And for a significant portion of the game, AC6 actually feels more like a traditional power fantasy action game than a Souls-like gauntlet. Screenshot: GamesHub via FromSoftware / Bandai NamcoĪrmored Core 6: Fires of Rubicon comes from FromSoftware, the studio now widely synonymous with challenging games like Elden Ring and the Dark Souls series, with AC6 marking the studio’s return to its beloved, long-dormant mecha series. But for me to look back and think about how daunted I was at the beginning of some of these encounters, and to know that I eventually conquered the seemingly impossible with a no-frills approach (after learning so much more while experimenting) makes me feel quite pleased with myself. I’m aware of how dull and discouraging that must all seem from a distance. Maybe this loadout will work better? Should I go long-range or close-range? Maybe I should stick to an aerial assault? How can I make sure I can nail that pinpoint shot between all those plates of armour? But in my particular case, I was able to eventually surmount most of the game’s greatest obstacles by returning to the versatile basics after so much experimentation: a stock-standard handgun, and the pulse blade I started the game with. I’d swap out the limbs and parts, and arm it with a completely different suite of weapons and missile launchers to try and eke out some small advantage. Screenshot: GamesHub via FromSoftware / Bandai Namco I would put the controller down, return after a long mental reset, and head into the workshop with the intent of completely rebuilding my giant mecha with a different combat approach in mind. In one particularly tough case, It felt like my attempts spanned multiple hours over a couple of days. I would regularly hit a wall on the game’s fearsome chapter-ending bosses, repeatedly trying the encounters over and over again. In the end, it was the most basic of arsenals that often got me through the greatest challenges of Armored Core 6: Fires of Rubicon.
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