Hi! This is Alfonso del Cerro from Pentadimensional Games.
Today I will comment on one of the many experimental features included in our recent game Tenebris Pictura. Can a game make you turn the controller upside down? Keep on reading to find the answer (spoiler: the answer is yes but some players will refuse to do it).
In Tenebris Pictura you play the role of Magnus, a paranormal investigator with psychic abilities (like the ultra-corporeal travel, i.e., the ability to separate body and soul) who has to explore an island, hunting demons and solving puzzles, under a mystery atmosphere in the Victorian era. The game is very diverse and boasts a wide variety of gameplay mechanics. One of them will make you (maybe) turn your controller upside down.
At one stage, a powerful transdimensional entity called Thronaton attacks Magnus and the hero asks his four horses for help. The four equine friends can also detach their souls from their bodies, so the ultra-corporeal battle is served: Magnus and his four horses versus Thronaton.
The horses are placed on screen from left to right and you control them, evading Thronaton’s attacks and striking back. The first revolutionary feature of the battle is that you have to control the four horses all at once, with the four parts of the controller: the first one with the left stick, the second one with the d-pad, the third one with the right stick and the fourth and final one with the ABXY front buttons. This allows you to evade (left or right) and attack (pressing up) with two, three or up to four horses at the same time. Yes, you read that right. The term “finger gymnastics” acquires a new significance when you realize that you have to release your controller and place it on a surface to be able to move four characters simultaneously.
Despite the apparent difficulty, every player understands intuitively what he/she has to do, because the disposition of the horses on screen is equal to the disposition of the four parts of the controller that move them… At least, until the second confrontation. In that one, horror!, Thronaton turns the screen upside down and now the four horses are reversed with respect to the controller. Meanwhile, an on-screen tutorial informs you of the only solution: turning the controller upside down. Here is where most players I’ve seen in playtest sessions break out laughing and feel a mixture of tension, incredulity and concentration as they do what the game tells them to do. These are the most deliberately uncomfortable controls ever made in a console game as far as I know. Other players refuse to do it and (with greater difficulty), they mentally reverse the controls. The game lets them do so, of course. It has no way of telling them apart.
This minigame is only a small sample of the many original mechanics that we have introduced in the island of Tenebris Pictura so that you can find and enjoy them, like leaping into paintings, surviving the spontaneous teleport of the player, solving puzzles via tearing down the walls of the room, or chasing movable doors and windows in the Mansion of Madness. And rest assured, you can play most of them while grabbing the controller properly. The game is out now and you can watch the trailer above.
Presenting Tenebris Pictura, an ultra-corporeal action adventure brought to you by the creators of Megaton Rainfall.
You’ll be plunged back to the Victorian era, playing the role of a paranormal investigator with psychic abilities who has landed in a misty, convoluted island, brimming with mystery. You were invited there by an old friend, to investigate his daughter’s disappearance. Before long, you’re embroiled in a supernatural mystery linked with a shady sect, and sightings of extra-terrestrial beings that appear to have escaped from a strange collection of paintings with dubious origins.
DEFY THE UNKNOWN BEASTS
Conceal your body from danger and separate your soul to face the demon hordes. Dodge their barrages of ectoplasm and counter-attack with your psychic energy blasts…
But that won’t be enough! You need to move the objects around and get your surroundings strategically prepared. You’ll discover and learn how to use your strange skills and tricks to divide and conquer, stopping your enemies’ progress in spite of being massively outnumbered.
SOLVE TRANS-DIMENSIONAL PUZZLES
On this island, the laws of nature seem to be crumbling: disappearing floors transport you to far-away galaxies, moving walls, illusions and lights that create the environment in their wake, transportable worlds found inside paintings…
A huge variety of puzzles to scramble your mind presented in a non-linear order, designed to accept multiple creative solutions.
EXPLORE A UNIQUE ISLAND
Use the Aeter Pendulum to find murky presences in areas scattered across the island: misty forests, infested buildings and mansions with spooky basements that appear to have been used as laboratories for the paranormal.
Use your psychic abilities to find clues revealing what is about to happen on the island…
Are you ready to lose yourself in a Victorian fantasy loaded with secrets and worlds within worlds?
Return to the world of Monkey Island in the second Tall Tale from this classic crossover on August 31.
Explore new locations and meet new characters as more of the iconic Mêlée Island is revealed.
Sea of Thieves is available free for all players with Xbox Game Pass and can be played across Xbox Series X|S, Xbox One, Windows 10/11 and Steam.
Mêlée Island has need of you once again! It’s time to return to Sea of Thieves: The Legend of Monkey Island, an incredible crossover that kicked off in July, beginning a journey to reunite players with the legendary Guybrush Threepwood and defeat the villainous Captain LeChuck – all within the world of Sea of Thieves. Today sees the arrival of the second Tall Tale in the trilogy, promising a wave of new excitement and experiences…
The Tale So Far
Players were granted their first foray into this new playground last month in the opening Tall Tale, ‘The Journey to Mêlée Island’. In this initial adventure, taking place deep within the Sea of the Damned, players were introduced to a distorted reflection of the classic Mêlée Island.
With an ominous fog covering much of the island and Guybrush Threepwood installed in the unlikely position of Governor, it was up to players to get to the bottom of things. By working their way through puzzles, befriending locals with small acts of service and finding enough coins to pay their way when they couldn’t, the story gradually took shape.
