REVERSAL
EDGE
When we first started development, the team discussed one of the
most difficult tasks in fighting game development, “How can we
approach and design battle mechanics to help new comers or newbies
have fun, excel, and compete against players that have more
knowledge and experience?”
We really want
everyone to have a great time playing the game, even against more
skilled players, but how exactly are you able to do that in a fair
way?
In comes the
Reversal Edge!
When a player executes the reversal edge and is successfully able
to land it, the game triggers a slow motion sequence. We really
want the player to feel like an “accomplished swordsman”. Here
this sequence essentially turns into a mini-game of
paper-scissors-rock where each player has a finite number of
options at their disposal. The Reversal Edge helps newer players
compete by eliminating the need for crazy, in-depth character
knowledge and makes it more about mind-reading and guessing what
your opponent will do. If you choose the correct action/option,
you will be rewarded with some guaranteed damage.
In addition, this
tool is extremely useful as it automatically parries oncoming
hits. This is helpful to newcomers that are getting used to the
blocking system in the game. The longer a player holds down on the
Reversal Edge button, the more attacks he or she is able to parry.
“Why did the
team integrate the Reversal Edge when Guard Impact is already
in-game?”
The Guard Impact
system, a bread and butter mechanic in the SOULCALIBUR series, has
similar, but very distinct and different applications. The Guard
Impact is geared more towards skilled players as they have more
game and character knowledge to accurately read and predict
attacks and combo strings whereas the Reversal Edge is for new
comers, but also carries deeper tactical layers that complement
the SOULCALIBUR VI gameplay as a whole.
“I’m a
pro-level, tournament player... Why would I use this?”
More skilled
players will utilize this tool because it effectively allows you
to build meter, which in turn, gives access to the Critical Edge
and Soul Charge systems. Plus, winning in Reversal Edge doesn’t
mean that winning the battle will be contingent on luck or quick
timing alone, as we are implementing many mechanisms to ensure
that this doesn’t happen. We have designed this system so
advanced players will also have benefits under specific
circumstances. We look forward to seeing all players, new
and old, explore and discover this new and exciting system.
SOUL
CHARGE
The Soul Charge system makes its return from previous iterations
of the game, but carries very different functions. As this is a
meter-based game, the Soul Charge, like the Critical Edge, give
players important tools. They can either execute a Critical Edge
to deal immediate, massive damage, or utilize a Soul Charge, which
enables players to power-up their character to do more damage for
a limited time AND grant access to additional moves only available
in this state which adds another wrinkle into strategic gameplay.
You’ll also notice that some characters have unique visual
properties in this state and will drastically change.
In SOULCALIBUR
VI, the way the gauge is used will determine the everyone’s
unique play style. There is no right or wrong way of using the
Soul Gauge, so please find your unique way of fighting and
enjoying the game.
LETHAL
HIT
Different for every character, but if successfully landed,
triggers a devastating, slow-motion attack that opens up the
opponent for a follow-up attack to deal more guaranteed damage.
Lethal Hit is for more experienced players who would like to show
their strength. Lethal Hit can’t be triggered easily and can be
a good indicator for the players’ level. The players who are
able to pull of many Lethal Hits are definitely more experienced.
In addition, you’ll notice that if Lethal Hits are landed, you
are able to breakaway opponent’s armor and costumes making it
extra satisfying. Characters are likely to show the wear and tear
of extreme battles from round to round.
SOUL
CALIBUR IS EQUALLY FUN TO PLAY AS IT IS TO WATCH
A lot of the mechanics I have described in this post are extremely
satisfying to use as a player, but equally as satisfying to watch
as a spectator. These new systems provide the “Oooh & Ahhh”
moments that were not present in the franchise before. This is
something that we instilled in TEKKEN 7 and really wanted to
mirror in SOULCALIBUR VI. We want people to have fun
playing, as well as spectating!
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