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Exploring the Design Details of FromSoftware’s “Mech Wars VI Realm Skyfire”: Interview with Producer Yasuke Ogura and Game Director Yu Yamamura

FromSoftware will release their latest game “Mech Wars VI Realm Skyfire” on August 25. Recently, Bandai Namco organized a media event where the game was demonstrated and interviews were conducted with producer Yasuke Ogura and game director Yu Yamamura. During the interviews, they discussed the design details of the game system. If you haven’t read a demo report, it is recommended to do so before reading this interview.

Q: Can you explain why you decided to introduce the cumulative effect value system?
A: There were two main reasons behind this decision. Firstly, we wanted players to experience the build-up of emotions and the intensity of battles. Secondly, because there are four parts that can be equipped with weapons in this game, we wanted players to explore different attack combinations to maximize damage. This system allows players to experiment and discover the most effective strategies. Additionally, we wanted to expand the concept of assembly beyond the mechs themselves and incorporate it into the player’s combat experience and emotional progression.

Q: Can players improve their effect value through assembly? Are you concerned about players using the same assembly method?
A: The stability value of the frame parts affects the upper limit of the impact value. By increasing the stability value, players can raise the impact value. As for assembly, we want players to focus not only on parameters but also on the unique actions and effects of different parts and weapons. We want the assembly experience to go beyond simply being “strong” and offer players their own distinct style. During our internal tests, we noticed that everyone created different mechs with their own characteristics.

Q: In the promotional video, we saw kicking as an attack method, and a beam saber in the trial play. Are there many melee attack methods like this? Do they require special parts?
A: Kicking does not require any special parts. It is achieved through modifying the OS, so as long as the system is activated, players can use it without additional parts. The beam saber is a left-handed weapon. While “Mech Wars VI Realm Skyfire” focuses on shooting, we have introduced some fully-featured melee weapons that players can explore as they progress in the game.

Q: Will enemies have specific coverage ranges similar to stealth games, or will the numerical design of enemies focus more on the upper limit of radar lock distance?
A: Enemies at different levels have different reactions. In raid missions, enemies will be alert but won’t immediately attack the player. However, in combat missions, there will be an immediate exchange of fire. Additionally, factors such as the direction the enemy is facing and the distance between the player and the enemy will affect the time and speed of the enemy’s discovery during attacking missions.

Q: How does the development team balance tradition and innovation?
A: Many members of the development team have been working on the series for a long time, so they have a sense of mission for this game. However, they also wanted to consider new players’ experiences. As a result, we aimed to incorporate some of the key features of previous Mech Wars games, such as assembly, color matching, and free driving. With our accumulated experience, we focused on combat design and complex terrains to satisfy both old and new players.

Q: Will the game provide strategy tips for players who fail multiple times?
A: “Mech Wars VI Realm Skyfire” introduces a training mode. If players are struggling, they can consider using this mode to repeatedly train their combat skills and experiment with different assembly actions. This mode serves as a starting point for players to overcome challenges after failing. Furthermore, in the first chapter, players will encounter boss battles where text hints will be provided. These hints may not be fully translated in the test version, but in the official version, players can use them to conquer bosses. Additionally, players can upload and share their own mech assembly knowledge with others, allowing them to refer to different assembly methods if they are unable to defeat a boss.

Q: Does the camera movement consider body rotation performance? Do players need to observe the enemy’s configuration in the environment?
A: When the target support system is activated, the body and camera will focus on the locked enemy. This allows players to concentrate on observing attack patterns. As the game is being introduced to many new players, there are many activities to manage, so we hope that this assisted aiming system will help players avoid failure. Of course, players can also customize their camera settings or turn off the system if they prefer. This can be adjusted during battles. If the target support system is turned off, the body will face a fixed direction, which allows players to have a better understanding of their surroundings. The environment configuration varies depending on the mission level. In large building complexes or from start to endpoint missions, enemies may be hidden in places that are not easily visible. In such cases, players must use the scanning function to locate them. However, there are also missions in open spaces where the scanning function is less necessary.

