I tried to talk about the difference from the past work of 'Armored Core VI Fires of Rubicon' and the points that are fully open like From Software



In

the previous and two previous reviews, ' ARMORED CORE VI FIRES OF RUBICON (AC6) ' literally inherits the core depth of the Armored Core series, but this work is the first I was able to realize that even a person named Armored Core has become a challenging system. In addition, in this article, I tried to pick up the differences from the past work that I felt after playing, and the points that I thought were packed with the experience that From Software has cultivated in the work so far.

ARMORED CORE VI OFFICIAL SITE | Armored Core 6 Official Site
https://www.armoredcore.net/index.html

After playing AC6 for a while, I felt the importance of ``Assault Boost'', which naturally makes battles more aggressive, ``Lock Assist'', which supports high-speed battles, and the importance of ``Stagger'' and ``Blade'', which add sharpness to battles. It's sex. We'll take them one by one below.

◆ Assault Boost
This work has a high-speed movement technology called Assault Boost, but what is particularly important in this element is that the impact is reduced if you are hit during Assault Boost. You can see that by watching the movie below.

'ARMORED CORE VI FIRES OF RUBICON' Assault Boost Verification Video - YouTube


If you get hit while standing still, half of the impact value will accumulate in your ACS gauge.



On the other hand, the accumulation of the ACS gauge was clearly reduced during the assault boost. As a result, it is easier to take the option of quickly approaching the opponent with an assault boost without fear of being hit.



Up until now, Armored Core had a similar system called Overd Boost, but depending on the type of core parts, it could not be used, or even if it could be used, the aircraft would heat up, and the performance of the defense system called Primal Armor would decrease. It was a risky element with many disadvantages. On the other hand, AC6's assault boost can reduce the impact of being hit, and depending on the weapon, there are some weapons that increase the impact when shooting during the assault boost, so it is rather a merit system. I felt that the know-how of the action game ``

Bloodborne '' released by From Software in 2015 was utilized in the game characteristics that require such `` aggressive progress ''.



◆Lock assist
In the following movie, you can see how the 'lock assist' function is disabled and enabled to see how the movement of the aircraft and viewpoint changes.

Lock assist of ``Armored Core VI Fires of Rubicon'' that bites the enemy-YouTube


The default setting for quick boost is the square button, and the right stick is used to move the camera, so they cannot be operated at the same time. As a result, depending on the skill of the player, using Quick Boost during close-range combat often causes enemies to go off-screen and be lost.



On the other hand, with Lock Assist on, the camera keeps the enemy in front of you.



In this state, even if you jump directly over the enemy, it will turn around and maintain lock-on. Similar systems such as Auto Sight, which were also used in past works, were only auxiliary functions because the capture power was not very strong, but in this work you can continue to capture the opponent quite firmly, making the battle much easier. Become.



◆ Stagger and Blade
In

this article , I mentioned the stagger that hits enemies and stops their movement, but in this work, the blade's performance is quite high and it is easy to accumulate shocks, so it is said that melee attacks have been strengthened to be an important means of attack. felt. In the battle movie between ACs below, you can see that the blade is actually the cornerstone of the battle.

I tried to enjoy the exhilaration of shooting attacks at staggered enemies with ``Armored Core VI Fires of Rubicon''-YouTube


In the first place, in the early Armored Core, the blade was the only part that could be equipped on the left arm, but as the series progressed, it became possible to equip the left arm with the same shooting weapon as the right arm. As a result, along with the increase in game speed, assembling with guns on both arms became the norm, and blades, which are powerful but difficult to hit, became weapons for advanced players. On the other hand, in this work, you can hit the opponent with a blade by stepping in a considerable distance while tracking the opponent, so it is a weapon category with high practicality.

Also, in this work, it is now possible to cut continuously with the blade on the left arm. As a result, it is now possible to perform combinations such as hitting the blade when the ACS gauge is accumulating and putting the next blow at the place where it becomes staggered.



Elements that are the prototype of the stagger existed in the previous Armored Core works, and the enemy machine stiffened and the defense power decreased during that, but if you use a weapon that specializes in impact power or the opponent It was not a very central element because it was often ineffective unless the assembly neglected the resistance to impact. In this work, the ACS gauge is visualized in the same way as the trunk gauge in '

SEKIRO: SHADOWS DIE TWICE ' released in 2019, and if you keep hitting any weapon, the impact will accumulate, making it the axis of battle. It is sublimated into an element.



Unlike shooting weapons, blades do not consume bullets, so they can be used as many times as you like, but once you use them, they overheat and become unusable for a few seconds, so you can't fire too many times.

The importance of melee attacks can also be seen in the talk show `

` PLAY! PLAY! This program talks about the charm of AC6 throughout, but what I would like you to pay particular attention to is the play video on the actual machine that starts 1 hour, 4 minutes and 19 seconds after the start of the movie.

PLAY! PLAY! PLAY! 'ARMORED CORE VI FIRES OF RUBICON' SPECIAL BRIEFING-YouTube


In the program, a project was held to have visitors who visited the venue play a mission that was unveiled for the first time, and a man who is active under the name 'fireworks' took on the challenge.



Mr. fireworks destroyed enemies one after another with skillful controls that made it hard to believe he was playing a pre-release game, but at the end of the game, a large aerial battleship appeared and he ran out of bullets. .



However, the battleship is defeated with a punch that can be issued without weapons on the arm.



After that, I beat the remaining enemies with a dangerous movement and successfully cleared the mission at first sight. The situation at this time has become a legend among fans as '

Shibuya's Fireworks Master '.



◆Summary
This work retains the deep assembly and dynamic battles that are possible only with robots, which are typical of the Armored Core series. CORE VERDICT DAY ” is a work worth waiting for 10 years.

There are some high hurdles, such as the busy operation that makes full use of the controller buttons, and the battle where a momentary carelessness can be fatal, but it is possible to restart with almost no penalty, and even if it is difficult, it is possible to break through depending on the assembling ingenuity. It's an exquisite difficulty that you can see, so I felt that it's a game that I want people who have played the Armored Core series and those who haven't to try.

in Review,   Video,   Game, Posted by log1l_ks