Armored Core 6: Fires of Rubicon Director Says its Boss Battles Are “the Highlight”

The difficulty isn't a flat line throughout, varying based on mission type, enemies, and how players assemble their mech.

Posted By | On 12th, Dec. 2022

Armored Core 6 Fires of Rubicon_14

FromSoftware president Hidetaka Miyazaki and director Masaru Yamamura offered even more new details on Armored Core 6: Fires of Rubicon to IGN. The duo recently confirmed that the title won’t be open-world and instead follow a mission-based structure like previous games.

Given FromSoftware’s pedigree, can players expect tough battles? Yamamura said the focus was on “really intense and tough mecha battles.” This doesn’t mean all missions will be equally difficult. “We have generally tried to keep it on the challenging side, but it’s not to say that it’s a flat difficulty line throughout. We wanted to have some nice tempo changes and some nice balance to the difficulty and the level of challenge. It can vary depending on the mission type.

“It depends on the enemies you’re coming up against in those missions. It depends on how you want to assemble your mech. But this is one approach we wanted to have, which is to have the player decide how they want to assemble and approach each mission and then to have this nice balance of level of challenge throughout the missions and the campaign.”

Since Yamamura was the lead designer on Sekiro: Shadows Die Twice, one may think some design philosophies will carry over. However, the way that the player can approach battles is different due to the amount of customization. “You mentioned Sekiro, and the approach there was this very stoic, one-track approach to battle with just one weapon and just your resolve as a player. I feel like with Armored Core 6, the approach is quite different mainly because of that ‘assemble’ aspect that you have.

“So your battle starts in the AC garage where you are deciding which weapon and you’re deciding which layout, what performance you want your AC to have in battle, and taking this forward to each encounter in each boss battle. So that’s part of the strategy this time, and I think that affects the difficulty greatly.”

In a separate statement, Yamamura revealed that the boss battles are the “highlight” of the game. “The essence of the battles, in which the player reads the enemy’s moves and then plays games with them, is of course provided, as is typical of FromSoftware. In this title, both the enemy and your own machine are aggressive and violent in their attacks.

“We are developing the game so that players can enjoy the dynamic and intense boss battles that only mechas can offer, along with the unique aspects of Armored Core, such as how to assemble the right parts to take on the strongest enemies.”

The customization will be familiar to fans of previous games. “There’ll be a wide variety of different parts that you can exchange on different parts of your mech. So that aspect is going to be fully intact in Armored Core 6.”

Describing the “general game cycle,” Yamamura said it’s about clearing missions and then using the money “to buy more expensive weapons and parts for your mech. And also within that, you are tuning these parts, and you’re tuning the weapons and tuning your mech to suit your play style, changing parameters, changing the performance of various parts to suit the way you want to approach each mission in each battle. I think you could call this the equivalent in Armored Core 6.”

In terms of mobility, players can tune generators and boosters. In previous Armored Core titles, you could improve boosting or flight time, boss height and the “explosiveness” of boosts. “These are all things that will apply in Armored Core 6, as well.”

Armored Core 6: Fires of Rubicon is out in 2023 for Xbox One, Xbox Series X/S, PS4, PS5, and PC. It’s a brand-new story that’s not connected to previous games. Stay tuned for more details in the meantime.


Amazing Articles You Might Want To Check Out!

Share Your Thoughts Below  (Always follow our comments policy!)



Keep On Reading!

Switch 2’s Backward Compatibility is “Good for Our Catalogue” – Take-Two CEO

Switch 2’s Backward Compatibility is “Good for Our Catalogue” – Take-Two CEO

"Backward compatibility is good for our catalogue, and we think we have the highest selling catalogue per SKU ...

GTA 6 and Borderlands 4 Won’t Launch Too Close to Each Other, Take-Two Boss Says

GTA 6 and Borderlands 4 Won’t Launch Too Close to Each Other, Take-Two Boss Says

"I think it’s safe to say that we wouldn’t, and no one would, stack up huge releases unnecessarily," says ...

PS5 Pro’s PSSR On Par with Nvidia DLSS and Intel XeSS, Says Developer

PS5 Pro’s PSSR On Par with Nvidia DLSS and Intel XeSS, Says Developer

Gergo Horvath, a Graphics Programmer at Gaijin believes that PSSR is not only on par with DLSS and XeSS, but a...

GTA 6 Publisher Explains the Importance of PC: “We Are Selective” About Platforms

GTA 6 Publisher Explains the Importance of PC: “We Are Selective” About Platforms

Take Two's Strauss Zelnick understands the importance of the PC platform, but the company still won't launch a...

Infinity Nikki – Ability Outfits, Curio Domain, and More Detailed in New Overview Trailer

Infinity Nikki – Ability Outfits, Curio Domain, and More Detailed in New Overview Trailer

The free-to-play "cozy" open-world title has reached 30 million pre-registrations before launching on PS5, PC,...

GTA 6 Xbox Series S Performance Concerns Are a Non-issue, Says Take Two CEO

GTA 6 Xbox Series S Performance Concerns Are a Non-issue, Says Take Two CEO

Take-Two chairman and CEO Strauss Zelnick is not worried about any concerns related to Grand Theft Auto 6's pe...