Armored Core VI: Fires of Rubicon was officially announced at The Game Awards, with FromSoftware’s Hidetaka Miyazaki and Masaru Yamamura sharing the first details about the upcoming mecha-action sequel.
Armored Core was arguably FromSoftware’s flagship franchise, and the mech action series had amassed a large fan following before Souls Games gained worldwide fame as one of the best purveyors of hardcore action RPGs. . After a long-term focus on dark fantasy titles, it returned to giant robots with Armored Core VI, culminating in the studio’s biggest hit earlier this year with Elden Ring. What the team was quick to point out was actually a long time coming.
talk IGN, from boss Hidetaka Miyazaki, intentionally quick to downplay, aiming to replicate the success of Souls in robot form. “I haven’t made a conscious effort to try.” “First, let’s be clear.” Director Masaru Yamamura explains how some of the obvious similarities are actually staples of the Armored Core series. is,” he says. Of course, there is the essence of battle, which is typical of From Software, where you read the enemy’s movements and play the game. We are proceeding with development so that players can enjoy the dynamic and powerful boss battles unique to mecha, and the elements unique to AC, such as how to assemble parts to challenge the strongest enemies.
Armored Core VI does not aim to emulate the Victory Souls formula
Miyazaki also notes how elements such as the intense combat and the deliberate nature of combat are more hallmarks of the studio than those of the series. I think it’s a thing,’ he thinks. “These are things we’ve always enjoyed and are always proud of. We don’t want to give away too much with our storytelling. We always want to apply a certain level of challenge to keep things rewarding for players. These are kind of my general habits when it comes to game development, and these are general things I think I can draw from FromSoftware’s history going all the way back to King’s Field.”
Armored Core VI: Fires of Rubicon brings the two traits closer together, staying true to their traditional mechanics, customizing your mech appropriately before each spawn, and mission-based with the ability to switch between weapon, utility, and mobility stacks. It features the progression of , and defensive components to build the right rig for the job at hand. Yamamura explains that this can affect difficulty in a more adaptive way than traditional RPGs. “We’ve tried to keep it on the challenging side in general, but that’s not to say it’s a flat difficulty line throughout. We’ve had some great tempos I wanted to have a good balance between the changes in the game and the level of difficulty and challenge.That can change.It depends on the type of mission.It depends on the enemies you face in the mission.How do you use the mecha? It depends on what you want to build into.”
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