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Armored Core 4
Armored Core 4
from Wikipedia
Armored Core 4
PAL cover art
DeveloperFromSoftware
Publishers
DirectorHidetaka Miyazaki
ProducerToshifumi Nabeshima
ProgrammerKiwamu Takahashi
Artists
  • Yuzo Kojima
  • Makoto Satoh
ComposerKota Hoshino
SeriesArmored Core
PlatformsPlayStation 3, Xbox 360
ReleasePlayStation 3
  • JP: December 21, 2006
  • NA: March 20, 2007
  • EU: June 22, 2007
Xbox 360
  • NA: March 20, 2007
  • JP: March 22, 2007
  • EU: June 22, 2007
GenreVehicular combat
ModesSingle player, multiplayer

Armored Core 4 is a 2006 mecha-based vehicular combat game developed by FromSoftware for the PlayStation 3 and Xbox 360. The fourth main entry of the Armored Core series, the game serves as a reboot for the franchise and is set in the future where a war has made the nations of Earth devastated and their respective governments have been replaced by corporations. Conflicts soon begin to break out between the corporations, which use massive combat robots, Armored Cores, to fight each other. The player is a Lynx, a name given to pilots of highly advanced NEXT Armored Cores.

Armored Core 4 streamlines many of the features of previous entries while retaining their highly complex customization system. Players are given missions from various clients in return for credits, which they can spend on unlockable parts and weapons. In addition to system link and split-screen multiplayer, players can engage in online battles with up to seven other players. Armored Core 4 is also notable for being Hidetaka Miyazaki's debut as game director.

Gameplay

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Like previous entries in the franchise, in Armored Core 4 players pilot mecha units called Armored Cores and take on missions in return for credits. An arena mechanic returns to allow players to fight in 1-on-1 matches against computer-controlled opponents.[1] When starting a new game, players choose from one of several Armored Cores with differing difficulty ratings. A tutorial introduces the basic game concepts prior to beginning the story sections. Once players finish the tutorial, they can begin selecting missions and earning credits for customization.[2]

Gameplay has been sped up and controls have been streamlined to be more accessible than previous entries.[3][4] Customization, a franchise staple, has retained depth. Hundreds of available parts and weapons can be used to radically change the player's mecha, and each part has a number of stats to detail effectiveness. A change from earlier titles is that many parts are not available at the beginning of this game and instead are unlocked in groups as the game progresses in throughout the story. Parts can also be tuned to subtly alter performances to fit a player's needs.[5]

While system link and split-screen options return, Armored Core 4 is the first entry outside of Japan to have online multiplayer, since the mode's sole implementation in the Japanese version of Armored Core 2: Another Age. Players on the PlayStation Network or Xbox Live can play with up to 7 additional players in various deathmatch modes.[6] On the Xbox 360, Armored Core 4 introduced achievements to the franchise.[5]

Plot

[edit]

Amid overpopulation, dwindling resources, and civil unrest, six major corporations launch a coordinated global uprising known as the National Dismantlement War, which overthrows all countries on Earth and ushers in a new world order of corporate-enforced peace: the Pax Economica. To efficiently redistribute resources, people are relocated into oppressively managed settlements called colonies and forced into hard labor. However, a technological gap opens between the corporations with the advent of Kojima technology, which utilizes potent and hazardous Kojima Particles as energy. Kojima technology is instrumental in the creation of NEXTs, next-generation Armored Core mechs, and the corporations begin waging a shadow war among themselves for control of it.

Five years into the Pax Economica, the colony of Anatolia enters a financial crisis. Anatolia is one of a handful of colonies that enjoys autonomy from the corporations, but this was solely due to the wealth of the late Professor Jarnefeldt, a leading NEXT engineer. Upon Jarnefeldt's death, most of his staff defected to the corporate research colony Aspina, severing Anatolia's income stream, and leadership of the colony fell to Emil Gustav, one of Jarnefeldt's researchers. To keep Anatolia funded, Emil modifies a veteran Armored Core pilot into a LYNX, gives him a NEXT, and sells his services as a mercenary to corporations that lack their own NEXTs. Fiona Jarnefeldt, the professor's daughter, agrees to act as the pilot's operator. This pilot is the player character, who is also referred to as "Anatolia's Mercenary".

