

If you were expecting a more Souls-style approach to the Armored Core series, you’d likely be disappointed, going off both the hands-off demo I saw and comments from FromSoftware president Hidetaka Miyazaki. The planet is the home of a new energy source, one that’s so powerful and volatile that it caused a cataclysmic event in the past that “engulfed the entire star system in flames”. If you’re here for the story, Armored Core VI is set on a distant planet of Rubicon 3. Each stage begins with a briefing about your mission, some backstory and an outline of what you need to accomplish. While you can expect a degree of exploration as you fly around these huge environments, the game will be mission-based, just like its predecessors. You’ll also need to balance out the energy demands of your mech against the power generator component. Or, you could go heavy-duty, making a slower-moving robot with an array of long-range attacks and powerful melee weaponry.

You’ll be able to create a lighter, agile mech that can float in the air longer, dodge attacks and probably not take a lot of damage. Arm weapons can range from rifles and machine guns through to light-saber-esque blades and more.Īs anyone who’s played an AC game can attest to, your mech design choices will be crucial. Alongside components affecting energy levels, defense and speed, you can attach weapons to four slots: one in each arm and two on the back, like multi-lock missiles. In the snowy level I saw, he said the player could fly to the top of a structure to make their way into a base, or (and what I saw) you can just rush in, guns blazing, to the main entrance.Īt the heart of Armored Core VI is your mech loadout. He teased that several missions offer multiple paths and ways to achieve your objectives. ACVI producer, Yasunori Ogura, noted that you’d be able to go anywhere in a level, flying “as far as your boost system allows”. Since mechs can move around in all three planes, expect to see plenty of levels and architecture that take advantage of that.
