Amado Corre VI Fogo no Rabicó [+Lançamento 25/08/23]
Gameplay Trailer
#61
Undying escreveu: (12-12-2022, 01:55 PM)Xenoblade X tem uma mapa gigantesco e nunca pareceu pouco pela velocidade que os mechas viajavam, mas eu imagino que os mechas de armored core sejam mais rápidos devido ao estilo de jogo, mas acho que um mapa de tamanho próximo poderia dar certo

É, você tem um bom ponto, Xeno X tem um mapa enorme com Mechas e funciona no Switch, daria pra fazer algo na mesma escala ou maior no PS5/SX de boa.
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#62
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.
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#63


O jogo vai ser em missões, não vai ter mapa conectado e nem open world.
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#64
Posta link pra entrevista completapls
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#65
eu encaro com otimismo, definitivamente vai ser algo diferente e mesmo que o Miyazaki disse que não, acredito que pode ser mais parecido com DeS
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#66
Devil escreveu: (12-12-2022, 02:02 PM)É, você tem um bom ponto, Xeno X tem um mapa enorme com Mechas e funciona no Switch, daria pra fazer algo na mesma escala ou maior no PS5/SX de boa.

Xeno X é do WiiU
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#67
InuK9 escreveu: (12-12-2022, 03:43 PM)Xeno X é do WiiU
O que torna ele ainda mais impressionante.
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#68
Aqui a entrevista:

https://www.ign.com/articles/armored-core-6-interview

IGN desesperadamente tentando forçar os caba a falarem que o jogo vai ser igual Souls, que vergonha que dá de ler essas coisas :LOPES:

Os caba claramente têm zero interesse no que tão mostrando a não ser que seja Mechaborne, nem tentam esconder.
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#69
Gbraga escreveu: (12-12-2022, 04:48 PM)Aqui a entrevista:

https://www.ign.com/articles/armored-core-6-interview

IGN desesperadamente tentando forçar os caba a falarem que o jogo vai ser igual Souls, que vergonha que dá de ler essas coisas :LOPES:

Os caba claramente têm zero interesse no que tão mostrando a não ser que seja Mechaborne, nem tentam esconder.
Games Journalism Emotion

E olha que faz tempo que não hypo um jogo da From dessa forma
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#70
Vai entender a cabeça dessa gente, qual a vantagem pra IGN se os caras associarem AC aos Souls?
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#71
Sera que o mecha fica 3 vezes mais rápido se você pinta ele de vermelho? :3
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#72
até os japa riro da entrevista merd@

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#73
Chigaimasu
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#74
Engraçado pra caramba mesmo HAHA
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#75
Amilima escreveu: (15-12-2022, 09:18 PM)Engraçado pra caramba mesmo HAHA
a entrevista é em inglês, T-Rex Baby
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#76
Traduzido do japonês por
IGN "É parecido com a alma?"

Miyazaki: “Não.”

IGN "É um mundo aberto?"

Yamamura: "Não."

IGN: Você tem um sistema como um shipwolf?

Yamamura: "Não."

IGN "O know-how de Elden Ring sobreviverá?"

Yamamura: Não é porque é uma coisa diferente.

Foi uma entrevista como
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#77
como... ?
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#78
InuK9 escreveu: (12-12-2022, 03:43 PM)Xeno X é do WiiU
Imagina num video game com CPU que tem SIMD.
(numa analogia, é o mesmo que eu falar "imagina num carro que tem rodas de borracha")
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#79
acabado escreveu: (15-12-2022, 10:06 PM)como... ?

Bolada
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#80
InuK9 escreveu: (15-12-2022, 07:44 PM)Chigaimasu

Xinga maisu*
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