Armored Core Games in Order: Why the Timeline is Such a Mess

Armored Core Games in Order: Why the Timeline is Such a Mess

Let’s be real for a second. If you’re trying to play through the armored core games in order, you’re probably expecting a neat, tidy line from 1997 to now. You're probably thinking it works like Halo or God of War. It doesn't. Not even close. FromSoftware doesn’t really do "simple" when it comes to chronology, and the Armored Core series is basically a collection of several mini-universes that occasionally decide to stop existing so the developers can start over.

You’ve got world-ending corporate wars, underground cities, and giant mechs that move so fast they’ll give you a literal headache. But the timeline? That’s the real final boss. Honestly, the series is more of a "multiverse" before that became a tired Marvel trope. If you want to experience the progression of the series, you have to decide if you're following the release dates or the actual story arcs, because they definitely don't always match up.

The PlayStation 1 Era: Where the Raven Legend Began

The original trilogy is where everything started. It’s clunky. It’s hard. The controls will make you want to throw your controller across the room because you have to use the L2 and R2 buttons to look up and down. But this is the foundation.

  1. Armored Core (1997): This is the spark. You’re a Raven, a mercenary for hire in a world where the surface is a radioactive wasteland and everyone lives in giant underground cities like Isaac City.
  2. Armored Core: Project Phantasma: Think of this as a massive expansion. It introduced the Arena, which basically became the soul of the franchise.
  3. Armored Core: Master of Arena: This wraps up the first "arc" by pitting you against Nine-Ball, the most iconic (and infuriating) antagonist in mech history.

This era is basically "Timeline A." It’s a self-contained story about the struggle between the Chrome and Murakumo Millennium corporations. If you play these armored core games in order, you'll see the sheer jump in customization from the first game to Master of Arena.

The PlayStation 2 Reboot and the "Second" Timeline

Here is where it gets weird. When Armored Core 3 launched, FromSoftware basically hit the reset button. They didn't care about the PS1 ending. They just wanted to do the "underground city" thing again but with better graphics and more buttons.

  • Armored Core 3: A fresh start. You're back underground, working for corporations that hate each other.
  • Silent Line: Armored Core: This is a direct sequel to 3. It explores what happens when humanity tries to go back to the surface and finds out something is stopping them.
  • Armored Core: Nexus: This one is a bit of a tragedy. It ends with a global catastrophe that basically ruins the world.
  • Armored Core: Last Raven: This is arguably the hardest game in the entire series. It takes place in the ruins left by Nexus. It’s bleak. It’s depressing. It’s fantastic.

Wait, what about Armored Core 2? Yeah, I skipped it on purpose to make a point. Armored Core 2 and Another Age actually follow the PS1 timeline. They take place on Mars. So, if you're trying to follow the story, you'd go: AC1 -> Phantasma -> Master of Arena -> AC2 -> Another Age. Then you’d jump to AC3 for a totally different universe. It's a headache, right?

The Hidetaka Miyazaki Era: 4 and For Answer

Before he was making everyone cry with Dark Souls and Elden Ring, Hidetaka Miyazaki directed Armored Core 4. This changed everything. The mechs went from being tanky, slow machines to literal fighter jets on legs. They called them "Lynx" instead of "Ravens," and the machines were "NEXTs."

Armored Core 4 and Armored Core: For Answer are generally considered the peak of the high-speed "zoomer" gameplay. These two games are their own timeline. They deal with Kojima Particles—a clean energy source that is also, unfortunately, incredibly toxic to the planet. By the end of For Answer, the world is basically a giant graveyard, depending on which ending you choose. If you're looking for the most "modern" feeling of the classic games, For Answer is the one everyone talks about in hushed, respectful tones.

The V Era: A Return to the Gritty Dirt

After the lightning-fast movement of the 4th generation, FromSoftware decided to slow things down. Armored Core V and Armored Core: Verdict Day took a more "tactical" approach. The mechs were smaller. They felt like actual pieces of heavy machinery again.

Interestingly, Verdict Day has some deep-lore connections that suggest it might be a distant, distant sequel to the 4th generation, but it's mostly its own thing. It focused heavily on multiplayer and territory wars. Honestly, it was a bit ahead of its time, and the servers being shut down has made it hard to experience the way it was intended.

Fires of Ibis and the Modern Resurrection

Then, the long silence. For ten years, nothing. We all thought the series was dead until Armored Core VI: Fires of Rubicon dropped in 2023.

Now, if you are looking at the armored core games in order, where does Fires of Rubicon fit? The answer is: nowhere. It’s another reboot. You don’t need to know anything about the previous 15 games to understand what’s happening on the planet Rubicon 3. You play as C4-621, an augmented human working for a handler named Walter. It’s a perfect entry point, but it still keeps that DNA of corporate greed and "maybe humanity was the problem all along."

How to Actually Play Them Today

If you want to dive in, don't feel pressured to go back to 1997. Most people can't handle the PS1 controls anymore. Here is the smartest way to tackle the series:

Start with Armored Core VI: Fires of Rubicon. It’s the most accessible. It has a lock-on system. It actually explains its mechanics. If you fall in love with that, go back to Armored Core: For Answer. It’ll give you a taste of the "old" style but with enough speed to keep you engaged.

For the true historians, the "3rd Gen" (AC3 through Last Raven) is the sweet spot of customization and challenge. Just be prepared to spend hours in the garage menus. That’s half the game anyway.

Practical Steps for New Pilots

If you're serious about jumping into this franchise, keep these three things in mind. First, don't get attached to your build. The series is designed to reward you for changing your parts to fit the mission. If a boss is killing you, it's probably because your legs are wrong or your weapons don't match the enemy's armor type.

Second, debt is real. In the older games, you can actually lose money if you fail missions or use too much ammo. If you go deep enough into debt, the "Human Plus" program kicks in. It’s basically a secret easy mode where they experiment on your body to make you a better pilot, but you lose your humanity in the process. It’s a wild mechanic that modern games would never dare to include.

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Finally, watch the weight. Your generator, your boosters, and your legs all have to work in harmony. If you're one kilogram over your weight limit, your mech won't even start. It's a game of math as much as it is a game of reflexes.

The best way to experience the Armored Core games in order isn't necessarily by following a calendar—it's by finding the era that speaks to your playstyle and mastering the machine. Whether you want to be a fast-flying ace or a literal walking tank, there’s a timeline waiting for you.

Get your hands on a copy of Fires of Rubicon first. It's the best way to see if you have the patience for the older, meaner titles. Once you've beaten the Enforcer or Balteus, you'll know if you're ready to go back to the 90s and face Nine-Ball.

To truly master the assembly system, focus on your "Energy Output" versus your "Energy Load" before looking at weapon damage. An AC that can't move is just a very expensive coffin. Prioritize a generator with a high "Energy Recovery" stat to ensure you can dodge consistently during high-stakes encounters. Once your mobility is sorted, then you can worry about the big cannons. Overburdening your machine is the most common mistake for new players—keep it light until you understand how the physics of each specific engine work.