Once completed, you’re transported back to base. One might include destroying turrets, taking out bosses, or gathering intel. From the hub screen, you can take on sorties for these organisations. There’s an energy source present that multiple corporations want a piece of, and it’s your job to help them, working out who to trust, work for, and fight against. You’re given missions at various locations across this fractured world known as Rubicon 3. “But that’s ridiculous!” “That’s not what I wanted!” “Where’s my Yarnham with robots?!” I here you, people, but trust me, it works. There are no bonfires or checkpoints, and there’s no continuous world to journey through. One of the first things that jumped out at me is how missions or objectives are presented to you. Playing through the opening chapter, I got to see tons of combat and mechanics, but I also got to see how the game is laid out and where those challenges lie. I was fortunate enough to play Armored Core 6: Fires of Rubicon for a solid four hours recently. It feels new and exciting while still featuring the hallmarks from one of the best developers around. Armored Core 6 isn’t a traditional FromSoft game, or at least not compared to Dark Souls or Bloodborne. Combat is always second to none, and that satisfaction from success is found through a deep understanding of the fight and the challenge. FromSoft are masters of storytelling and the ways in which they feed you lore, but what they always get right is how their games respect you, teach you, and reward you. Despite Elden Ring coming out well over a year ago now, there hasn’t been a game since that comes close to fulfilling my gaming needs.
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