![]() ![]() ![]() Combat is quick and fluid, with mechs dashing and boosting up, around and side to side while locked on to insect-like robotic enemies. The studio had promised smooth controls and tactical battles, and both are present and correct. On to combat, then, the core of any FromSoftware game. The lighting, however, brings these stark, cold environments to life, and shows off the small intricacies of the player's mech. Environments consist of both man-made and natural terrain combined, though the colour palette throughout is predominantly an industrial grey. The vast, open level design also contrasts with intricate, claustrophobic interiors offering linear, winding corridors of pipes, steam and metal. Players can fly to an objective or approach via a bridge on foot, for instance, and scan environments for enemies in advance. This verticality also lends itself to a variety of approaches to each mission, depending on the mech loadout. Vertical catapults are also in place to launch players up great distances. ![]() Making use of the unique mobility of a mech, players can jump and fly around huge exterior environments (as long as boost allows) that stretch upwards as much as outwards. What impressed most from the gameplay presentation was the sense of verticality. Watch on YouTube Armored Core 6: Fires of Rubicon trailer ![]()
0 Comments
Leave a Reply. |