![]() ![]() ![]() Unlike action RPGs, your character won't be locked into a single class or play style. You can boost and thrust your mech suit in any direction while simultaneously firing multiple weapons, and you'll have to get used to all that flying and shooting, because enemy attacks will also be coming from all corners. In contrast, fully three-dimensional combat is Armored Core's centerpiece. As a hired gun with no evident morals or agency - and certainly no whimsy - why would I meander? But in time, as I eased into Fires of Rubicon's story, I came to appreciate its streamlined design. I love a game that gives me the option to abandon forward progress in favor of exploring hidden corners. You'll drop into a contained map, achieve your objectives, beam back to a garage menu, tinker with your build, rinse and repeat. You can't freely wander the world of Rubicon, and at first I resisted the game's mission-based rhythm. A walled-in world with unrestricted movement ![]() I honestly wasn't sure if the gear-centric mech combat would mesh with me, but after dozens of hours of gametime, nearly halfway through the story and with numerous NPC arena duels under my belt, I found myself increasingly engaged and drawn-in. My only direct touchpoint was 2008's Armored Core 4: For Answer, which I recently played to see how the series progressed. While I'm all-in for the gothic fantasy of the Soulsborne games created by FromSoftware president and auteur Hidetaka Miyazaki, I came to Armored Core relatively cold. ![]()
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