At first, Anatolia's Mercenary is only hired to counter rebel attacks, but he steps into the spotlight by defeating the rebel LYNX Amazigh. He then receives more lucrative and dangerous jobs fighting in skirmishes between rival companies until he is tasked by Global Armaments (GA), one of the six major corporations, with assaulting a GA subsidiary that plans to secede. The mission is successful, but provokes another company named Akva Vit into declaring war on GA. This gives the six major corporations an excuse to openly break the Pax Economica, instigating the LYNX War. Akva Vit gains the backing of the Bernard and Felix Foundation (BFF), Leonemeccanica, and Rayleonard, while GA forges an alliance with Eqbal and Rosenthal.

Throughout the enormously destructive conflict that ensues, the reputation of Anatolia's Mercenary grows as he takes on missions for the GA coalition. Notably, he assassinates BFF's entire leadership by sinking their seaborne headquarters, protects Anatolia from a retaliatory strike by an Akva Vit-developed superweapon, and leads critical operations against the increasingly desperate Rayleonard. The conflict culminates in the dissolution of both Rayleonard and Akva Vit; at the same time that Rayleonard's headquarters is destroyed by Anatolia's Mercenary, Akva Vit's headquarters is coincidentally destroyed by a LYNX from Aspina named Joshua O'Brien. With the LYNX War over, Anatolia finds itself with a comfortable amount of funds. Unfortunately, Joshua carries out a surprise attack on the colony in a prototype NEXT and razes most of it to the ground before he is vanquished. Fiona and Anatolia's Mercenary then decide to leave Anatolia, with Emil unable and unwilling to persuade them to stay.

Release

[edit]
Armored Core 4 was the directorial debut of Hidetaka Miyazaki, who later became president of FromSoftware.

Armored Core 4 was initially released in Japan for the PlayStation 3 on December 21, 2006.[7] FromSoftware partnered with Sega and released a North American version for the PlayStation 3 and Xbox 360 on March 20, 2007, followed by a Japanese release on the Xbox 360 two days later.[8][7] In Europe, FromSoftware partnered with 505 Games and released the game for the PlayStation 3 and Xbox 360 on June 22, 2007.[9]

Reception

[edit]

Armored Core 4 received "mixed or average" reviews on both platforms according to the review aggregator website Metacritic. In Japan, Famitsu gave the PlayStation 3 version a score of 31 out of 40, while Famitsu Xbox 360 gave the Xbox 360 version a score of 32 out of 40.

Reviewers found that Armored Core 4's graphical update was a welcome addition following its increasingly outdated visuals over the last several titles, but noted that there were still issues with the visual presentation of the game. GameSpot's Tom Magrino wrote that after years of "pining for a graphical update" that the "update has now arrived", though he had reservations about the blandness of certain environments and clipping issues with mechs on hilly terrain.[5] Andrew Mellick from 411Mania remarked that the graphics looked impressive "sometimes" and noted that while the game had sections that "really look breathtaking", the game's "level of inspiration didn’t keep up the whole game".[19] IGN's Greg Miller was far less impressed by the updated visuals, writing that "what they had didn't work".[6] Bryan Vore of Game Informer opened his review by stating the "biggest surprises" found in Armored Core 4 is the multiplatform status of the title and the "next-gen graphical makeover".[3]

Changes to the core systems were praised by reviewers, with Eurogamer's Dave McCarthy calling it "more accessible than its predecessors".[1] Gamespot's Magrino described the game as a "more visceral experience" and wrote that the streamlined boost mechanics allowed for greater freedom of movement. He praised the faster gameplay and commented that mech customization felt streamlined compared to previous entries, while still offering a considerable amount of depth for those who decided to dig deeper.[5] Conversely, GamePro was unimpressed with the game's mechanics, writing that the missions were too repetitive and frequently broken up by loading screens and that the game was "far more complicated than it needed to be".[4] Game Informer's Vore felt that mech customization was still as inaccessible as it had been previously, writing: "Do we really need to worry about four separate booster classes?"[3]

While the addition of online multiplayer was welcomed, reviewers noted that there wasn't much variety in its offerings. While GameSpot's Magrino acknowledged that online multiplayer was a "much-anticipated feature", he believed that the limited map and game type selection "doesn't offer much to get excited about".[5] Game Informer's Vore agreed, adding that the lack of respawn mechanics severely limited the playtime in multiplayer matches.[3] IGN's Miller was more critical of the map selection, calling them "inadequate arenas".[6]