Eventually, an audience was obtained with the esteemed Governor Guybrush, followed by a fierce battle with the ghost pirate minions of Captain LeChuck and – for pirates who emerged victorious – a final stop with Corina at the International House of Mojo.
Explore New Mechanics
Now the time has come to continue the adventure! Having received word that Corina has found a way to break the spell and free Guybrush from his delusion, Captain Kate is recruiting pirates to carry out the plan. To craft the cure, you’ll need to journey back to Mêlée Island in search of three symbols of true pirate courage. They can only be obtained by the fiercest and most cunning of pirates, so keep your wits about you as you uncover more of the island and its cast of inhabitants.
Packed with new places and faces, ‘The Quest for Guybrush’ offers a major expansion on everything you’ve seen before. This Tall Tale will ask you to master Insult Sword Fighting, confront The Beast, return to your treasure-seeking pirate roots and much more. Expect a host of fresh surprises for long-time and new fans of Monkey Island alike throughout this uproarious new chapter of the story.
As before, you’ll be able to work your way through the Tall Tale alone or in a crew, in an isolated map so you’re free to take your time without engaging with other crews. And with the full expanse of Mêlée Island at your feet, there’s plenty to explore!
Iconic Outfits
Of course, an important part of any pirate’s adventure is being able to dress the part, which is where the Pirate Emporium’s accompanying wave of Monkey Island-inspired cosmetics come in.
With the Mad Monkey ship set, you’ll be able to model your vessel on an infamous Caribbean shipwreck. Fortunately, the design isn’t necessarily a sign that your ship will share the same fate – and to make sure of it, you can supplement your sidearms and guard your loot with the matching Mad Monkey weapons.
In the wardrobe department, the Guybrush Costume Set finally lets you dress up as your favorite mighty pirate, while the Elaine Costume Set offers a chance to emulate the celebrated former Governor. Alternatively, accomplished duellists might prefer the Carla Costume Set, paying tribute to the legendary Sword Master of Mêlée Island.
So, ready to take on the next Tall Tale? Guybrush has need of you, and Mêlée Island isn’t about to save itself. ‘The Quest for Guybrush’ Tall Tale is free for all Sea of Thieves players and available now, so make your preparations, pack your best insults and drop by Capsize Charters to get started…
Find Out More
For more information on the latest Sea of Thieves update, including full release notes, visit the Sea of Thieveswebsite. The update is available for free to all Sea of Thieves players who have bought the game on Xbox Series X|S, Xbox One, Windows 10/11 PC or via Steam, or players who have access to it with Xbox Game Pass. Simply download and install the latest Sea of Thieves update to get access.
New to Sea of Thieves? Find out about the latest free content updates on our What’s New page, get familiar with Who’s Who or pick up some gameplay tips from our Pirate Academy, which provides invaluable information on topics ranging from sailing to swordplay as you prepare for your maiden voyage. Learn more about Sea of Thieveshere, or join the ongoing adventure at www.seaofthieves.com where you can embark on an epic journey with one of gaming’s most welcoming communities!
Persona fans can have a hard time letting go of their favorite characters; after spending upwards of 100 hours with the heroes of Personas 3, 4, or 5, it’s only natural to feel a void once you’ve rolled the credits. Persona publisher Atlus clearly understands we’ve wanted to see more of SEES and the Investigation Team; we’ve brawled in the arena and danced all night with them in follow up titles long after their original releases. In November, Persona 5’s Phantom Thieves get another curtain call in a new genre: tactical RPG.
At gamescom, I got to spend an hour with Persona 5 Tactica (P5T) on Xbox, and it’s no surprise this is shaping up to be one of the most stylish tactics games on the market. Pretty much everything I loved about Persona 5 returns in a remixed fashion: the iconic music played with new instruments, characters like Joker, Ann, and Mona hanging out in Leblanc Coffee Shop, even the endlessly pulsating menu options return in a new, “cuteified” art style. In short, if you loved that world, you’re already going to be predisposed towards this one.
Most notably, the gameplay has been remixed from turn-based RPG to a tactics -focused affair, with its own Persona twists. Early on, weird stuff seems to be happening in Tokyo (again!), and the Phantom Thieves soon find themselves back in the Metaverse, where players begin learning the particular nuances of this system, one battle at a time.
Mainline Persona games focus on sussing out enemies’ elemental weaknesses to launch devastating all-out attacks, P5T has you deploying familiar tools (melee weapons, firearms, and Personas) in a different way: placement and cover are of utmost importance, enabling your team of three to make the most of their turns.
A key tactic revolves around using melee attacks to leave an enemy defenseless, allowing a second character to “down” them, earning “One More” free turn. Surrounding a downed enemy with your characters in a triangle formation enables a Triple Threat attack, stylized in the manner of Persona 5′s All Out Attack, which is a very good thing. Triangle formation: works in basketball, works in soccer, works in P5T.
That said, setting up Triple Threats often forces at least one character to leave cover in a compelling risk/reward scenario.
P5T is rife with this sort of tension: speed is incentivized through rewards for completing matches in fewer turns, but characters who choose to spend a turn without attacking channel their focus in powerful ways. New playable character Erina, for example, can shoot right through cover after hunkering down for a turn. Speed, or patience? Safety or daring? Finding ways to get the best out of both ends of these systems is likely to define your time with P5T.
