Following its announcement at The Game Awards 2017 last night, Bandai Namco has released the first details and screenshots of Soulcalibur VI.
Get the information below.
■ Fact Sheet
About
History hides away more than one truth…
Soulcalibur VI represents the latest entry in the premier weapons-based, head-to-head fighting series and continues the epic struggle of warriors searching for the legendary Soul Swords. Taking place in the 16th century, revisit the events of the original Soulcalibur to uncover hidden truths. The heroic battles transpire in a beautiful and fluid world, with eye-popping graphics and visual appeal. Soulcalibur VI tunes the battle, movement, and visual systems so players can execute visceral and dynamic attacks with ease. Soulcalibur VI marks a new era of the historic franchise and its legendary struggle between the mighty Soul Swords!
Key Features
Unreal Engine – For the first time in franchise history, beautiful and jaw-dropping 3D character models, visual effects and stages rendered in Unreal Engine.
New Battle Mechanics – Read opponents’ attacks to execute a strategic Reversal Edge to land a counter attack while in guard.
Multiple Fighting Styles – Choose from a worldly roster of warriors, each with their own deadly weapons, fighting styles and
visual fl are.
Dynamic Battles – Spectacular, high-speed battles featuring all-new battle mechanics taking gameplay to the next level.
■ Characters
Mitsurugi Heishiro
Gender: Male
Origin: Bizen, Japan
Height: 173cm
Weight: 71kg
Birthday: June 8
Blood Type: AB
Weapon: Japanese Sword
Weapon Name: Shishi-Oh
Fighting Style: Shin Tenpu-Kosai-Ryu Kai
Sophitia Alexandra
Gender: Female
Origin: Athens, Ottoman Empire
Height: 169cm
Weight: Unknown
Birthday: March 12
Blood Type: B
Weapon: Short Sword and Small Shield
Weapon Name: Omega Sword & Elk Shield
Fighting Style: Athenian Style
Relationships: Achelous (Father), Nike (Mother), Cassandra (Younger Sister), and Lucius (Younger Brother)
■ New System: Reversal Edge
In Soulcalibur VI, “Reversal Edge” is a new battle system that integrates both offense and defense. Once a Reversal Edge is activated, you can continuously defend against the opponent’s techniques to clash against each other and follow-up with powerful counterattacks based on the opponent’s actions. When a Reversal Edge hits, you can enjoy a powerful production like a scene from an action movie highlighted by a dynamic camera.
由 BANDAI NAMCO Entertainment 所推出的经典格斗游戏《剑魂》系列新作《剑魂 6》,继昨天在游戏大奖(The Game Awards)的颁奖典礼释出新作消息跟宣传影片后,今日官方于美国举办的「 PlayStation Experience 2017」活动上,释出了实机宣传影片。
10 minutes of Soulcalibur VI gameplay, producer interview
The official PlayStation YouTube account has gone up with a 10-minute gameplay video and interview with Soulcalibur VI producer Motohiro Okubo, who discusses the development and mechanics of the newly announced fighting game.
Here is the footage and interview in full:
Regarding the start of the project
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. 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.
Regarding know-how carried over from Tekken 7
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. So there are going to be some good and challenging elements that come from this. One is they always try to one-up each other, which is good for innovation. But there are some difficult aspects of that as well. 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. 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. 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. non-weapons combat. 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. So being able to see both sides really puts me in a good position to develop a great game.
Regarding graphics and rending technology
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. 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. 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. So we wanted to brighten things up a little bit with the art direction. That was kind of a challenge we wanted to tackle with Soulcalibur VI.
Regarding the Reversal Edge mechanic
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. And after you parry it, dodge it, and go immediately into a counterattack. That was the feeling we were trying to recreate and it ending up becoming this Reversal Edge mechanic. So the Reversal Edge system is designed to be something very easy to execute. 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. 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 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.
