Armored Core 6 feels brilliant in the hands, but also strangely undecided. Our preview:
The original Armored Core was the game that taught me to fight in the air. Even as I struggle to remember what I had for breakfast this morning, I still have vivid memories of boosting around its squalid industrial plains and catacombs, dipping carefully into my AC's replenishing energy reserve, while combing the cathode-ray TV murk for the hiss and flash of incoming projectiles.
In Fires of Rubicon you play an amnesiac pilot with the codename 621, who works for a mysterious, gravel-voiced man named Walter. Your stated story objective is to rediscover your past and rebuild your reputation, but what you're really here to do, natch, is bolt together the fanciest, deadliest and/or silliest battlebot you can muster, picking from a gorgeous selection of legs, torsos, arms, heads, weapons and internal systems that dramatically affect how your AC performs.
Armored Core 6 puts more emphasis on this rapid horizontal movement than any previous AC I've played, partly because it takes inspiration from FromSoftware's later, better-known Souls series - during a presentation before our hands-on, publisher Bandai Namco made specific reference to the fluid handling of Dark Souls 3. You can dash through projectile attacks, parry hits with a shield to reduce their impact, and there's an all-or-nothing forward boost for closing the distance.
Armored Core 6 also puts a very Soulsy emphasis on bosses, which are as variable of form and fighting style as the mechs you pitch against them, not always for the best. During my hands-on, I crossed swords with an aerial gunship, a couple of rival ACs, a map-sized walking fortress with a cannon parked at one end, and a charging"Juggernaut" tank with nigh-impenetrable frontal armour.
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