Well, that and everything else you may love about the world of Persona 5. Hearing hardcore gamer Futaba self-referentially refer to their next adventure as “DLC” while Ryuji and Yusuke argue over a beach trip brought me back to that time spent in the alternate universes of Tokyo, and I’m ready to do it all over again.
Persona 5 Tactica arrives November 17 on Xbox Game Pass, Xbox Series X|S, Xbox One, and Windows PC.
Additional Personas will become available to summon in-game. After becoming the Trickster’s masks, picaro versions of two Personas will be added to the Persona Compendium.
Pre-order now to get the following digital bonuses:
• Orpheus Picaro
• Izanagi Picaro
Ignite your heart— An emotional uprising begins!
After a strange incident, the Phantom Thieves wander into a bizarre realm where its citizens are living under tyrannical oppression. Surrounded by a military group named Legionnaires, they find themselves in grave danger until a mysterious revolutionary named Erina rescues them and offers an enticing deal in exchange for their help. What truth lies behind Erina and the deal she offers to the Phantom Thieves?
Persona 5 Tactica features an all-new story, the return of fan-favorite characters, and brand-new allies and foes. Join the group as they lead an emotional revolution in this thrilling combat adventure!
Under The Waves is the new narrative-driven adventure game developed by Parallel Studio and published by Quantic Dream.
It will be released today for Xbox Series S/X and Xbox One (digital and deluxe physical edition).
Just prior to the release, we met its Game Director, Ronan Coiffec, for an exclusive look back on the development.
For Ronan Coiffec, the CEO of Parallel Studio, video games are much more than a job: they’re a way of life, something he’s lived with since his early youth. From hardcore gamer to apprentice game designer, this child of the ’80s focused on his sole goal: opening his studio and writing his own stories. Under The Waves is the latest one, closing an almost 4-year development marathon. A major milestone for Ronan and the indie studio he founded in 2015 with writer Sébastien Renard and audio designer Nicolas Bredin.
Under The Waves is the fourth game made by Parallel Studio and it’s been a particularly rewarding project for each of the 19 team members, according to Ronan: “We made some time a few days ago to pull out the technical documents that laid the foundations for the game. We were pleasantly surprised to see that in the end, we didn’t have to restrict ourselves, we pushed every aspect of the project as far as we could, and yet we set ourselves quite a high bar considering the size of the team: the underwater gameplay in a semi-open 3D world, the side quests, the motion capture, the ’70s documentary aesthetic, the messages… We put all our heart into it, it’s a sincere and generous project!”
A game full of content indeed, yet for Ronan, Under The Waves is first and foremost the story of Stan, the taciturn diver who escapes reality by going into the depths of the sea. “We’ve divided the game into chapters,” explains Ronan. “There’s plenty of freedom to wander around and discover this world, but to move forward you must follow the main quest. It was first a technical choice, but in the end, it allowed us to convey smoothly what we wanted and tell our story. You still have room for exploration, both literally and figuratively: that of nature, which surrounds us and on which our impact is visible, for better or for worse, but also the exploration of our own condition as human beings, our flaws, our relationship with others.”
Under The Waves is a tale deeply rooted in Ronan’s childhood. The son of a marine in the French Navy, he crossed the world many times, following his father’s professional assignments. At the other end of the planet, a long way from his native Brittany, he discovered a world where warships, oil rigs and environmental activists collide. “It was during my adolescence that I imagined a video game that would translate these memories,” recalls Ronan. “I scribbled down game design diagrams, drew environments, sketched vehicles and characters. And even though gameplay remains a central affair, my aim has always been to convey intense, human emotions in my stories.” The prototype was evolving around a simple 2D mechanism with a diver and his submersible tasked with cleaning up underwater pollution. Drawing out the darkness to bring out the hope. Quite a symbol.
From 2020 to 2023, Ronan and Parallel Studio devoted their energy to this emotionally charged development, to which each member of this small group would add their own touch. That too is the strength of a studio on a human scale: soul to spare and clever minds full of ideas! “Under The Waves is both a sum of compromises and an absolute absence of compromise, if that makes sense” smiles Ronan. “I was looking for a way to bring it to life within a team on a reasonable scale, to keep control of the project without abandoning certain ambitions in terms of gameplay. Parallel Studio, with the help of Quantic Dream, was the perfect framework for achieving this result. I’m proud of what we’ve done.”
With dozens of caverns and wrecks to explore, hundreds of marine creatures to admire and countless thoughts for Stan to ponder, Parallel Studio has finally achieved what it set out to do: offer us a moment of escape, far beneath the waves, and gently encourage us to reconsider our point of view on the small things we can do for ourselves, for others and for the planet. “Ecology is in the studio’s DNA. We’ve had our carbon footprint analysed, we use recycled furniture, we’ve even ‘adopted’ a whale to provide financial support for scientists… In fact, the whale in the game is a central element, so it’s no coincidence! And we’re also delighted of the partnership with Surfrider Foundation Europe, who helped us adding real-life context to the marine facts we bring all through the game.”
