Armored Core Codexery

New Generation Conflict

Four separate universes, distinct timelines: The Armored Core saga features independent eras of corporate warfare and mercenary conflict that never intersect.

The Armored Core franchise does not feature a single continuous timeline or an officially recognized event known as the 'New Generation Conflict.' The series is divided into distinct continuities: the original era (Armored Core 1 and 2), the 'Next' continuity (Armored Core 3, Silent Line, and Nexus), the 'Another' continuity (Armored Core 4 and For Answer), and the separate universe of Armored Core 6. Each timeline presents its own unique conflicts, corporate struggles, and technological evolutions without a unified historical narrative connecting them under one specific name.

Lore & Background

Contrary to the idea of a unified 'New Generation' era spanning the entire franchise, the Armored Core saga is defined by its fractured timeline. The early entries (AC1 and AC2) depict a world where corporate warfare dominates a specific continent. Following this, the series rebooted into the 'Next' continuity starting with Armored Core 3, introducing entirely different factions, lore, and settings distinct from the original. Subsequently, the franchise split again: Armored Core 4 and For Answer established a third, separate universe focused on global nations and Kojima particle energy, while Armored Core 6 created yet another isolated reality.

There is no single historical period where 'new generation' pilots across all games challenged an established order; rather, each continuity tells its own story of conflict, technological advancement, and the rise of skilled mercenaries within their isolated realities.

Reader's Guide

Within missions, the player navigates levels built on different kinds of terrain, ranging from desert bases to space stations. Levels are extremely open, forcing the player to look around for enemies that can appear from all directions. Primary weapon types available are guns, rocket launchers, lasers, missiles, and swords, which can be customized based on player purchases. Ammunition and repair costs are deducted from mission rewards, and mission failure still penalizes the player with these deductions. As the player progresses through missions, pay increases, but choosing specific missions can lock others down, creating a branching path through the story that can be noticeably different on subsequent play sessions.

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