Armored Core V asks players to build a giant robot, fly it through the air, and tear other robots apart with guns and missiles. That simple idea carries a lot of weight. The game drops players into a war between two warring factions, and the answer to every fight is a custom mech built from parts bought, sold and upgraded across a sprawling workshop menu. It sounds easy. It is not.
Trailer, via BANDAI NAMCO Europe.
Building a Machine
The mech design system is where Armored Core V earns its keep. Players pick a frame, then add arms, legs, a core unit, and a cockpit, each with its own stats for speed, armor and damage. The choices matter. A fast, agile build trades durability for quick strikes, while a slow, armored build can absorb hits but move like a tank.
The workshop interface takes time to learn. Players need to balance thrust, power, and heat management across every part, and a bad choice can leave a mech useless in the middle of a fight. This is the game’s biggest strength and its biggest problem at once.
Flying Through the Air
Once a mech is ready, Armored Core V opens up. Players fly through open arenas, dodge enemy fire, and lay down chains of attacks against waves of enemies. The controls respond quickly, and the sense of weight and scale is strong. A well-timed dodge feels earned, not granted.
The game also lets players pilot mechs in missions, where the focus shifts from building to flying. These missions vary in length and difficulty, and they reward players who remember their build’s strengths. A mission that demands speed will punish a heavy, slow mech, while a mission that demands firepower will punish a fragile, quick one.
Two Factions, One War
Armored Core V splits its world between two factions locked in a war over resources. Missions tie into this conflict, giving players a reason to fight beyond collecting parts. The story is thin, but the faction rivalry adds a layer of context to the fighting.
| Faction | Focus | Mission Type |
|---|---|---|
| Faction A | Aggressive expansion | Raid missions |
| Faction B | Defensive hold | Escort and protection missions |
The table above shows how each side plays differently. One side pushes outward, while the other guards what it has. Players can choose which side to support, and their choices shape the missions they receive.
What Holds It Back
Armored Core V is not perfect. The game’s campaign leans heavily on arena-style battles, which can feel repetitive after hours of play. Some missions repeat the same enemy types and objectives again and again, and the pacing suffers for it.
The workshop system, while deep, can also be punishing. A poorly balanced build can break a mission early, forcing players to start over. This creates frustration during missions that otherwise offer a satisfying challenge.
Comparing the Builds
Here is a quick look at how two builds stack up:
- A fast, agile build: High speed, low armor, high damage output
- A slow, armored build: Low speed, high armor, moderate damage
Each has its place. A fast build clears missions quickly but dies easily. A slow build survives everything but moves slowly.
The Verdict
Armored Core V succeeds when it focuses on the build-and-fly loop. The mech design system is ambitious, and when it works, it rewards patience and planning. The missions suffer from repetition, and the campaign offers little beyond a thin plot.
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