Steam · Action

ARMORED CORE™ VI FIRES OF RUBICON™

ARMORED CORE VI FIRES OF RUBICON Review: Sharp Boosts and Clean Hits. FromSoftware delivers lightning-fast mech combat with superb hitboxes and tight movement, even if camera tracking gets messy in tight quarters.

Vance · Aug 24, 2023 · Completed the campaign on Steam with mouse and keyboard plus a controller over two marathon days.

Thruster Handling and Boost Timing

The moment you kick your thrusters into gear, the handling makes its rules clear. Movement has weight, yet the response on the stick happens immediately, cutting off momentum the second you counter-steer or tap a reverse drift across the dirt. I spent my first hour testing quick-boost intervals against basic target drones just to see if the engine ate buffer inputs, and it rarely dropped a beat.

Your boost slide cancel lets you alter trajectory instantly, and that responsiveness is critical when heavy incoming artillery fills the screen. You either master the recovery gap between boosts or eat direct splash damage that wrecks your stability meter. English voice callouts from your handler come through cleanly over radio chatter, giving you direct warnings before major impact warnings light up your HUD without cluttering the screen with text.

A customized mech boosting across open terrain while firing its right arm weapon.
A customized mech boosting across open terrain while firing its right arm weapon.

Melee Swings and Clean Hitboxes

I came into this worried about melee weapon tracking, because heavy robots swinging energy blades can turn into a sticky mess if lock-on magnets take over. Instead, blade dashes demand precise spatial awareness. If an enemy AC drops elevation by twenty feet right as your blade arcs, you slash empty air. You pay for that miss with huge recovery downtime while their rifles shred your armor.

The hitboxes match the geometry of the blades and rocket trails with strict honesty. I watched high-velocity kinetic rounds graze my shoulder core by inches without triggering phantom collision, which is rare for large-scale action games. When you do connect a charged strike on a staggered target, the impact crunch feels heavy, rewarded by massive chunked damage and an enemy model that recoils exactly where you struck it.

Close-quarters engagement using an energy blade against an enemy mech.
Close-quarters engagement using an energy blade against an enemy mech.

Assembly Menus and Weight Classes

Building a frame in the garage goes deeper than stacking raw stat points. Swapping out your legs completely transforms your dodge profile. Standard bipedal legs give you dependable jump bursts, reverse joints fling you straight into high vertical evasions at the cost of stability, and heavy tank treads turn you into a rolling artillery bunker that ignores weapon kickback entirely.

Every single part swap shifts your energy load and weight limits, altering how many quick boosts you can chain before your generator runs dry. If you overload your machine with giant shoulder cannons, you feel the drag instantly during aerial skirmishes. Swapping between light biped builds and heavily armored tetrapods forced me to relearn my dodge timings for specific bosses, keeping the combat loop fresh mission after mission.

Garage interface displaying mech part swapping and weight statistics.
Garage interface displaying mech part swapping and weight statistics.

Boss Encounters and Lock-On Scrambles

The major boss fights are brutal tests of stamina and spatial tracking. Powerful encounter designs push you to balance close-range shotgun blasts with rapid mid-air retreats, watching the enemy posture bar fill up until you get an opening for a direct hit punish. Winning never feels like luck; it comes down to reading telegraphs and executing clean dodges right through high-explosive missile spreads.

The camera is the only real enemy that feels cheap. When ultra-fast enemy AC units boost directly over your head, hard lock-on can snap violently or break focus entirely, forcing you to sweep your view around manually while eating unseeable fire from behind. It happens often in tight industrial arenas where vertical catwalks snag your perspective, turning otherwise brilliant fights into brief scrambles against your own viewport. For $59.99 on Steam, the package runs smooth, but that camera will test your patience during vertical dogfights.

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Comments 19

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copperAug 26, 05:20 PM

Proper gutted when fast enemies fly straight over you and break lock... the sound design on those boost engines tho...

wombat_23Aug 27, 12:15 PM

Ah dont worry too much son, youll get used to it with practice. I remember struggling with the controls in the first Armored Core on PS1, but once it clicks it clicks! Keep at it. - Frank

bucketAug 27, 08:33 PM

Moved from the tutorial to the first proper fight and the boost particle effects on the reverse joints are proper brilliant mate. Absolutely buzzing to build my own mech.

gahAug 30, 03:41 PM

dude the quick boost cancel into melee is so satisfying i love chaining hits on a staggered ac and the sound design is incredible especially when you overload the boost

bucketAug 27, 08:33 PM

Moved from the tutorial to the first proper fight and the boost particle effects on the reverse joints are proper brilliant mate. Absolutely buzzing to build my own mech.

oofAug 28, 09:55 AM

@bucketthe boost particles are nice (i spent way too long in the garage just zooming in on the leg thrusters) but honestly the melee hitboxes are what sold me (they feel super fair even when you miss by a hair)

peter griffins kneeAug 26, 09:03 PM

Proper gutted the camera ruins those tight corridor fights mate. Reminds me of the old AC games where you had to manually track with the shoulder buttons at least you could see where you were going. Now it's all lock-on and hope.

wombat_23Aug 27, 12:15 PM

@peter griffins kneeAh dont worry too much son, youll get used to it with practice. I remember struggling with the controls in the first Armored Core on PS1, but once it clicks it clicks! Keep at it. - Frank

copperAug 26, 05:20 PM

Proper gutted when fast enemies fly straight over you and break lock... the sound design on those boost engines tho...

wombat_23Aug 26, 01:28 PM

Took me a feww tries to get the hang of the assembly screen but the melee hitboxes feel fair. Keep at it youngsters! - Frank

outofpaperagainAug 26, 01:05 AM

Wonder if we'll get more arena maps like the old games? The verticality in the coral missions is wild.

guten_garyAug 25, 05:25 PM

Sixty bucks gets you maybe four breakfast platters at Mabel's diner. Might wait for a sale y'all.

denver_mattAug 25, 10:09 AM

melee hitboxes feel super clean honestly, but yeah the camera just completely loses it when something flies straight over you

peter griffins kneeAug 25, 02:57 AM

proper miss the days when you got a thick manual with your mech game mate this one throws you in the deep end and the camera doesn't help proper frustrating in tight spots

needacoffeeAug 24, 10:56 PM

combat feels incredible when it clicks but that lock on break on vertical targets is unforgivable lol really solid loop tho hope they tighten it up

VanceAug 30, 03:41 PM

@needacoffeeYeah the vertical lock breaking is super annoying in tight spots. Glad the actual combat and dodging feels sharp otherwise though.

prost_markAug 24, 09:28 PM

reminds me of the ac3 days (the ps2 version not the psp port (which had its own charm tbh)) but the camera still fights you in corridors

needacoffeeAug 25, 09:52 PM

@prost_markThe melee hitboxes feel clean when you land a stagger but that camera in tight spaces is a nightmare lol. Really solid combat tho hope they tighten up the lock-on.

flintAug 24, 05:51 PM

quick boost cancel into melee is the real tech here. input buffer lets u chain 3-4 hits before stagger kicks in. dont sleep on the reverse joint legs for vertical dodge recovery

crumpetAug 24, 09:12 PM

@flinttbh camera is garbage indoors lol

buongiorno_billAug 28, 12:13 AM

@crumpetcamera felt fine to me most of the time, but yeah tracking gets completely wrecked when guys boost straight over your head. wondered if messing with lock-on sensitivity in the options helps with that at all

timberAug 25, 11:34 PM

@flintAnyone else notice the boost particle lighting on reverse joints? How's the frame pacing on Steam Deck?