Q: In the game, it was mentioned that the marking line accuracy decreases after the auxiliary lock is turned on. Can you explain this?
A: When the target is locked, the aiming speed decreases, resulting in decreased marking line accuracy. If the auxiliary lock is turned off, aiming speed increases.

Q: How many levels are in the main story, and how long will it take to complete?
A: There are approximately 50 missions in the main story. If players spend about 20 hours per playthrough, they can experience multiple endings and try different paths. After completing the story mode, we encourage players to challenge themselves to achieve an S rank. Additionally, there are online game modes to enjoy.

Q: Will there be more or fewer body parts and weapons available? Is there a suggested or automatic assembly function?
A: “Mech Wars VI Realm Skyfire” has over 300 parts, although fewer than “Mech Wars Answer” and “Mech Wars Judgment Day.” Nonetheless, we believe players can still assemble their ideal mechs. As a personal recommendation, players can start with using melee weapons in their left hand during the prologue. This allows them to focus on wielding the weapon without distractions and adapt better to the game’s rhythm. Once players are comfortable, they can switch to firearms to expand their options. As players can see templates from other players in the game, it is recommended to draw inspiration from other players’ habits initially. Additionally, there is an offline arena mode available for players to enjoy.

FromSoftware’s latest work “Mech Wars VI Realm Skyfire” will be launched on August 25. Recently, Bandai Namco invited the media to experience the game, and interviewed producer Yasuke Ogura and game director Yu Yamamura, and asked them to talk about the design details of the game system.

Since this interview covers part of the game system, if you haven’t read another demo report, I suggest you watch it here first.

Q: This time, the cumulative effect value will be used to trigger the immutable, why did you decide to make such a change?

A: There are two main reasons for introducing the new system, the first one is that we hope players can feel the collection of emotions and the process of more and more heated battles.

Another reason is that there are four parts that can be equipped with weapons this time, so we hope that players can explore for themselves what kind of attack combination can cause more damage to the enemy, so we have developed such a mechanism for players to explore.

Also because of the above considerations, in the past, mech war soldiers only focused on assembly, but now they extend the assembly to the player’s combat experience and emotional build-up.

Q: Can the value of the player’s effect be improved by assembly? Also, will you be worried about players using the same assembly method?

A: The parts of the frame part have a parameter of the stability value, and the upper limit of the impact value can be increased when it is raised.

Regarding the assembly formula, through the assembly process, I hope players will not only pay attention to the parameters. Different parts in the game will show different actions, and weapons will also have different effects. We hope that the experience brought to players by the assembly should not only be “strong”, but also have its own style.

In fact, during our internal tests, the mechas formed by everyone were different and had their own characteristics.

Q: In the promotional video, you can see the attack method of kicking, and there is also a beam saber in the trial play Are there many melee attack methods of this type? Does it need to be used with special parts?

A: First of all, no special parts are needed for kicking. This is about modifying the OS. As long as the system is turned on, it can be used without special parts.

As for the beam saber, it is a left handed weapon. Although “Machine Wars Mercenary” is a shooting-oriented game, on this basis, we have also introduced some full-featured melee weapons, which can be gradually tested after players play the game.

Q: Launching a surprise attack from outside the enemy’s coverage range Does this mean that the numerical design of the enemy will put more emphasis on the upper limit of the radar lock distance, or that the enemy AI will have a specific coverage range like a stealth game?

A: The reactions of enemies at different levels are also different. In raid missions, enemies will be alert and will not attack the player immediately, but in combat missions, there will be an exchange of fire from the start. In addition, when attacking missions, there will be differences due to several factors, including the direction the enemy is facing, and the distance between the two parties will affect the time and speed of the enemy’s discovery.

