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Armored Core 6: Differs from the Soulslikes in this aspect


Yesterday, Wednesday afternoon, the international gaming press was given the opportunity to give their impressions of the upcoming mech action “Armored Core 6…

This week, the preview embargo on Armored Core 6: Fires of Rubicon fell. Among other things, this led to new details reaching us about the playful implementation of From Software’s mech action.

Armored Core 6: Fires of Rubicon will be released in August 2023.

Yesterday, Wednesday afternoon, the international gaming press was given the opportunity to share their impressions of the upcoming mech action “Armored Core 6: Fires of Rubicon” with the readers. Check out our preview of the latest installment in the Armored Core series here.

To complement the release of the latest gameplay and previews, fresh details on From Software’s next big project have also been circulated. On the one hand, these revolve around the deaths of the players, who are not punished quite as severely as in the Soulslike titles from the Japanese studio.

While in the case of a death in “Dark Souls” or “Bloodborne”, for example, the souls can be lost if your hero dies before he can collect the souls again, “Armored Core 6: Fires of Rubicon” completely dispenses with measures of this kind .

Confirmed checkpoints within missions

Any units of in-game currency collected by you will remain even after a screen death. Another element that makes your life in the missions a little easier are regularly interspersed checkpoints where you can continue your mission after a death.

At the checkpoints it will also be possible to rework your own mechs, for example by exchanging parts. This allows your own strategy to be realigned even in an ongoing mission. With regard to the gameplay, it is added that this is significantly faster than in the Soulslike titles from From Software.

For example, in “Armored Core 6” it will be possible to sprint or activate engines that can be used to cover greater distances quickly. Another important element in combat is the rapid transition between long-range combat with rockets or rifles and melee combat.

By Quentin Reed

Meet Quentin Reed, a computer enthusiast hailing from Karachi, Sindh, Pakistan. With a strong foundation in Computer Science from his education, Quentin has delved into the world of technology with great passion. As a Software Test Analyst from 2018 to 2020, he honed his skills in ensuring the quality and functionality of software applications. Currently serving as a Manager at Gaming Laptops, Quentin combines his expertise in computers with his love for gaming. Embracing his identity as a computer geek, he continues to explore the ever-evolving landscape of technology, eager to stay at the forefront of innovation and contribute to the digital realm.