But still, I felt like Armored Core 6 did a great job guiding me with its sorting tools and descriptive text, which made it easy enough for me to discern what parts were good for what. That may sound like a lot, and I’m not gonna lie: it is. And oh boy, are there a ton of different factors to consider beyond simply what to spend your limited money on. Before you sortie into a mission, you’re able to equip your mech with four weapons - one for each arm and one attached to each shoulder - a unique head, body, legs, generator, booster, and Fire Control System. However, one of the benefits of this mission structure is that it’s able to allow for a wide variety of objectives that each favor a different style of play, which then feeds into the excellent customization elements that make up the heart of Armored Core 6. I just didn’t really care one way or the other. As a result, despite an interesting setting and premise with plenty of teases of ulterior motives and questionable loyalties, I found it hard to really connect with the story on anything beyond a pure surface level, which is a shame because one of the major ideas of Armored Core 6 is a branching storyline that has you making decisions on which faction you want to take on missions for. It doesn’t help that our character is a blank slate who just does whatever they’re told, fighting on behalf of corporations, resistance forces, arms dealers, or the enigmatic Walter and his personal agenda. The five-chapter campaign plays out almost entirely over radio conversations, PowerPoint presentation-style mission briefings, and combat chatter that is nearly impossible to pay attention to while you’re fighting for your life on the mining planet of Rubicon. If there’s one area where Armored Core 6 could have benefited from more modernization, it’s in its storytelling.
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