So we wanted to take those two core concepts and reexamine those in our modern environment.”įor FromSoftware, a “modern environment” means not just incorporating a decade’s worth of experience in building hits – it means much greater development resources as well. “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. “The essential direction of was to go back and take a good look at the core concept of Armored Core and what made that series special,” Miyazaki explains. Instead, Armored Core VI will retain the mission-based approach of its predecessors. 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. 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. Miyazaki himself is largely taking a step back from this project (he jokes that he’s excited to play as a fan), instead providing the concept to Dark Souls veteran Masaru Yamamura, who previously served as Sekiro’s lead designer. So how do you follow what is generally regarded as the best game of 2022…and possibly one of the best games of all time? For Miyazaki, it’s by rewinding the clock.Īnnounced during last week’s Game Awards, Armored Core VI: Fires of Rubicon is another fresh start for the series, this time setting its action on a remote planet called Rubicon 3 – a world where companies and organizations battle over a “mysterious new substance” that causes a planet-wide catastrophe. It reached its apex with Elden Ring, which was released to rave reviews and went on to sell 17.5 million units. Since then, FromSoftware has established itself as the Soulsborne studio, reeling off hits like Bloodborne and Sekiro: Shadows Die Twice. So you could really call it my starting point for game development.” Looking back on Armored Core 4, which marked his directorial debut, Miyazaki muses in an exclusive new interview with IGN, “ was a time when I had to learn a lot in regard to both the technical aspect and the design aspect of game development.
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