Time flies, and there is still one major question we need to ask. Mercury, the quirky retro-futuristic on-board computer, what OS does it run on? “Haha, good one! MS-DOS of course, but surely a beta version, given that the real thing was released in 1981, whereas the game is set in 1979! By the way, speaking of MS DOS, it’s actually the reference I suggested to our graphic designer for the sleek interface on Stan’s computer. As for Mercury, that’s the name we’ve also given to a bot on our Discord, at Parallel Studio. It’s able to export our builds, it replies to our holiday requests, and above all, it tells us every day when it’s afterwork time! It’s become our companion, for sure.”
Under the Waves is a narrative-driven adventure game about the engulfing power of grief. Set in the depths of the North Sea in a techno-futuristic 1970s, professional diver Stan is struggling to overcome a life-changing loss and embrace a new future. The isolation of the deep sea is a fitting manifestation of his state of mind, and as Stan retreads further into his self-imposed solitude, he starts to experience strange events far beneath the waves. He will eventually have to make a difficult choice…
A love letter to the oceans, Under The Waves invites you to dive into a gorgeous underwater world, brought to life in a poetic blend of cinematic visuals and poignant storytelling. Live a gripping story through Stan’s eyes and guide him through an unforeseen series of events that will bring him deeper and deeper into the abyss, the reflection of his own psyche.
Wander the vast seabed piloting Stan’s submarine and encounter the beautiful wildlife, Stan’s only company while he’s trapped in his own mind. Explore caves, wrecks, and underwater plants with Stan’s special wetsuit, following the mysterious manifestations of his memories, to find a way back to the surface and save his life. Collect materials and craft equipment that will help Stan navigate further on this self-discovery expedition. You will have to dare get off the beaten track to experience mesmerizing moments and reveal more about the tragic past he is trying to escape…
Parallel Studio and Quantic Dream are partnering with Surfrider Foundation Europe to support ocean preservation. Know more about Surfrider Foundation at www.surfrider.eu.
KEY FEATURES
– A surreal voyage under the waves — Live a poetic underwater adventure about a man trying to overcome his traumatic past and save his own life, both literally and figuratively. Will Stan ever reach the surface again?
– Explore the depths of the sea – Pilot your submarine over the abyss and swim your way through caves, wrecks, and submerged plants in search of backstory pieces, salvageable waste, collectibles, and more. Craft equipment to help Stan explore further.
– Witness the beauty of the ocean – Dive through gorgeous underwater environments, from unfathomable depths to retro-futuristic facilities, immersed in a contemplative ambiance brought to life by an atmospheric soundtrack.
– A unique setting full of mysteries – Discover an alternate reality of the year 1979 where retro, science-fiction, and fantasy flow together in beautifully-rendered graphics.
For me, there’s nothing quite like being sidetracked from the game you’re playing by an entirely different game that lives inside it. The Witcher 3’s Gwent, Assassin’s Creed: Valhalla’s Orlog, Red Dead Redemption’s Five Finger Fillet, Yakuza: Like a Dragon’s Property Management – all have managed to help pull me away from my epochal quests by offering a totally separate distraction.
While travelling through Star Wars Jedi: Survivor, I found one of my favorite examples yet in Holotactics. This mini-game brilliantly pulls together disparate pieces of the main game’s design and offers a pint-sized strategy experience, pitched somewhere between chess, Totally Accurate Battle Simulator, and how I imagine it must have felt to be a Roman emperor casually watching gladiatorial combat.
As you travel through the game, you can scan enemy units, which acts something like catching a Pokémon – that scan pulls the AI enemy into Holotactics as a usable unit, who can be added to miniature armies. You’re tasked with using a set number of points to put together a force that can take down an opponent’s own army – the twist being that you have no direct control, it’s all guided by the game’s own enemy AI and behavior systems, leaving you to watch and wait for whether your specific line-up can best their aggressors.
After a first battle, it became immediately addictive and set me off on a personal quest to collect as many units as possible. By the time I was close to finishing the main game, I’d amassed a coterie of units able to take down my most skilled opponents – an act as satisfying as mastering my lightsaber stances. I was keen to find out how Respawn had put together this masterful mini-game, and the clear love for the source material that had been poured into it.
“We had made a small prototype for Star Wars Jedi: Fallen Order [and] we could finally fully realize it in Star Wars Jedi: Survivor.”
Thankfully, I was able to speak to Technical Designer Michel Wong and Technical Design Director Brandon Kelch – and it turns out they’d been thinking about Holotactics for far longer than just Jedi: Survivor’s development.
“We’ve always wanted to showcase our AI vs AI systems, ever since Star Wars Jedi: Fallen Order,” says Wong. “You see this in little scenes of stormtroopers getting mauled by local fauna sprinkled throughout both games. But we wanted something more mechanically robust for players to engage with, so we had made a small prototype for Star Wars Jedi: Fallen Order. It was unfortunately not within scope for that project, but we could finally fully realize it in Star Wars Jedi: Survivor.”
“A robust mini-game can make the world feel so much bigger in a video game,” continues Kelch. “Early on in development, Holotactics delivered on that Star Wars fantasy I had from Chewie playing Han in the Millenium Falcon during ‘A New Hope’, and I was so excited to be able to experience that again.”
Kelch is referring to Dejarik, the holographic chess game introduced in the first Star Wars movie. Fans were quick to notice the similarities between Holotactics and Dejarik, and it’s no coincidence.