References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Armored Core 4 is a 2006 third-person shooter mecha video game developed by FromSoftware as the twelfth main entry in the Armored Core franchise. Released initially in Japan on December 21, 2006, for the PlayStation 3, followed by the Xbox 360 version in Japan on March 22, 2007, it launched in North America and Europe in 2007 via publishers Sega and 505 Games, respectively. The game is set in a dystopian future where a global war has collapsed national governments, leading to corporate hegemony and the rise of mercenary pilots known as Ravens who control massive customizable mechs called Armored Cores (ACs). Players assume the role of an anonymous , undertaking missions for various corporate factions amid escalating conflicts over dwindling resources and territory. Core gameplay revolves around building and piloting ACs using hundreds of —including frames, weapons, boosters, and generators—to engage in fast-paced vehicular combat across urban ruins, canyons, and industrial zones. Missions emphasize strategic customization, quick reflexes, and , with 37 single-player missions that blend destruction, escort, and arena battles, often lasting just minutes to heighten intensity. A key innovation in the series, Armored Core 4 introduced online multiplayer support for up to 8 players via and Xbox Live, enabling team-based versus modes and cooperative play that extend replayability beyond the campaign. The title received mixed critical reception for its solid mechanics and customization depth but was critiqued for repetitive missions and a steep , ultimately paving the way for its direct sequel, Armored Core: For Answer, in 2008. Despite its niche appeal, it marked FromSoftware's transition to next-generation consoles and reinforced the franchise's focus on emergent, player-driven mech warfare.

Development

Production History

Development of Armored Core 4 began in 2005 at , transitioning the series from PlayStation 2-era technology to next-generation consoles including the and Xbox 360. This shift necessitated a complete overhaul of the game's engine and mechanics, with a strong emphasis on integrating online multiplayer features to enhance the competitive mech combat experience. Hidetaka Miyazaki directed the project as his debut in that role, while Toshifumi Nabeshima served as producer, drawing on his prior experience with the Armored Core series. By September 2005, the game had entered its testing phase, reflecting rapid progress amid the hardware adaptation. The title faced scheduling adjustments due to the complexities of next-gen development; initially slated for a November 2006 launch coinciding with the PlayStation 3's debut in , it was postponed to December 21, 2006, to allow additional refinement. This delay ensured better optimization for the new platforms' capabilities, particularly in delivering high-speed aerial battles and destruction effects.

Design and Innovations

Armored Core 4 represented a major evolution in the series by transitioning to full 3D movement , enabling pilots to maneuver their NEXT units freely in , including extensive aerial boosting and vertical navigation through multi-tiered battlefields, a departure from the more planar, top-down influenced perspectives of prior entries. This overhaul allowed for more fluid, omnidirectional combat that emphasized speed and positioning in complex environments, fundamentally altering tactical approaches to engagements. The game's weaponry was redesigned to be exclusively energy-based, eliminating traditional ammunition in favor of weapons that draw directly from the AC's core power supply, which streamlined inventory management while tying firepower to overall energy economy. This innovation encouraged players to balance aggressive assaults with resource conservation, as overuse could leave units vulnerable during critical moments. Complementing this, the energy management system was completely revamped, with core energy serving as a shared resource for boosting, weapon discharge, and the new Primal Armor defensive barrier—a Kojima particle-generated shield that absorbs damage but depletes the same pool. Energy regenerates gradually, and players can fine-tune regeneration rates, capacity, and efficiency through customizable parts like generators and radiators, creating deeper strategic layers in build optimization. Online competitive modes were integrated as foundational elements of the design, capitalizing on the rising popularity of console network play in the mid-2000s to foster persistent player interaction beyond single-player campaigns. Supporting up to eight participants in team-based versus matches and ranked arenas, these features promoted collaborative tactics and rivalries, with seamless integration into the core progression system via shared part unlocks and global leaderboards. Artistically, Armored Core 4 embraced a post-apocalyptic corporate narrative, depicting a world ravaged by global conflict where massive conglomerates vie for control of scarce resources through proxy battles fought by pilots. Environments were crafted as sprawling, ruined megacities and fortified industrial zones, incorporating destructible structures and dynamic debris to amplify the chaos of NEXT-scale warfare, reinforcing themes of economic dominance and environmental decay.

