FromSoftware’sArmored Corefranchise, though adhering to dark themes and mature storytelling, couldn’t be more different from the much more popularSoulsgames, generally speaking.Armored Core 6revitalized the franchise last year, bringing its high-octane action and granular customization tools to a whole new audience of players willing to put their full trust in FromSoftware in the wake of hits likeElden Ring, while proving just how well one franchise could inform the other.
Though games likeBloodborne,Dark Souls, andElden Ringaren’t literally connected by story or lore, they all fall under the broad category of “soulslike” or “soulsborne.”
The soulslike wing ofFromSoftware’s oeuvre is characterized by deep customization and build variety, but the games are practically linear when compared to theArmored Corefranchise. As far back as its first releases on the original PlayStation,Armored Corehas put deep and meaningful customization front-and-center, encouraging engagement with its upgrade paths by cleverly weaving them into the main gameplay loop. Put simply, while other games (including the likes ofDark Souls) may offer build-crafting systems as an optional way for players to gain an advantage in combat,Armored Core’s build-crafting is at least fifty percent of its gameplay loop; it’s not something done simply to get a leg up, but rather a skill to hone in and of itself. Soulslike games may never reach these levels of detailed customization, but that doesn’t mean they can’t useArmored Coreas inspiration.
FromSoftware’s Soulslikes Could Learn From Armored Core’s Emphasis On Speed
Variable Character Speed in Soulslikes Vs. Armored Core
Epitomized inArmored Core 6, speed levels are a crucial aspect of stat-tweaking in the mecha-centric series. Expected variables, like the weight of certain pieces of gear, are present, butArmored Corealso allows players to purchase upgrades like boosters that greatly increase their speed ceiling. Like just about every corner ofArmored Core’s customization suite, this can get rather technical, but the core idea is: if a player wants to make an uber-quick AC and dart around the map like a fly looking for a window, they can do that. It just might take some experimentation.
The control that players have over speed in soulslike games is, by comparison, both restrictive and shallow. Whileclasses likeElden Ring’s Bandittout agility and high attack speeds, their ability to quickly tear through enemies is ultimately understated. A player’s attack speed will be determined by what weapons they use, while their movement speed will be tied to their equipment load, granting faster rolls with more I-frames based on three broad categories: light, medium, and heavy. This system is present inElden Ring, theDark Soulstrilogy, andDemon’s Souls, though it should be noted thatBloodbornedoesn’t have the same light, medium, and heavy gear stats as the other FromSoftware soulslikes.
ManyFromSoftware games also have a Dexterity stat, which can decrease spell-casting time, but this is very limited and requires commitment, making it not a great fit for experimentation.
Put simply, there’s no easy, accessible, or reliable way to craft a super-fast build in FromSoftware’s soulslikes, at least not in the same way that it’s possiblethroughArmored Core’s customization options. If a future soulslike from the fabled company could lean into its build-crafting a bit further, perhaps raising the ceiling on overall movement speed and I-frame generation in exchange for a massive decrease in defense, for instance, then player agency could be greatly elevated. It may be a bit unrealistic to expect the same level of personalization as anArmored Coregame, butACdefinitely highlights that FromSoftware’s soulslikes have some room to grow in this regard.
From Software
Based in Japan, FromSoftware is a development company best known for the Souls series and Armored Core franchise. Other popular games from From Software include Elden Ring, Sekiro, Bloodborne, and the King’s Field series.