“We definitely took inspiration from Dejarik… especially on crafting the look and feel of the game,” explains Wong. “I really liked how tactile Dejarik felt, like playing with your own little action figures, and it was something I wanted to convey through Holotactics.”
The brilliance of Holotactics lies in how it uses what you’re already familiar with – you spend so much time fighting off bandits, Empire forces, and hostile fauna that you’re innately familiar with how they’ll act within the mini-game before you even opt to use them. But making Holotactics wasn’t as simple as plonking AI characters onto a holographic battlefield.
“We were luckily able to leverage a lot of existing tech,” says Kelch, “but of course there’s always snags and hurdles to overcome. One of the toughest was the holographic filter causing all of the enemy FX to become blown-out. The Droideka muzzle flares would cause nearly full-screen white flashes.
“The Skriton [an enormous scorpion-like boss enemy] had to be modified to not burrow underground; most AI units would just completely stop working when they couldn’t target it underground. Plus it was visually difficult to understand and prolonged the fight too much.”
Another key pleasure here is in how Holotactics grows with you over the course of the story, not just in the units you play with, but the opponents you play against – it reflects and rewards your progress, like a whole separate upgrade tree designed simply around fun. As Kelch explains, the team also didn’t want you to get bogged down in a single difficult battle:
“The goal was for each opponent to only require a handful of attempts. Since BD-1 expands your available units as you continue the story, we wanted lots of viable winning configurations for each challenge. And the units you unlock later in the story, like Dark Troopers and Droideka, are intentionally more powerful to match against the last few opponents.”
“A robust mini-game can make the world feel so much bigger in a video game.”
Perhaps the most surprising thing about Holotactics is that, if you didn’t engage with the main game’s side content, you might never even see it. Unlocked through an optional side quest, Holotactics requires your investment to simply see it in the first place. It feels like a brave choice, but it was very intentional.
“I think that’s actually a ‘design trap’ to overly fear optional content,” says Kelch. “A large portion of players are never going to finish a video game, so early optional content often reaches a larger portion than the final boss fight. I love including that moment where a player discovers an awesome experience that they had to seek out themselves.”
It certainly worked on me – realizing the scale of what I’d unlocked through a simple side quest was one of my favorite moments of Jedi: Survivor as a whole. The only remaining question is: will this be the last we see of Holotactics, or could we see Cal Kestis jumping back onto the board in future?
“We don’t have anything to announce at this time,” Kelch replies, “but it’s been awesome to see all the delighted reactions from fans.”
They say you should always leave them wanting more… but I really do hope we get some more.
The story of Cal Kestis continues in Star Wars Jedi: Survivor™, a third person galaxy-spanning action-adventure game from Respawn Entertainment, developed in collaboration with Lucasfilm Games. This narratively-driven, single player title picks up five years after the events of Star Wars Jedi: Fallen Order™ and follows Cal’s increasingly desperate fight as the galaxy descends further into darkness. Pushed to the edges of the galaxy by the Empire, Cal will find himself surrounded by threats new and familiar. As one of the last surviving Jedi Knights, Cal is driven to make a stand during the galaxy’s darkest times – but how far is he willing to go to protect himself, his crew, and the legacy of the Jedi Order?
• Continue Cal’s Journey – No longer a Padawan, Cal has come into his own and grown into a powerful Jedi Knight. Carrying the memories and expectations of the Jedi Order with him, his crusade against the Empire has only become more perilous. The Dark Times are closing in – with enemies new and familiar surrounding him, Cal will need to decide how far he’s willing to go to save those closest to him.
• Go Beyond Your Training – The cinematic combat system returns with additional Force abilities and new lightsaber fighting styles. Creatively leverage all these abilities and weapons to strategically take on an expanded host of enemies, sizing up strengths and weaknesses while cleverly utilizing your training to overcome your opponents and solve the mysteries that lay in your path.
• Explore an Untamed Galaxy – Discover new planets and familiar frontiers in the Star Wars galaxy, each with unique biomes, challenges, and enemies. Master new skills, equipment, and abilities that will augment the ways you explore, fight, and roam. With larger areas to explore and more to discover off the beaten path, players who adventure beyond the horizon will find hidden rewards.
This week’s Destiny 2 Showcase event featured a bevy of news for Bungie’s ongoing sci-fi action MMO, from new features coming to the game to the launch of a brand-new Season, as well as an in-depth look at the next expansion, Destiny 2: The Final Shape, arriving in February 2024. If you missed the event but want to check it out for yourself, here’s the replay. In the meantime, here are five exciting ways that Destiny 2 will be changing in the future that every Guardian will want to know about.
The Final Shape
The Witness has arrived and with it, the gears for Guardians’ epic confrontation have been set in motion. Indeed, The Final Shape expansion for Destiny 2 is the concluding chapter in the Light and Darkness saga, which has been ongoing since the launch of the original Destiny in 2014. Years of build-up and foreshadowing have led to this conflict and now, in The Final Shape, Destiny 2 players will take the fight directly to the Witness in a bid to foil its nefarious plans for the universe.
“[The Witness] sees a lack of purpose, no meaning [in the universe],” said Destiny 2 creative director James Tsai, during the Showcase event. “It wants to fix all of that. It’s trying to put the universe in this frozen perfection, where everything’s just exactly how it thinks it’s supposed to be. That is the Final Shape.”