Gameplay

Core Mechanics

Armored Core 4 employs a third-person perspective for piloting Armored Cores (ACs), giant customizable mechs, in high-speed combat scenarios that blend aerial and ground-based maneuvers. Players control their AC to dash, hover, and boost through destructible environments, emphasizing rapid repositioning to flank enemies or evade incoming fire during engagements. This perspective facilitates a sense of scale and immediacy, as the camera follows the AC closely while allowing free-look adjustments for situational awareness. The game's fundamental structure revolves around 37 single-player missions, each presenting specific objectives such as destroying enemy installations, escorting allies, or securing zones against waves of foes. These missions unfold in a linear yet branching narrative path, where performance metrics like completion time, damage inflicted, and resources preserved influence subsequent mission availability and story outcomes, encouraging replayability for optimal routes. Environmental hazards, like collapsing structures or particle interference, add layers to objective fulfillment, requiring adaptive tactics beyond direct confrontation. Combat centers on a lock-on targeting system, where players designate enemies for automatic weapon aiming, enabling simultaneous fire from multiple armaments while maneuvering. Weapons, ranging from machine guns to launchers, operate in this lock-on mode, with effectiveness tied to factors like distance and line-of-sight; for instance, lock-on ranges extend up to several kilometers for long-range options but demand precise positioning for close-quarters hits. Central to is the mechanic powered by Kojima Particles: boosting, deploying the Primal Armor energy shield, and firing energy-based weapons deplete the generator, and excessive drain results in a forced shutdown that leaves the AC vulnerable until recharge. Boost capabilities propel the AC to speeds exceeding 500 km/h, facilitating quick-time dodges and pursuits that define the fluid, arcade-like battles. Controls are designed for intuitive operation on consoles, using dual-analog sticks—the left for AC movement (forward/backward, , and hovering) and the right for camera aiming and fine targeting adjustments. Shoulder buttons handle primary actions like firing locked weapons and quick-switching between equipped armaments, while face buttons manage secondary functions such as boosting and attacks, promoting seamless transitions between offense and evasion without menu interruptions.

Customization and Progression

The customization system in Armored Core 4 centers on assembling a personalized (AC) unit from modular components, providing strategic depth through iterative builds tailored to mission demands. Players use the interface to select and configure over 100 parts across categories including heads for sensors and , cores for central structure, arms for weapon mounting, legs for mobility types (bipedal, tank, or quadruped), back weapons, arm weapons, boosters for speed, , and FCS for targeting. Assembly requires balancing factors like part weight, which influences load ratios and maneuverability, and energy consumption to prevent overloads that could hinder performance. Progression occurs primarily through monetary credits earned from completing story missions and sub-orders, which fund purchases from an expanding shop inventory. There is no traditional experience-based leveling for the pilot or AC; instead, new parts unlock automatically as the narrative advances via branching paths, with additional hidden components available only through high-performance completions, such as achieving S-rank evaluations on missions for optimal times, damage minimization, or specific objectives. This structure rewards skillful play and replayability, gradually expanding build options without linear power scaling. Key assembly rules enforce realism and trade-offs: Assembly must respect the legs' load capacity, typically 13,400 to 29,000 units depending on the model, to avoid overweight penalties that reduce speed and stability. Armor Points (AP), representing overall , are derived from aggregating the individual defensive values of equipped parts, where higher-AP components often increase . Energy equilibrium is managed by matching the generator's output capacity to the cumulative drain from active systems, ensuring sustained operation without frequent recharges. Representative examples highlight tactical variety; a mid-range equipped on the right arm provides precise, rapid-fire suppression against agile foes, while shoulder-mounted missiles enable area denial against clustered or . Tuning features allow refinements like boosting generator output to accelerate energy regeneration rates, permitting longer boost durations or heavier volleys at the cost of potential overheating risks. These elements tie into broader during engagements, where optimized setups sustain aggressive maneuvers.

Multiplayer Features

Armored Core 4's multiplayer features emphasize competitive online battles, supporting up to eight players through Xbox Live on and on PS3. The game launched with a focus on versus modes, including one-on-one duels for direct confrontations, team deathmatch variants such as 2v2 and 4v4 elimination rounds, and four-player free-for-all deathmatches that highlight individual maneuvering in open arenas. These modes build on the series' customization system, allowing players to deploy tailored Armored Cores in human-vs-human without AI interference. Arena challenges are integrated into the online versus system, offering structured 1v1 ranked matches where players compete for leaderboard positions based on wins and efficiency. The versus framework includes custom room creation, enabling hosts to configure private lobbies with specific player counts, maps, and rules to suit group preferences. Offline options complement the online play with split-screen versus for two players, providing local competitive access. At launch in 2007, the multiplayer infrastructure prioritized seamless connectivity for high-speed duels, with server-side handling to mitigate lag in team-based engagements.