Q: Under the pressure of following tradition and innovation, how does the development team consider the balance between the two?

A: When doing new work this time, many of the development team are members who have participated in the series for many years, so they have a sense of mission for this work, but on the one hand, they also hope to take care of the feelings of new players.

So, in making it, I hope to inherit some of the features of mech mercenaries, such as assembly, color matching and free driving. And with our accumulated experience over the years, including combat design, and complex terrains, to satisfy old and new players.

Q: Have you considered providing some strategy tips after players have failed multiple times?

A: A training mode has been introduced in “Machine Battle Mercenary” this time. In fact, players can consider this mode when they keep failing. Here, they repeatedly train combat skills and assemble altered actions. This will be the starting point for players to break through and explore after failure.

In addition, I would like to add that the first chapter you try to play should have encountered boss battles. There are actually some text hints during the process, but the translation of the test version may not be done yet. In the official version, players can use these clues to conquer these bosses.

finally. In this work, you can upload and share your own mech assembly knowledge with other players, so if you can’t defeat a boss, you can refer to other players’ assembly methods to attack the boss.

Q: Doesn’t this camera movement need to take care of body rotation performance? Is it because of this that players are more required to observe the configuration of enemies in the environment?

A: As long as the target support system is turned on this time, the direction of the body and the direction of the camera will focus on the locked enemy, so that you can focus on observing the attack steps.

Since many new players will try this time, new players will find that there are many things to do, so I hope that players will not easily fail through this system of assisted aiming. Of course, it can also be turned off, and you can customize it yourself as in the past. This style can be changed at any time during the battle. If the target support system is turned off, the body will face a fixed direction, so that the player has a better understanding of the state of the body before, after, left and right.

The configuration of the environment depends on the level of the mission. In general, if it is in a huge building complex, or if you want to go from the starting point to the ending point, enemies will hide in places that cannot be seen. At this time, you must use the scanning function to find the enemy. Of course, there are also different types of mission levels, and there are also places where battles are fought in open spaces. In this case, the scanning function is less needed.

Q: During the test play, it was mentioned in the game that the accuracy of the marking line will decrease after the auxiliary lock is turned on. What is the accuracy of this situation?

A: This part is mainly when the target is locked. At this time, the aim will be slower. If it is turned off, the aiming will be faster.

Q: How many levels are in the main line this time, and how long will it take to play?

A: The number of missions There are about 50 missions this time. If one game takes about 20 hours, and this work has multiple endings, players can try more different endings.

After the player finishes playing the story mode, he also hopes that the player can challenge the level again to see if he can reach the S rank, and there are still online games to play.

Q: Will the number of body parts and weapons included be more or less, and will there be a suggested or automatic assembly function.

A: The number of parts is not as much as “Men Wars Answer” and “Men Wars Judgment Day”, but still, there are more than 300 parts. I believe that players can assemble their ideal mechs.

I personally recommend that players can use melee weapons with their left hand in the prologue, because they don’t have to do other things while wielding the weapons, and they will adapt better to the rhythm of the game. After adapting, they can consider switching to firearms, so they can do more things.

Because you can see the templates of other players in the game, it is recommended to refer to the habits of other players at the beginning. In addition, there is an arena mode in the offline mode. You can also get the information of the enemy plane when you defeat the enemy plane. If you want to use it as your own game, you can also simulate the assembly method.

In the end, producer Yasuke Ogura said: “First of all, it has been 10 years, and I am very grateful to the players of the series for waiting for this work. For new players, we have accumulated knowledge and experience over the years, so we hope to integrate with the mecha mercenaries of the past and provide players with a brand new mecha action game experience.”

In the end, the director of the game Yu Yamamura said: “Because what the producer Ogura has said is almost the same, so I want to say some personal words. I have studied in China in the past, so I like Chinese culture very much. Although I cannot speak Chinese very well, I am very happy to participate in this work. I look forward to the release of the game. Thank you all.”

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