Getting Lost in the Machine in Armored Core VI

This week Paste‘s games team looks back at their favorite gaming moments of 2023. Today Paste‘s assistant TV editor and games contributor Elijah Gonzalez looks at Armored Core VI: Fires of Rubicon‘s overwhelming and exhilarating customization options.
Going into Armored Core VI: Fires of Rubicon, I wasn’t quite sure what to expect. Like many, I jumped on the FromSoftware bandwagon with the Souls titles, and while I had heard murmurings about their mecha franchise from its legion of frighteningly devoted fans, the main points that seeped in were jokes about how these games are so high-speed you needed to hold the controller backward to press buttons fast enough and that a good percentage of players spent more time in the garage tuning their rigs than actually piloting them.
When I finally got a taste of the series with its latest entry, I wasn’t terribly surprised to find its battles as frenetic as this first bit implied. After all, what convinced me to check this one out was seeing a clip of a Core dancing around hails of bullets at a speed that seemed more fit for a fighter jet than a giant robot as it cleaved a foe in two with a laser sword. However, what I didn’t expect was how deeply I’d fall for crafting the war machine of my dreams as I spent hours planning out and testing these creations like a chrome-obsessed Dr. Frankenstein.
A central tenet of these games is that they prioritize heavy degrees of mech customization, allowing you to combine parts from different makes and models. In Armored Core VI, you can select pieces for the frame (core, head, arms, and legs), internal machinery (boosters, generator, and fire control system), and weapons (two arm slots and two shoulder slots). These elements aren’t just cosmetic, and each influences a long list of stats such as weight, energy capacity, varying types of defense, booster recovery, and much more. As you progress, you unlock an increasing number of parts you can buy in the store, which eventually results in a massive range of possible permutations.
Generally speaking, this type of freeform customizability usually isn’t the biggest draw for me, and although I can get pulled into the fun of building a character in RPGs and tactics titles, it’s usually not the primary reason I come to an experience. For instance, I mostly enjoyed how Sekiro did away with the role-playing systems of other Soulslikes, resulting in a more curated experience that helped make it one of the most finely honed action games ever made. When I first saw the extensive list of options for my Core in Fires of Rubicon, I imagined this would be something I’d set and forget while engaging with what I thought was the “real” reason I was there: the frantic mech combat.
But then, as I unlocked additional armaments, boosters, and frame parts, I started tinkering. I continued coming back and making minor adjustments, and sometimes bigger ones, until I eventually unlocked enough options to create meaningfully distinct Cores that aimed to achieve radically different goals. After I internalized what all the stats were and what they meant, I started to understand the underlying principles of what made a relatively cohesive AC. Each time I unlocked a new weapon, I’d head to the simulation room and test it against a digitized pilot, slotting it into a previous bot that was missing a little punch or envisioning entirely fresh possibilities. I’d compare and contrast, saving dozens of designs with small differences as I worked towards an ideal construction. In short, I became a mecha-obsessed sicko.