Story and Setting

World and Factions

The world of Armored Core 4 is set on a post-apocalyptic in the 27th century, following the catastrophic National Dismantlement War of the previous century, during which six dominant corporations overthrew global governments using advanced units and colossal Arms Forts—massive mobile fortresses equipped with railguns designed to bombard and control vast territories. This war dismantled national sovereignty, leaving the planet's surface as a barren wasteland known as the Badlands, contaminated by pollution and resource depletion, while humanity's remnants clustered in subterranean megacities and fragile orbital colonies suspended above the atmosphere. Resource scarcity, especially of Kojima particles and raw materials essential for energy and , perpetuated a cycle of proxy wars among the corporations, who vied for control over the few viable extraction sites and supply lines. The six ruling companies, collectively forming the economic backbone of this corporate , each specialize in distinct sectors of industry and technology, controlling regional strongholds from the polluted earth to installations. These entities employ elite mercenary pilots called , independent operatives who pilot customizable Armored Cores to execute high-stakes missions, often pitting corporate interests against one another in brutal, resource-driven conflicts. The companies' rivalries are exacerbated by the strategic deployment of Arms Forts, which serve as mobile fortresses capable of leveling entire landscapes and enforcing territorial claims.
CompanySpecializationKey Regional Control
Bernard and Felix Foundation (BFF)Infrastructure development and logistics networksOrbital transport hubs and expansions
ChromeHeavy industry, mining, and raw material extraction mining outposts and industrial forges
Global Armaments (GA)Military hardware production and conventional armamentsSurface military bases and weapon testing grounds
Omer Science TechnologyEnergy research and scientific experimentationIsolated research facilities in remote zones
Rayleonard LabAdvanced technology, including stealth systems and next-generation AC componentsHigh-security tech labs in orbital outposts
and luxury weaponry development manufacturing enclaves near urban centers
This corporate-dominated era represents the fourth generation in the broader timeline, evolving from earlier periods of localized corporate feuds and Raven interventions in the 24th and 25th centuries, where initial conflicts over emerging technologies like Kojima-based power sources laid the groundwork for the total societal collapse induced by the National Dismantlement War. The resulting solidified the companies' oligarchic rule, transforming global politics into an endless struggle for survival amid environmental ruin and technological arms races.

Plot Summary

In a dystopian future, has been ravaged by a catastrophic , leading to the collapse of national governments and their replacement by a of powerful corporations called the Pax Economica. These entities exert totalitarian control over humanity through a vast network of enormous mobile fortresses known as Arms Forts, which suppress unrest and enforce corporate dominance amid dwindling resources and civil strife. The is an unnamed enhanced pilot, designated as a , who operates as a from the independent colony of . Recruited by competing corporations, the player undertakes initial missions focused on corporate espionage, sabotage, and targeted strikes against rival operations to gain strategic advantages. As tensions escalate into open warfare among the corporations—termed the Lynx War—the assignments intensify, shifting toward large-scale assaults on the Arms Forts that form the backbone of Pax control. Throughout the campaign, the player encounters a formidable rival known as "White Glint," sparking a series of high-stakes duels that highlight the pilot's growing reputation. Betrayals and shifting alliances among the factions reveal deeper conspiracies, culminating in confrontations tied to the Controller AI, a central system governing the corporate hierarchy and Arms Fort operations. The storyline features branching paths driven by player choices in aligning with specific corporations or objectives, such as supporting the GA Program aimed at reshaping global power structures, which unlock alternate missions and influence the narrative's direction without altering the core 5-10 hour arc of rising conflict.

Release

Platforms and Dates

Armored Core 4 was developed by . In , the game was published by FromSoftware itself, while in it was handled by , and in Europe by . The game launched exclusively on and consoles. The version was first released in on December 21, 2006. Both versions arrived in on March 20, 2007, with the edition following in on March 22, 2007. European releases for both platforms occurred on June 22, 2007.
RegionPlayStation 3Xbox 360
JapanDecember 21, 2006March 22, 2007
North AmericaMarch 20, 2007March 20, 2007
EuropeJune 22, 2007June 22, 2007
There was no PC port available at launch, and the title remains exclusive to the original seventh-generation consoles. It is not supported through official backward compatibility on , , , or Xbox Series X/S, nor has it received digital re-releases on these platforms as of 2025. On , the game requires the console's standard 512 MB of system memory (256 MB RAM + 256 MB VRAM) and supports up to resolution with a target of 60 frames per second. The version shares similar technical specifications, leveraging the console's 512 MB of unified RAM to achieve comparable performance.

