
Mechanics-wise, the Dark Souls comparison actually isn't far off, with Your movement always being limited by a replenishing energy bar (derived from Your internal parts), but otherwise being allowed to boost, fly, and maneuver as You see fit. You see 4 missile launchers plus extensions? Hope You brought Your decoys. You see a light reverse joint chicken looking thing with flamethrowers? Yeah, It's going to roast from above. You see a tank with heavy arms and dual bazookas, You know it's a long range pummeler. The design of all of the games was built around the concept of understanding something as soon as You see it. Additionally, a blade cutting through many sections, especially the Core, will do additional damage, up to an instant kill in some very specific situations (Such as a heavy tank, which attacks with a thrusting stab, combined with parts enhancing blade power, a lot of energy, and arms that conduct it well, against a build that is light on Energy Defense) Just like DS, in fact, many of the hitboxes are very exact, things like shoulder and forward shields only adding defense for those sections that are protected. In many ways, just like Dark Souls, it uses a lot of fighting game style mechanics in a third person, very physically reactive scenario. So what is an Armored Core? Long story short, do You remember playing with Legos as a kid? It's that, but with ROBOT PARTS! It's actually not a very complicated game, despite all the stats, You just kinda slap together several categories of parts to make a machine capable of doing a variety of missions and 1 on 1 arena battles. While that description may not be entirely accurate, that reputation actually comes from one game in particular in the series, and we will get back to that. (Funnily enough, made by the same people)

If you have never played Armored Core, you may well have heard of it as this sort of hard as nails Dark Souls of Mechs kind of situation.

I wanted to take a moment to talk about one of my favorite series ever!
