We felt that occurrences like these tend to intimidate new players, therefore, Reversal Edge was created to address this issue. "The Reversal Edge mechanic was our response to the common occurrence in fighting games where a beginner loses to an experienced player without being able to put up a challenge. Reversal Edge was designed to equalize the playing field for novices, while Soul Charge was designed to provide more options for players to express themselves. The first was to deliver "a very responsive weapon-based fighting system." The sixth installment in the mainline series introduces two new fighting mechanics, which include Reverse Edge and Soul Charge. To achieve this endeavor, the team set out to fulfill two specific tasks. That was our key goal," the producer stated. As a franchise with more than 20 years of history, we had a responsibility to our fans to not only deliver a game that feels like a true SOULCALIBUR game, but also to exceed their expectations content and quality-wise. "After SOULCALIBUR V, it took us quite a long time to release another main entry in the series. To learn more about how Bandai Namco delivered such a fan favorite, we interviewed SOULCALIBUR VI producer Motohiro Okubo.įrom the beginning, Bandai Namco set out to develop the best SOULCALIBUR they could, which is no small task considering the franchise has released many beloved iterations over the past several decades. For many, it’s the best SOULCALIBUR yet, and the project was made possible in part by Unreal Engine 4. With revamped, modern graphics and a fighting system that is as deep as it is accessible, it's no surprise that the recently released SOULCALIBUR VI has garnered rave reviews. By Jimmy Thang The SOULCALIBUR series has long been one of the most respected fighting game franchises in the industry.
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