Late to the Party: Armored Core VI: Fires of Rubicon
ou know—some trends just don’t live past their 15 minutes of fame; Zombies? Played out, Vampires? Done to death, & Superheroes? We’re approaching terminal velocity on that can of worms soon, just give it some time. There are, however, some exceptions in Pop Culture that’ll just never NOT be rad as all hell, and one of those things is giant mech-suit robots.
Where mainstays of the genre like Gundam, Macross, and to some loose extent, Transformers have populated the public headspace in the genre, one particular property has commanded an underground yet dedicated peak of fandom in Video Games like no other IP specifically has—Armored Core.
Riding on the wave of new fandom that Dark Souls and Elden Ring have afforded them, FromSoftware unveiled the next entry in their long-dormant series that hasn’t seen a release in well over a decade with Armored Core VI: Fires of Rubicon and they’re giving it the red-carpet treatment to boot. This new release does ask an interesting question though; where its demanding twitchy-trigger gunplay carved out a modest niche of dedicated fans much like that of the “Soulsborne” series of games, those titles were able to steadily evolve and refine their gameplay hallmarks with the sort of resources that Armored Core has never had the privilege of receiving.
How exactly does Fires of Rubicon close such a long gap between releases without compromising the ardent quirks of its combat and difficulty? Well, it turns out that the answer is a lot easier than you’d think—Fires of Rubicon takes everything Armored Core V did and doubles down on it with all the technical performance the ninth generation of gaming hardware could afford the long-awaited sequel.