that we were able to witness one of these memorable clashes.
But before that, a few clarifications are in order. During the entire gameplay shown, we did not see any mechanics close to a Dark Soul. Enemies don’t drop items, there doesn’t seem to be any experience or progression system, and repair kits can only be picked up from rare supply zones.
Armored Core VI therefore seems to be moving towards a much more arcade dimension, in line with old-fashioned action games.
Finally, let’s talk about the bosses. The one presented to us was a kind of huge tank with steamrollers. If its design was interesting, we were especially able to discover its pattern, but also its different parts.
It will therefore be possible to target specific areas to maximize its damage or destroy specific parts.
However, the presentation did not go to the end of this confrontation. And for good reason: Ogura did practically no damage to his opponent despite his obvious mastery of the gameplay. A real HP bag, the enemy never seemed to waver and even his “stagg” gauge barely moved.
It therefore seems that these confrontations will be particularly devious and long.
In the end, if this presentation of Armored Core VI: Fires of Rubicon was short-lived, it allowed us to learn a lot about the key mechanics of From Software’s title. The news is very encouraging, as well as reassuring for fans, and we look forward to being able to test the final version to ensure that the studio delivers on all of its promises.
Armored Core VI : Fires of Rubicon sera disponible le 25 août 2023 sur PS4, PS5, Xbox One, Xbox Series X|S et PC via Steam.