Regarding the fundamentals of the control system
Soulcalibur is definitely going to feel very familiar for those who have played and experienced the franchise in the past. And going into a little more depth, what we wanted to recreate was some of that fast responsiveness that you would see in Soulcalibur II, as well as what we believe is kind of the completed form of balance in character interactions and mechanics that you saw in Soulcalibur V. So kind of merging those two into a single experience.
Regarding things that Soulcalibur fans may notice when playing Soulcalibur VI
So in terms of the mechanics and returning veteran players, I know we talked a lot about the good aspects of the mechanic, Reversal Edge, but there is also going to be a lot of risk in using this move. And I think the players as they play around more and experience Reversal Edge, they’re going to understand the risks and transition into a more traditional Soulcalibur type of feel in gameplay. And, of course, that doesn’t mean to say there aren’t any new mechanics. There are going to be more new mechanics as well, but I think it will kind of help educate people in this learning curve that we designed through Reversal Edge.
Regarding Okubo’s all-time favorite Soulcalibur character
As someone who is born and raised in Japan, I feel an obligation to answer Mitsurugi as we all wanted to become a samurai at some point during our childhood. And I do have a lot of other characters that I like and I can pick out, but if I reveal too much right now, I think that will tip my cards.
Regarding the release date
So we are working very hard to get this game out, and I would like to say as soon that as soon as we can, but within the 2018 year is the best answer I can give you right now. But we are working hard so please stay tuned for more information on a release date.
Soulcalibur VI is due out for PlayStation 4, Xbox One, and PC via Steam in 2018.
Bandai Namco has released a new set of screenshots from Soulcalibur VI featuring playable characters Mitsurugi Heishiro and Sophitia Alexandra.
Here is an overview of the game, via Bandai Namco:
About
Sharpen your swords, put on your armor, and get ready to fight. Soulcalibur, the game that defined weapon-based 3D fighting games, is back!
Two decades after its first iteration, Soulcalibur VI returns to its roots while bringing brand-new gameplay features to the fight. Travel through the signature 16th century stages and experience the struggle for the two legendary swords using a complete roster of returning Soulcalibur characters, along with some newcomers!
Soulcalibur has never looked more dynamic or dramatic, intensified with eye-popping graphics powered by Unreal Engine 4.
Key Features
Dynamic fights enhanced by cinematic-styled combat.
State of the art graphics powered by Unreal Engine 4.
An epic story mode of the struggle for the two swords.
A complete roster of returning characters and newcomers.
Revamped Gameplay Mechanics for the Intense Showdowns
The Supreme Defense: Reversal Edge – Read the opponent’s move and deliver a counterattack while guarding, and take control of the battle by quickly proceeding into derivative moves.
The Supreme Attack: Critical Edge – A trademark of each character capable of delivering damage to his opponent.
A Chance to Turn the Tables: Soul Charge – A temporary power-up taking place after pushing away the opponent with a shockwave.
Proof of Proficiency: Lethal Hit – A special effect which destroys your opponent’s equipment parts when fulfilling set conditions of a move.
Soulcalibur VI is due out for PlayStation 4, Xbox One, and PC via Steam in 2018.
Bandai Namco has released a character breakdown video for Sophitia in Soulcalibur VI featuring commentary from producer Motohiro Okubo.
Here is the full transcript from Okubo:
“I would like to talk about Sophitia, one of the core characters in Soulcalibur. She’s from Athens and fights using a sword and shield. I believe you already know as much. The way she fights is representative of Soucalibur on the whole. She uses an orthodox style that anyone can control well. This makes her a highly recommended character, even for novices. I believe that many of you have already seen the trailer that was released. She is younger than in Soulcalibur IV, and I hope that you’re all quite excited to check out what fate has in store for her in this edition of Soulcalibur. Sophitia and Mitsurugi were actually the first characters made during the game’s development. We then used that as a foundation and made decisions for the other characters such as their movement, visuals, etc., based on how they would fit with Sophitia and Mitsurugi. I do think that we were able to model them in a very beautiful way this time, with some cute charm as well. I’d like our fans to kind of keep this in mind as they’re having fun playing the game.”