Marketing and Expansions

Promotional campaigns for Armored Core 4 highlighted the game's shift to next-generation consoles and its emphasis on large-scale mech warfare with online multiplayer support for up to eight players. Trailers debuted at the 2006, showcasing cinematic sequences of explosive battles and in-game footage to demonstrate the title's high-speed and destructible environments. Advertisements and previews stressed the innovative online features, positioning the game as a multiplayer-focused evolution of the series with faction-based team battles. To build anticipation, a playable demo was distributed via Demo Disc #72 in July 2007, allowing players to experience early missions and basic customization on Xbox 360. This hands-on preview emphasized the core of piloting customizable Armored Cores in urban combat scenarios. No official or expansion packs were released for Armored Core 4. The direct sequel, Armored Core: For Answer, released in , served as a direct sequel that continued the narrative from Armored Core 4's conclusion, exploring the aftermath of global conflict through a new protagonist amid escalating corporate wars. It introduced over 40 missions, including story-driven operations and ordered battles, alongside expanded parts arsenals with enhanced customization options like overboost and new weapon types. handled Western publishing for the expansion, managing localization and promotional efforts such as previews and announcements to highlight its refined and story ties to the base game.

Reception and Legacy

Critical Response

Armored Core 4 received mixed reviews upon its launch in , with critics praising its deep customization options and intense combat while criticizing its steep and repetitive mission structure. The game holds a score of 65/100 for the version, based on 36 critic reviews, and a similar 65/100 for the version, based on 31 reviews, reflecting a general consensus of average quality with notable strengths in mech . In , gave the version a score of 31 out of 40, while Famitsu Xbox 360 gave the version a score of 32 out of 40. IGN awarded the game a 5.9/10, commending the expansive customization system that allows players to fine-tune their Armored Cores with a wide array of parts, but faulting the single-player campaign for weak mission design and lackluster visuals that failed to impress even by mid-2000s standards. In contrast, GameSpot gave it a higher 7.7/10, highlighting the thrilling, fast-paced combat and satisfying explosions during mech battles, though it noted the missions often felt repetitive and the steep learning curve could overwhelm newcomers. Critics frequently lauded the depth of customization as a core strength, enabling players to experiment with diverse builds for varied playstyles, and the adrenaline-fueled thrill of aerial and ground-based dogfights that captured the series' high-speed action essence. However, common criticisms included the game's steep , which demanded precise control mastery from the outset. Online modes received praise for their potential in team-based battles, but launch-period server instability led to connectivity frustrations for many players, detracting from the multiplayer experience. Reviews were mixed on the story's delivery, appreciating the dystopian corporate warfare setting but lamenting its underdeveloped narrative and reliance on briefings over engaging cutscenes. Despite these issues, the game's , particularly its particle-heavy destruction sequences, were seen as solid for 2007 hardware, contributing to the spectacle of large-scale AC engagements.

Commercial Performance and Impact

Armored Core 4 achieved solid initial sales in as a launch title for the , moving 48,521 units during its first week of release on December 21, 2006. The version, released earlier in the year outside , recorded lifetime sales of 21,096 units in the Japanese market by December 2007. These figures reflect the game's strong domestic performance amid the early adoption of next-generation consoles, though comprehensive worldwide totals remain limited in public records. The title played a key role in FromSoftware's shift to high-definition development, introducing large-scale mech warfare and customization systems that emphasized online multiplayer and faction-based conflicts. This transition helped the studio adapt to HD hardware demands, influencing trends in the mech genre by prioritizing deep personalization mechanics. Commercially, it set the foundation for : For Answer, released in 2008 as a direct sequel and bundled edition that extended the series' momentum. In terms of lasting influence, Armored Core 4 bridged the franchise's generational gap, paving the way for subsequent entries such as (2012) and Verdict Day (2013), while modern reappraisals position it as a pivotal step toward the 2023 revival with Armored Core VI: Fires of Rubicon, which has sold over 3 million units worldwide as of July 2024. The game's emphasis on customization and contributed to FromSoftware's evolution, informing elements in their later action titles and sustaining a dedicated fanbase through community-driven emulations and mods on PC platforms.

References

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