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1. It has checkpoints.
2. There are stats and equipment you find/buy but there is no level up system per say.
3. 1. It has checkpoints. When you die you either restart or go back to the checkpoint, no bonfires o1. It has checkpoints. When you die you either restart or go back to the checkpoint, no bonfires or anything similar.
2. There are AC stats you can upgrade and equipment you find/buy but there is no "get xp and level up" system per say.
3. Melee builds are a sorta thing, most melee weapons have long cooldowns and therefore cannot be your main weapon. But you can 100% make a close range build that uses melee as it's main damage source and once you get the laser dagger you can start making melee your main weapon. There are a few more melee weapons that have short(ish) cooldowns you can try as well.
4. No exploration in a normal sense, the missions are very large and you can find secrets in them but there is no open world like Elden Ring or connected labyrinth design like dark souls.
Game play wise it is quite different from any of the souls game, the biggest thing that makes it compare to the soulslike games is the boss fights and that dodging is very important (but no Iframes). There are some huge difficulty spikes with a few of the bosses in this game and if you liked the boss fights from the souls game then you'll *might* like these boss's. They are not perfect and some of the later ones are just literal ganks but they good.
You mentioned Mechwarrior, the only thing it really has in common with mechwarrior is the customization and resource management. You have limited ammo on most weapons, there are energy weapons and ballistic weapons. Besides that it is very different, the main difference being that Armored Core gameplay is FAST rather then the slow tactical pace of mechwarrior.
1) It has checkpoints before bosses, estus flasks and bosses/enemies that are the same size as you are more dangerous. You explore places to collect lore and equipment. You can also revisit places to collect lore and equipment. Sometimes this lore and equipment is well hidden. Definitely a soulslike.
2) Equipment has lore. Also you level up by getting OS Chips, which are kinda like souls in the fact that you kill things to make yourself more powerful.
3) Yes, melee. Soulslike. But it has a stagger system, so it's a Sekirolike?
(It's not actually a soulslike. Think of it as a well polished mission-based Third Person Shooter that heavily utilizes a lockon mechanic. The only soulslike mechanic it borrows is a light version of the estus flask.)
In terms of combat comparisons:
- Souls focuses on high risk/reward when trading hits, or playing it safe and not getting hit at all. Armored core is much more forgiving when taking hits a majority of the time, with some enemies doing almost no damage at all to the player.
- Souls games focuses on blocking and dodging with i-frames for defense. Armored core has quickboost, which has no i-frames, you must use distance. And while shields are there, most people don't use them (they're not great).
- Souls games focus primarily on melee with ranged options being secondary aside from sorceries. Armored core has a very wide variety of ranged weapons and comparably few melee weapons.
- Souls games you wear a suit of armor at most, naked with a club at least. Armored core you are in a giant mech with jet boosters.
- Souls is usually an open series of interconnected dungeons (or open world in ERs case). Armored core is mission based.
Thanks for all the info, much appreciated!
No, Armored Core 6 has it's own identity and unique play-style, especially when compared to other Fromsoft franchises.
2. Melee and ranged weaponry supplement each other in this game. For the most part, you can do melee only, but keep in mind the game only gives you the left-hand slot for melee, with an additional shoulder weapon that you can swap to (unlocked later.) It's MUCH more fun to play this like a mech game, NOT like a melee-combat simulator.
3. I can't tell you what you will like, I don't know who you are.
This game and Dark Souls don't really have much in common.
There's some overlap in the boss fights since both games have you learning how to kill big bosses with complicated move-sets by dying over and over. That's about all Dark Souls and AC6 have in common.
AC6 has no classes or leveling and the game is structured around mostly-linear objective based missions that generally last around 5 to 10 minutes (there are a few longer missions in the game, but those are the minority). It's a 'tighter', faster experience than what you see in Dark Souls. AC6 doesn't have much in the way of exploration. A few of the missions have hidden things to find but you will not be exploring a large continuous map in AC6.
AC6 is also a different beast from Mechwarrior as there is no company/merc management and you're always fighting by yourself for 95% of the game. The other main aspect that separates AC6 and Mechwarrior is the movement. You're more or less grounded in MW but in AC6 you have a lot of horizontal and vertical movement. You have two different 'boosts' in this game that let you move quickly side to side or close the gap between you and enemy. There is also no part destruction in AC6. You cannot disarm or hobble an enemy by destroying their arms or legs.
Estus flasks aren't even inherently a souls-like mechanic. They're portable medical kits, which have been around since the 90s. They're just not a common item.
Bonfires: no. Checkpoints, yes. Closer to how Halo works. You reach a certain point and the game auto-saves your checkpoint.
Exploration: some.
AC6 pushes you to fighting in close range. Melee is absolutely viable, but it's only one part of all you can do.
Mechwarrior games only let you change the guns. Armored Core games let you change EVERYTHING.
Souls games give this air of oppression, because anything and everything can kill you. AC6 is a power fantasy through and through. If a lowly MT kills you, you seriously suck at the game. The gimmicky bosses are the only thing remotely souls-like this game has to offer. But bosses with attack patterns have been around since forever.
The classic AC games are arguably more "souls-like" because they actually are harder (for game design reasons, not AI reasons) (it's also more the case Souls is Core-like in its difficulty). The lowly MT's aren't so lowly, they punch back quite hard. Alongside features like debt, the turning speed stat, and EN shortage penalties, all of that there to encourage smarter gameplay.
But AC6 is made for onboarding new players. The style of the classic games are too hard for most people. So they made AC6 pathetically easy. The only time the difficulty spikes is when you get a boss battle. But since those have been "nerfed," the only thing AC6 has to offer as a challenge has been "ruined" (depending on who you ask).