Multiplataforma Armored Core VI Fires of Rubicon (FromSoftware, Bandai Namco)

Primeiras informações do jogo via entrevista do IGN ao Hidetaka Miyazaki e Masaru Yamamura.

Like its predecessors, it will be a third-person action game with a heavy focus on customizing your mecha – from different weapons and leg types to generators that allow for greater boosts. It's more focused on single-player than its predecessor, which was a bold attempt at large-scale multiplayer, but don't expect a true open world like the one found in Elden Ring. Instead, Armored Core VI will retain the mission-based approach of its predecessors.

"The essential direction of [Armored Core VI] was to go back and take a good look at the core concept of Armored Core and what made that series special," Miyazaki explains. "So we wanted to take the assembly aspect, assembling and customizing your own mech — your AC — and then being able to exact a high level of control over the assembled mech. So we wanted to take those two core concepts and reexamine those in our modern environment."
"Boss battles are the highlight of the game in this title," Yamamura said in a separate statement. "The essence of the battles, in which the player reads the enemy's moves and then plays games with them, is of course provided, as is typical of FromSoftware. In this title, both the enemy and your own machine are aggressive and violent in their attacks. We are developing the game so that players can enjoy the dynamic and intense boss battles that only mechas can offer, along with the unique aspects of AC, such as how to assemble the right parts to take on the strongest enemies."
IGN: Is it fair to say that Armored Core VI will be closer to the Soulsborne games than the series has been in the past?

Hidetaka Miyazaki:
No, we've not been making a conscious effort to try to direct it towards more Soulsborne type gameplay. First of all, let me just make that clear.

The essential direction of [Armored Core VI] was to go back and take a good look at the core concept of Armored Core and what made that series special. So we wanted to take the assembly aspect, assembling and customizing your own mech — your AC — and then being able to exact a high level of control over the assembled mech. So we wanted to take those two core concepts and reexamine those in our modern environment.

And, of course, what that means is taking our know-how and experiences from game development in recent years, and applying that knowledge to the development of [Armored Core VI], and reexamining it together with those core concepts of Armored Core.

So the real impetus for this project, I think, or at least one of the real appeals for me comes from that aspect of assembly, and being able to really freely assemble and customize the mech, I think is what we really highly focus on in Armored Core. And having mechs or mecha as a theme, it's really about that high level of freedom that adjusting each individual part gives, and how that affects the gameplay and the properties of your mech actually in combat. We think it's a little bit more liberating than, say, just swapping out armor or equipment. There's actually a much higher degree of freedom here, and being able to see these effects both in game, and as part of the world building, and as part of your player choices, we feel like this is a very big part of what makes Armored Core special.
IGN: Yamamura san, you were the lead designer on Sekiro: Shadows Die Twice. Can you talk a little bit about the lessons you learned from that project and how you're applying them to Armored Core?

Masaru Yamamura:
There are no elements directly referring to Sekiro, but I feel both titles share the same essence of battle such as aggressive, speed change and action-oriented fighting. For this title, by continuing to attack even the strongest enemy, the force of impact can break the enemy's posture and inflict a large amount of damage – a critical hit. This is the starting point for the slow and fast speed change of the battle, and when combined with long-range firefighting and close-range melee combat, the enemy and his machine engage each other violently, creating a more aggressive and dynamic battle that only mechas can engage in.
IGN: Miyazaki san, Elden Ring's increased accessibility – for example, friendlier checkpoints and friendly summons, was credited in part with improving its sales. What was your takeaway?

Hidetaka Miyazaki:
Yes, one of our objectives when creating Elden Ring and creating this new open field style was offering more freedom in approaching accounts and more player freedom in general. This was a major concept that we had in mind when approaching that game, and we hoped that this would open it up to more people and more players. We didn't want to lower the level of challenge or dumb it down, so instead we wanted to increase the level of freedom. We wanted to introduce more people to that style of game and wanted more people to enjoy that. So I don't know personally if it was successful or if it had a hand in that, but that's what we set out to do.
IGN: And how did you apply those lessons to Armored Core VI?

