Anabuki teases that, should the conditions be right, "you could also direct your psychokinetic attacks straight at them", although he was unwilling to go into any further detail just yet.The team would continue to iterate on that battle system, the story of Scarlet Nexus, and its characters. To survive encounters you'll need to effectively switch between normal weapon attacks with your blade and psychokinesis, hurling anything from potted plants to vehicles at the encroaching mutants to create deadly combos. The evocative enemy types come at Yuito fast and furiously, forcing you to consider your opportunities. Scarlet Nexus has heavily stylized combat within its contained arena spaces. By interacting with surrounding objects, you can use them to simply hit your target, but also to experience a new action style of swinging things at enemies or crushing them with objects." "In battles, the psychokinesis ability Yuito possesses can be easily controlled by simple button sequences. While it's working to create a weighty real-time combat system, it's also keen to strip unnecessary complexity out of its systems in an effort to maintain spectacle, as Anabuki explains. The studio is particularly focused on that last point it really does want Scarlet Nexus to look exceptionally cool in action. Once you get hold of the battle system it looks exceptionally cool." "On top of that, the psychokinetic attacks, when used alongside weapon attacks, will create a very special combination unique to Scarlet Nexus. "We feel that Scarlet Nexus, as an action RPG, must provide the exhilarating feeling from using weapon / melee attacks," he says. "Thanks to the high processing powers of the hardware in the next generation, the game will feature high frame-rates" Kenji Anabuki, game directorĪs for the second area of focus, Anabuki is committed to balancing psychokinesis and conventional weapon attacks so that you'll feel empowered to experiment, playing around with its systems to find new and entertaining ways to take on Scarlet Nexus' variety of enemy types. We are very committed to give players a sense of reality when they fight with psychokinesis during battles." The motion used while picking up objects depends on the respective location. For certain objects, the button controls synchronize to the object's movement. To be specific, when picking up objects, the button hold time depends on the weight of the object. "The first one is the psychokinesis experience derived from Yuito’s power. It looks world's apart from the Tales of games, not to mention more recent action-RPGs from the studio's back catalogue, like Code Vein.Īnabuki tells me that the team had two core areas of focus as it worked to establish this battle system. It's a slick looking system, where everyday objects – telephone poles, postboxes, cars, a moving train – can be wielded with precision and ease, integrated directly into your attack patterns and routines without overwhelming you with inputs or meters. Elements of the environment can be lifted up and broken apart, launched at enemies to build attack combos and crowd-control mutant hordes. For instance, it has an impact on the way we envision the battle system, the character development, the progression, and the balance between the story and the gameplay."Īs Yuito, you'll be able to turn the world itself into a weapon. "Both games are RPGs with action elements, which enabled us to use our game development experience on Tales of series into Scarlet Nexus. The development team is leveraging its experience of working on iconic RPGs like Tales of Vesperia, but Anabuki stresses that it's working to create something faster and heavier, a spectacle of otherworldly abilities. It's here where the Bandai Namco Studios is putting much of its time and energy.
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