To accomplish this, the Witness plans to use the Traveler’s Light to reshape the universe as it sees fit. In The Final Shape campaign, Guardians will follow the Witness into The Pale Heart—a brand-new destination in Destiny 2—where they will encounter a surreal world that is being reshaped both by the Witness itself and the memories of Guardians’ own experiences as well. Longtime players will notice numerous callbacks to Destiny moments of the past, such as the Tower from the original Destiny.
Alongside longtime Vanguard allies like Ikora Rey, Commander Zavala, and the returning Cayde-6 (once again voiced by actor Nathan Fillion), players will pursue the Witness through the campaign in preparation for the confrontation that will come during the raid that will be launching after The Final Shape’s release. Just how will the story end and the final conflict go down? Well, Guardian, you’ll have to experience that for yourself when The Final Shape unfolds, beginning on February 27, 2024.
All That Power
A Guardian’s Power level has been a long-standing metric for player progression in Destiny 2; a shorthand to help players understand one another’s experience level, as well as a key to accessing high-level challenging content in the game. As part of The Final Shape expansion, the Destiny team is looking to shake things up with Power, to make things easier to understand and to allow players to play together in more activities, regardless of Power levels.
With this revamped Power system, there will be a certain number of activities that will be Power fixed, meaning that players of different Power levels will be able to jump in and play. In addition, a new feature called Fireteam Power will allow players to bring along friends into any dungeon or raid in the game regardless of their Power level. With Fireteam Power, the player with the highest Power level in the event will automatically raise the Power level of their fellow fireteam members, giving access to some of Destiny’s most rewarding (and most challenging) content to more players than ever before. Certain events—such as Nightfall strikes and raids—will still utilize Power level requirements and will be the focus on the traditional Destiny Power climb that many players continue to enjoy.
Fireteam Finder
If the changes to Power are all about letting players of different skill and experience levels enjoy adventures together, the upcoming Fireteam Finder feature, coming in November 2023, will let Guardians find one another, connect, and team up easier than ever before and completely inside the game.
One of the key components to the Fireteam Finder feature, showed off during the Destiny 2 Showcase event, is the new tag system, which will let players assign themselves tags that will describe their play style and general gameplay preferences, as well as inclusion tags such as tags for colorblind or hearing-impaired players.
Once a Fireteam Finder listing goes live, players will be put into a lobby where they can chat with other others who are also looking for a group to play with. “We wanted to make it as convenient and as easy as possible for players to not just sit and stare at a screen for a long time while their listing actually fills up,” said Destiny 2 Social Systems Design Lead May Ling Tan.
Timeline Reflections
Available now for all Destiny 2 players, Timeline Reflections is a new feature that exists to help players catch up with Destiny’s long-running narrative. Timeline Reflections are designed to give a new player (or someone looking for a quick refresher) a rundown of some of the most important moments in recent Destiny history.
Three playable missions make up the core of the Timeline Reflections feature at launch, covering crucial moments from Destiny 2: Forsaken, Destiny 2: Beyond Light, and Destiny 2: The Witch Queen. These missions feature short jolts of gameplay plus cinematic summaries of these pivotal moments, allowing players to grasp the legendary status of Cayde-6, the compelling lure of Stasis, and the deadly ramifications of The Witch Queen’s Light-bearing minions, the Lucent Hive.
“We worked closely with the cinematics team to create a one-minute intro video for each mission to quickly contextualize why you were going there, as well as a one-minute outro video to reinforce the key narrative takeaways,” said Destiny 2 Design Lead Kevin O’Hara. “This meant the player didn’t have to play through the entire mission, just the juicy center to get a good flavor of exciting combat before moving on to the next one.
“Players who play these won’t be able say, ‘Now I know everything that happened over the last ten years,’” O’Hara said. “But they should be able to say, ‘I know who the Witness is, what it has been up to, and I’m ready to take it on!’”
Season of the Witch
If The Final Shape is part of Destiny 2’s near future, and Timeline Reflections are meant to help Guardians catch up with Destiny’s past, Season of the Witch is very much the present. The new Season, now in Destiny 2, finds Guardians fighting alongside and on behalf of their ally Eris Morn as they work to track down the Witness.
To kick off the Season, the Witch Queen’s Ghost, Immaru, presents Eris with a deal: Help Savathûn defeat her sister, the Hive god of war Xivu Arath, and she will provide the key needed to follow the Witness into what waits inside the Traveler. There begins an epic Season full of harnessing mysterious cosmic powers and thrilling adventures against the relentless Hive.
Season of the Witch will feature two new activities. The first, Altars of Summoning, is a three-person activity where players use Hive magic to summon multiple waves of challenging, high-density opponents, conquer them, claim their power, and tithe it to Eris Morn as she prepares for her showdown with Xivu Arath. Savathûn’s Spire is a three-person matchmade activity where players will journey into the Witch Queen’s spired reliquary, the mysterious tower where she conducted experiments when learning to wield the Light.
In both Seasonal activities, players will be able to use the Deck of Whispers, a mysterious deck of cards players can collect over the course of the Season. At the start of each activity, one card will be chosen at random from each player’s assembled deck, offering buffs for all players in the activity. The Deck of Whispers offers an arcane twist to the traditional Guardian progression system in Destiny 2 and will be a crucial part of buildcrafting throughout the Season.
