Some are simple one-on-one fights, others might have players spelunking through an underground cave looking for broken mechs, while others will have users attacking fortified bases. There is an interesting variety of mission types as well, though almost all feature destruction of some type. A few even have surprising twists right at the beginning. The chapter-ending missions are by far the bright spots, mostly for their varied action set-pieces and the way they progress the story. The story is solid if a bit average, but the game does a good job of getting players engaged simply by being fun to play, though some missions will definitely be more memorable than others. But many will find it hard to stop playing despite lacking that singular moment. The story starts off sort of slow, not showing much in the direction it will go until late in the game, and it never really has a single moment that grabs hold of users' attention and makes them continue playing just to see what is going to happen next. It’s almost surprising how fluid it feels to progress through multiple missions during a single play session. It's a simple, almost basic loop, but the game doesn’t ever give the feeling that it's wasting a user’s time except for a few missions that repeat locations, though those instances are rare. The gameplay loop itself is pretty simple: players first decide their mech's load-out by choosing weapons and body parts to use, work through and complete the mission, and then return to the mission select menu. But Armored Core 6, like its predecessors, is a different style of game, and it will be interesting to see how new players react to that setup. The linear and sectioned-off gameplay areas that are surrounded with hard-neon-red borders might be a bit of a rude awakening for players expecting to roam the lands of Rubicon in their giant mechanical vehicles (or mechs) much like the heroes of the aforementioned games. The Japanese developer did launch the original Armored Core way back in 1997, and fans of the original more than likely won’t struggle with an almost peculiar feeling of being confined that new fans might feel after experiencing the open worlds of Elden Ring and Sekiro: Shadow Die Twice. One such struggle might not have anything to do with the game itself, but rather a carryover from FromSoftware’s more recent titles.
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