Soulcalibur VI is due out for PlayStation 4, Xbox One, and PC via Steam in 2018.
Soulcalibur VI Groh, Kilik, Nightmare and Xianghua Details, Gameplay & Screens
Soulcalibur VI: New and Returning Fighters Detailed
The stage of history is set, does your soul still burn? Soulcalibur is back with its unique weapon-based combat as new and returning characters battle it out against gorgeous 16th century fantasy settings.
Today we are detailing the return of Kilik, Xianghua, and Nightmare, as well as a brand-new fighter, Grøh, entering the fray.
Grøh
The mysterious Aval Organization was a secret group with origins rooted in ancient times. They say the group came to be when a king used the spirit sword to defeat its cursed counterpart, and with his dying breath, entrusted them with both the blade and his unfinished mission. Each new generation has taken on the group’s mission to rid the world of “Outsider” — those connected with the cursed sword. One such member was Grøh, about whom little is known save for that he was a fearsome warrior. Though his fighting style is shrouded in mystery, he is believed to have wielded two swords. Some also say he kept a certain technique close to his chest…
Grøh utilizes the Aval Twinblade Swordsmanship that often employs multiple consecutive slashes. This has a major disadvantage in that a careless practitioner runs the risk of injuring themselves. As such, it takes a lot of practice to use this style effectively. Dual-swordsmanship also allows for the swords to be split in two and wielded separately. This tactic is one of the many ways a wielder can use to surprise their opponent, giving them the opportunity to string together a series of blows that lead to a final, deadly slash.
Nightmare
Appearing from out of the shadows like the advent of nightfall, this barbaric knight in azure armor reaps the souls of the living as if they were mere stalks of corn. His name came to represent fear and desperation to all who heard it. Those who found out that the rumors were true, that he was no fairytale villain, would be struck down in a single blow before they could even open their mouths to scream.
Nightmare carries the demon sword Soul Edge, a blade that has been part of many battles and retains the memories of those who wielded it, and those who faced them. Such memories influence the fighting style of the blade’s current master, so even if its wielder lacks experience in combat, they can battle like a seasoned warrior. When facing Nightmare, one must never forget that he is able to at least partially unleash the power of the sword. If he does, be prepared for a blow designed to kill in one fell cut.
Xianghua
Xianghua’s mother was from the prestigious Chai family in Beijing, and taught Xianghua swordsmanship from a young age, treating her with a firm but loving hand. Xianghua sensed these moments held some deeper significance than her mother was letting on. Perhaps it had something to do with her father, a man she never knew and was told had passed away. Two years after her mother’s death, she decided to focus on the way of the sword. With every passing day, her passion burned stronger than before.
Xianghua learned how to wield a sword from her mother and from a young age was enraptured by the beauty of her mother practicing the sword. Xianghua’s personal style relies less on taking her opponent down with head-on attacks and more on feints and landing a decisive blow only after her opponent has left an opening for her to exploit.
Kilik
After being abandoned as a child, Kilik was raised by the monks of the Ling-Sheng Su temple where he was raised to be a proficient fighter. While never knowing his true family, Kilik befriended another orphan named Xianglian and a bond formed between them stronger than even the closest of siblings. They grew into proficient warriors, and their efforts were rewarded with each of them being chosen to inherit one of the temple’s three sacred treasures. However, on the night before the official handover ceremony, fate began to stir…
Kilik is proficient in the fighting style of the rod. Among the many rod styles surviving in China today, the techniques of Ling-Sheng Su are said to be among the most refined and powerful. The rod is a large and difficult weapon to master, however, the freedom of movement, effectiveness at any range, and offensive and defensive capabilities make it an appealing choice over other long weapons such as the spear.
Dalton Link - Social Media & Community Manager, Bandai Namco Entertainment America