When they aren’t building decks or facing down scores of Hive enemies, Guardians will also be able to take on the next reprised raid—Crota’s End—which will arrive on September 1. In Crota’s End, Guardians will confront the brother of Xivu Arath and Savathûn: the demi-god Crota. To celebrate the launch of this reprised raid, Bungie will be holding a World First race for Destiny players everywhere to compete to be the first fireteam to finish the raid.
A brand-new Season available now, quality of life features arriving in the near future, and a climactic confrontation ten years in the making coming on the horizon. Check out the Destiny 2 Showcase if you missed it live, and we’ll see you online, Guardians!
Pre-order now to instantly unlock the new Tessellation Exotic Fusion Rifle, Exotic Ghost Shell, emblem, and emote.
Includes the new campaign, new destination, three new Supers, The Final Shape Dungeon Key, the new and instantly unlocked Tessellation Exotic Fusion Rifle, one Secret Stash delivered during each Episode, an Exotic Sparrow, and all three Episodes in the year of The Final Shape.
Campaign
The Final Shape looms—a nightmarish calcification of reality into the Witness’s twisted design. Embark on a perilous journey into the heart of the Traveler, rally the Vanguard, and end the War of Light and Darkness.
New Supers
Defeating the Witness will require untold power. Arc Hunters, Void Titans, and Solar Warlocks; master a new Super within your arsenal and confront oblivion.
New Destination
Adventure through an impossible landscape that bends time and space. Follow the Witness and behold what lies within the Traveler.
105 GB hard drive storage space required as of November 10, 2020. Subject to change. Requires broadband internet. After November 10, 2020 see www.destinythegame.com/size-requirements for current requirements prior to purchase.
Destiny 2 may contain flashing patterns and images that may produce adverse effects for a small percentage of people sensitive to them.
Bungie, Inc. makes no guarantee regarding the availability of online play or features and may modify or discontinue online services with reasonable notice at any time. Using the software constitutes acceptance of the Destiny Software License Agreement available at www.bungie.net/sla.
Welcome to Next Week on Xbox! In this weekly feature we cover all the games coming soon to Xbox Series X|S, Xbox One, Windows, and Game Pass! Get more details on these upcoming games below and click their profiles for further info (release dates subject to change). Let’s jump in!
In this detective adventure game, you will take on the role of the famous detective, Hercule Poirot, as he joins forces with Lloyd’s of London to ensure the transportation, protection, and sale of a valuable painting of Mary Magdalene. The painting is to be the centerpiece of a new exhibit at a London Museum, featuring other works of ecclesiastical art on loan from Brussels.
Play history. Go behind the scenes of Jordan Mechner’s landmark game, Karateka, in this interactive documentary from Digital Eclipse, with archival materials, video features, and more. Experience pixel-perfect versions of this legendary game, with all-new features.
Sea of Stars – August 29 Game Pass / Optimized for Xbox Series X|S / Smart Delivery / Xbox Play Anywhere
Available on day one with Game Pass: Sea of Stars is a turn-based RPG inspired by the classics. It tells the story of two Children of the Solstice who combine the powers of the sun and moon to perform Eclipse Magic, the only force capable of fending off the monstrous creations of the evil alchemist known as The Fleshmancer.
Escape a haunted college campus in a cinematic horror experience unlike any other! In this atmospheric action-adventure, explore the events surrounding one of Taiwan’s best-known supernatural incidents, a terrifying campus horror set in Tunghu University. When six college students challenge the urban legend of a lingering female ghost, they awaken a curse that no one knows how to break.
From the creators of theHunter: Call of the Wild comes an open world fishing experience! Relax and unwind at your favorite spot or explore the beautiful great outdoors with friends as you embark on the journey to become an expert angler.
Daymare: 1994 Sandcastle (Xbox Series X|S Version)
A third-person, story-driven survival horror game prequel to the critically acclaimed Daymare: 1998. Step into the shoes of special agent Dalila Reyes, a former government spy now in the service of H.A.D.E.S., and get ready to enter the most advanced experimental research center in the U.S. Be careful, though, because in the darkness of the desolate, labyrinthine depths of the military research center there is something creepy and lethal awaiting you…
Winemaking could be your best adventure. Make the best wine interacting with soil and nature and take your winery to the top. Your beautiful journey into the winemaking tradition starts now.
A car racing simulation game where you must build your own racing car. Buy or sell cars and components as well as fix and tweak your car to make it the fastest around.
An escape-simulation game where two players will need to cooperate on asymmetrical gameplay and devices. “Talk together; help each other” will be your new motto to survive in How 2 Escape.
The year is 20XX. World War III has decimated the planet. Recovering from nuclear war has not been easy, as the citizens of Zeus Heaven Magic City will tell you. It’s a world unto itself, full of power and technology and precious little food supplies. It is imperative to ingest proteins in whatever food you can find on your journey in this surrealistic side-scrolling beat ’em up originally released in 1995.
A fast-paced party brawler in a cute cartoon horror style. Use various weapons, battle your friends, grow your cult of the Old Ones and embrace insanity as you try to survive in a chaos of dangerously dynamic environments.
