Recently Famitsu interviewed Yasutaka Ogura the producer of Armored Core 6, at the Taipei Game Show, and asked him questions about what fans can expect with AC6
translated by Gematsu. And full interview in Emglish on Gematsu: https://www.gematsu.com/2023/02/arm...ra-talks-mech-action-at-taipei-game-show-2023
Huge thank you salromano
More at Famitsu: https://www.famitsu.com/news/202302/03291680.html
Mori: "Bearing in mind this key element of the game, then, what are the biggest differences between this title and the previous one of 10 years ago?"
Ogura: "Perhaps the biggest difference came from the freedom to spend more on the game's development and resources, so this was one practical consideration. The other factor was that as 10 years had passed between titles, we at FromSoftware had developed so many other titles in the interim, from Dark Souls II to Bloodborne, Dark Souls III, Deracine, and of course others, like Sekiro: Shadows Die Twice, and most recently of all, Elden Ring, all of which changed us. The experience and know-how that our game designers and developers built up through these titles was able to be made use of in this title."
Mori: "What has been the major developmental focus for this Armored Core title?"
Ogura: "We were determined to take advantage of FromSoftware's experience and know-how to really establish freedom for the player in terms of what can be done with game controls and the customization that lies at the series' core. That was the key point we focused on. When you play the game, you will see how changing parts affects the action elements. The action and customization elements really do work together symbiotically, and I really think this is the most important thing. Defining the parameters that govern this relationship was absolutely key."
Mori: "So you would consider this a beginner-friendly title, then. Last year, you released Elden Ring to great worldwide acclaim, even winning 'Game of the Year.' With this being the first new title since, I am sure that a great many gamers are very excited about this title. Have you put in place any measures to make the game easier to play for newcomers to the series?"
Ogura: "We have. We plan to release more details about this in the coming days, but I can talk about one such element today. As I mentioned earlier, one of the key elements of Armored Core is the assembly of various parts to customize your very own mech. it is the element of the game with the most depth, and for many fans, it is the most enjoyable. Seen from the perspective of new users, though, it is a very detailed and complex system, which take as long time to master for a lot players. At leas, that has been the case in many of the series' previous titles. This time, we have put a number of new measures in place to help make assembly and customization more intuitive and logical than it has been in the past."
Mori: "One thing FromSoftware is famous for is developing hardcore games that are seriously difficult to clear. Just how difficult is the latest Armored Core title?"
Ogura: "In this game, as always, we have striven to create a game that poses a stiff challenge for our players, and I'm confident we have achieved that. Our approach to the issue of difficulty level in Armored Core VI is slightly different to other titles, in that the most distinctive feature of the Armored Core series is the combination of parts to customize the player's mech. As this lies at the title's core, it is really the adjustment of these parts that is the key to overcoming difficulties within the game. This is the point on which we placed the most emphasis in combination with the action system. We have designed a game that rewards using the most appropriate actions in each situation to overcome difficulties and attain a sense of achievement."
translated by Gematsu. And full interview in Emglish on Gematsu: https://www.gematsu.com/2023/02/arm...ra-talks-mech-action-at-taipei-game-show-2023
Huge thank you salromano
More at Famitsu: https://www.famitsu.com/news/202302/03291680.html
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