The plot was the thing I was first sold on in Fires of Rubicon. Although it feels more than a little Dune-esque in the initial outline (factions squabbling over a planet that is the unique source of a precious resource, reportedly even called "melange" at some point in development) the game quickly makes clear that it's not interested in telling a cookie-cutter story. Even when I was struggling mightily with the combat, I was fascinated by the factional intricacies and the way they were portrayed in the game's mission structure.

Once I started my second loop (the game asks for three playthroughs to see all the missions and get the final "true" ending), I was even more impressed: when I or other characters made slightly different decisions, I could see how they ramify throughout the course of the game's plot. As I gain familiarity with the characters, I learned to recognize them earlier and found no small amount of affection for their quirks and foibles.

And as I pushed myself forward, I found myself beginning to really appreciate the combat as well. This didn't happen all at once: I spent pretty much the entire first loop frustrated with the game and with myself for failing to learn its language. I felt like I wasn't making a dent in bosses even when I played around with different builds and strategies, and that I couldn't make progress until I went online and copied specialized bosskiller loadouts from people on Reddit and Discord.

But eventually, reading these online resources and chatting with my friend Molly who was several steps ahead of me in the game, I realized something: From Software has always made their game bearing not just its own mechanics in mind, but the way its players will engage with it and each other. They are heavily influenced by classics like The Tower of Druaga, laden with ideas and secrets that can only be found and shared by an entire arcade's worth of players working together. I had thought of myself as failing by looking at these online resources, but From is well aware that they're releasing the game in an age of wikis and group chats. I was doing just what I was supposed to.

I still think there are some tweaks that could be made to make more different builds more viable against more bosses, but once I got over my own fear of learning the game the "wrong way", it suddenly clicked for me. With Molly's help and a deeper online understanding of the mechanics, I started blazing through challenges in the second loop that had stopped me dead in loop 1. The first loop took me over a week; the second loop took five days; the third took only a day and a half.

And by the time I got to the end, ooooo does the game feel nice to play. Especially against a boss I know well, dodging and weaving and building stagger and perfectly rationing my heavy hitters to punish it really does feel like I'm one with my mech. And it's hard to ask for much more from an Armored Core.

Reviewed on Sep 11, 2023


1 Comment


2 months ago

Great review! A vague memory of your described experience across each playthrough was one of the things that kept me from just giving this a pissed off 2 stars not once, but four different times during my first playthrough (you can probably guess which four bosses).