![]() ![]() Environments consist of both man-made and natural terrain combined, though the colour palette throughout is predominantly an industrial grey. The vast, open level design also contrasts with intricate, claustrophobic interiors offering linear, winding corridors of pipes, steam and metal. Players can fly to an objective or approach via a bridge on foot, for instance, and scan environments for enemies in advance. This verticality also lends itself to a variety of approaches to each mission, depending on the mech loadout. Vertical catapults are also in place to launch players up great distances. Making use of the unique mobility of a mech, players can jump and fly around huge exterior environments (as long as boost allows) that stretch upwards as much as outwards. What impressed most from the gameplay presentation was the sense of verticality. The demo was a single mission from an early part of the game, but gave a clear sense of how combat and exploration will unfold - and the importance of customisation. Now, ahead of the game's release in August, we've watched a hands-off gameplay presentation from lead producer Yasunori Ogura to see how its mix of mech assembly and tactical combat looks in motion. FromSoftware's Armored Core 6: Fires of Rubicon is a series reboot that marries the unique quirks of mech combat with the studio's game design philosophy: smoothness of controls, expansive and dynamic maps, and original, challenging action that demands player ingenuity. ![]()
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