7/27/2023 0 Comments Soulcalibur vi demo![]() ![]() Soulcalibur is definitely going to feel very familiar for those who have played and experienced the franchise in the past. Regarding the fundamentals of the control system And I think it will be very easy for those who aren’t too familiar with the Soulcalibur franchise to pick up and understand what the system is designed to do. And in Soulcalibur, there is the sort of balance of three powers, one beats another move, and I wanted the people who are playing Soulcalibur for the first time to really understand this triangle balance where this move will outdo this move. And whether the opponent is attacking with a high, medium, or low attack, it is able to parry the attack and transition into a counter. So the Reversal Edge system is designed to be something very easy to execute. That was the feeling we were trying to recreate and it ending up becoming this Reversal Edge mechanic. And after you parry it, dodge it, and go immediately into a counterattack. So to kind of summarize, with the Reversal Edge system and mechanic, what I wanted to recreate was that feeling of becoming a swordsmen or really epic fighter with just weapons, and in doing so there are these certain moments where you’re fighting, I can only imagine how this works, when the opponent’s sword is coming down at you, and everything kind of goes in slow motion. That was kind of a challenge we wanted to tackle with Soulcalibur VI. So we wanted to brighten things up a little bit with the art direction. And we wanted tor eally bring back that feel that we had in Soulcalibur I where it felt a little bright overall, but it wasn’t hitting everything and overexposing everything, because that’s a challenge when you light the stage or the scene up too much, you tend to have that effect. And a big transition and shift in Soulcalibur VI was the art depiction, art direction in general, and this is going to go into a little bit of the development backstory, but the code name for this game is “Luxor,” and we’re actually using-it’s kind of a play on words-ith “Lux,” which of course means light, so lighting was a huge challenge for ourselves in developing Soulcalibur VI. In terms of engine and graphics, we did a lot of exploraiton in-house and tried different combinations of rendering, but in the end we settled on using Unreal Engine 4 because it worked very well for our project. Regarding graphics and rending technology So being able to see both sides really puts me in a good position to develop a great game. And I think it’s very iconic that Tekken is a sort of brute force hand-to-hand type of fighting game, whereas Soulcalibur focuses a lot on the weapons. And I think the other aspect of being in the unique position of overseeing both Tekken and Soulcalibur franchises is that it allows me to differentiate between the use of weapons vs. So if Tekken is trying to develop a game system or mechanic a certain way, we would say, “hey, Soulcalibur, why don’t you try it this way,” and it really kind of leads to a really good environment I think. But having been involved in both teams, it puts me in a position where we can really share the best information to help both worlds. But there are some difficult aspects of that as well. One is they always try to one-up each other, which is good for innovation. So there are going to be some good and challenging elements that come from this. So, of course, Soulcalibur and Tekken are both developed in-house, and we have extremely talented teams and members working on this, but the funny part about that is both teams almost see themselves as rivals of each other. Regarding know-how carried over from Tekken 7 ![]() So that’s when we decided to launch Project Soul, and the brand was at a crossroads if you will, so we wanted a new game to refresh and celebrate the 20th anniversary. ![]() The development of Soulcalibur VI relaly began because this year marks the 20 year anniverasary for the franchise, and there’s a team inside of Bandai Namco called Project Soul, and we weren’t sure where this was going to go. ![]()
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