Hidetaka Miyazaki:
So we didn't necessarily take the same approach with game design and with that core concept when developing Armored Core VI. When we set out to reboot the Armored Core series, we focused on those two concepts that we touched on earlier, that being the assemble aspect and the piloting aspect. So I feel like it was a very different approach right from the offset, but I think perhaps Yamamura can answer that a little bit more clearly.

Mais no link: https://www.ign.com/articles/armored-core-6-interview
 
Man, esta entrevista foi um punhado de nada com outro de "então isto vai ser Dark Souls com mechas não é? Digam que sim! Por favor!" apenas para o pessoal da From Software basicamente dizer "não vamos mudar praticamente nada do core dos Armored Core anteriores".

A pergunta que devia ter sido feita é se o gameplay vai ser mais ao jeito do 4/4A, 5 ou dos da PS2.
 
Lançamento a 25 de Agosto.


lighter


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Última edição:
O pouco que dá para perceber, o movimento dos mechs toma mais do lado do Armored Core 4, o que são boas noticias. Infelizmente acho que ainda vai haver alguma "tankidês" que já não se viu no Daemon X Machina, mas pronto, que o jogo seja feito à volta disso ao invés de "termos" de lidar com isso.
 
Browser RIP,

Avalanche de imagens do que vai ser finalmente nesta série um budget e produção digna da era/cofres Dark Souls,

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Armored Core VI Isn’t Open-World Because Devs Didn’t Want It To Be Like Elden Ring​

Intricate maps and high-octane mecha action.


@exputer.com

Armored Core VI: Fires of Rubicon


Story Highlights
  • Armored Core VI could have potentially had open-world exploration elements but FromSoftware believed it was best to stick to the series’ charm.
  • According to the dev team, Armored Core VI will double down on customization and parts assembly so players can craft the perfect AC for any situation.
  • Armored Core VI will feature mission-based gameplay but each map is intricately crafted and the devs are confident in the quality.
Armored Core VI could have ended up as an open-world game in some capacity, but FromSoftware decided against it to focus on the series’ soul. In an interview with the dev team for the upcoming mecha action game earlier this year, Yamamura talked about how the team believed, after much deliberation, that it would be best to focus on the true charm of the series—creating your perfect Armored Core.

There was an opinion among the dev team that Armored Core VI should have more exploration and movement like Elden Ring, but the team decided to stay true to the AC formula.


"There was an opinion among the dev team that Armored Core VI should have more exploration and movement like Elden Ring, but the team decided to stay true to the AC formula."

The developer explained,

In the process of developing the sequel, there was also an opinion to make it in a different game style. However, as a result of discussions, it was concluded that it should not be made into a title centered on movement and exploration, such as the Elden Ring or Soul series. In the Armored Core series, depending on the assembly, the movement performance of the character changes and affects the play. Because that is the charm of the series.”

Elden Ring served as a culmination of everything that FromSoftware had learned since the release of Demon’s Souls back in the late 2000s. By taking its experience in crafting intricate, interconnected worlds, a penchant for writing captivating narratives, and the fast-paced action of Sekiro: Shadows Die Twice, the studio was able to combine all of that and dial the scale up to eleven for a proper open-world experience.

The result of this was a success on a hitherto unforeseen level and brought the Souls game to the more mainstream audience as it sold over 13 million copies in its first month. Armored Core VI on the other end is a series with history along with its own charm. While it’s true that things tend to change and evolve over time, it’s not necessarily bound to change in one specific way. Evolution can come in many forms.

According to the dev team, Armored Core VI is going all in with the assembly aspect for your ACs. It will be up to the player to go through the myriad parts available to determine the best plan of attack for the missions. This is further emphasized due to Yamamura’s statement, “I think you will be able to feel a different pleasure from exploring every nook and cranny of the carefully crafted map as you move.”

FromSoftware has already stated that Armored Core VI will not play like the Soulsborne games fans are familiar with. Going by trailers and the tiny bit of gameplay we’ve seen thus far, it’s evident that they’re going for the pinnacle of mecha warfare where everything ultimately comes down to the assembly of parts. In addition, the trailers till now have given no room to doubt this game’s map design and art direction.

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Venha ele, Non Stop AAA Mecha Action!

 
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