An “ultra-corporeal” action adventure brought to you by the creators of Megaton Rainfall. Play as a paranormal investigator with psychic abilities who has landed in a misty, convoluted island. Before long, you’re embroiled in a supernatural mystery linked with a shady sect, and sightings of extra-terrestrial beings that appear to have escaped from a strange collection of paintings with dubious origins.
Amadeus the Wizard, Zoya the Thief, and Pontius the Knight embark on their most action-packed journey yet! With their reputations tarnished, loved ones in danger, and their own magical powers at stake, the Heroes of Trine must reunite to push back a fearsome Clockwork army and bring peace and justice to the land! Traverse breathtaking 2.5D landscapes in Trine’s deepest and visually richest chapter to date, with an all new cast of characters.
Following the passing of Bernard Mason, the patriarch of the family, all the remaining Masons return to their childhood home for one last time. As Aspen, the cat of the household, players will take a journey across the hopes, disappointments and regrets of the enigmatic Mason family, traversing through a rich narrative that spans over decades.
Set out on an emotional journey in a story about friendship, exploration, and personal growth. Join the three characters in their adventure through a 3D world with secondary storylines and mini-games, vehicles to upgrade, puzzles to solve, and collaborative split-screen experiences.
A multiplayer first person escape room/adventure game, where you play as the apprentices of the reclusive sorcerer-alchemist, Trismegistus. Your benevolent master managed to trap himself in a prison of his own making and has bestowed upon you the challenge of releasing him. Of course, to make sure you don’t just run away from his cunning riddles, he deigned fit to trap you as well…
Fight giant insects for the future of humanity! After the last human war, gases were spread through the atmosphere, making it unbreathable. The richest fled to orbital colonies and the others took refuge underground. You are a young hothead, hired by a team of scientists who are looking for a solution to bring humans back to the surface.
Starfield is the first new universe in over 25 years from Bethesda Game Studios, the award-winning creators of The Elder Scrolls V: Skyrim and Fallout 4. Create any character you want and explore with unparalleled freedom as you embark on an epic journey to answer humanity’s greatest mystery.
Game Pass members can save up to 10% on the Starfield Premium Edition Upgrade and play up to 5-days early starting September 1 on Xbox Series X|S and Windows PC. Members who upgrade their Standard Edition to the Starfield Premium Edition also receive the Shattered Space Story Expansion upon release, the Constellation Skin Pack and access to the Starfield Digital Artbook and Original Soundtrack.
As gamescom kicked off, I had the chance for a quick sit down with our boss while we both visited Cologne. Phil is glad to be back – and he doesn’t just mean at gamescom.
“We’re back – in terms of the production, the game development and the cadence of the games that are coming out,” he tells me. “And it feels great to be at [events like gamescom], getting to show what the teams are working on.”
There is a lot to see – especially as this is his first in-person gamescom appearance since 2017. He’s fresh from introducing never-before-seen Starfield gameplay alongside director Todd Howard, and visiting Xbox’s 50,000 square foot booth. If there’s a single word to describe the vibe in the room, ‘exhilarated’ captures it:
“This is the biggest consumer game show that’s out there, [and it’s] been nice to see how gamescom has grown in importance. As a team, we looked at the opportunity: Starfield is coming out, ForzaMotorsport’s following it, we have a lot of partners that wanted to have a presence, and we said, ‘Let’s go out, [have] 50,000 square feet for our booth.’ Make a statement: that Europe’s important; gaming is obviously important; and that we’re investing and we have a lot to show. I’m glad I got to come this year. And the response so far has been fantastic.”
This also feels like an inflection point – after reaffirming a commitment to releasing a first-party game every quarter just two months ago, we are making that promise a reality:
“As we look forward in 2023 and to 2024, we have a lot of confidence – and we have a lot of games coming. So not only Starfield and Forza Motorsport, which are obviously the two this fall, but I have to shout out that I love the drop of Age of Empires IV on console that we did at Opening Night Live – that’s a game I’m gonna play a ton of. But you know, Ara: History Untold is in the booth. Towerborne is in the booth. We’ve got games like Hellblade II and Avowed coming.”
The Age of Empires IV moment is Xbox’s third surprise launch of the year, after Hi-Fi Rush and the enhanced Quake II, both announced at other events. I ask if that’s a case of wanting to save surprises for shows outside of our Summer Xbox Games Showcase – but the answer is more simple:
“So we actually need multiple beats now, because not every game can have a 45 minute Starfield Direct as part of our Showcase. But we need to have time to actually give the creators the time to tell their story, and what they’re shooting for. For multiple moments around the year – from Directs to the Showcase to here at Gamescom – it’s going to be important that we make use of those.”
Before we finish our chat, Phil is particularly keen to point out a personal favorite at the Xbox booth this year. Having been made amid the context of the conflict in Ukraine, STALKER 2 is playable at gamescom – a triumph in itself:
“We’re at a big gaming show, I like to talk about video games, and then you go talk to that team in terms of what they’ve been through, and it makes the discussion about video games seem almost irrelevant,” says Spencer. “In terms of the life experience, what they’ve had to live through in Ukraine. So to spend a little bit of time with the team – hear where they’re at – are people safe? And not everybody is, or has been. And yet they’re here showing their game with pride.
“That kind of transcends what video games are about – it’s awesome that we’re here as part of it. I want STALKER 2 to come out, I want it to be great, but more than any of that I want that team to be safe. And I think building their game has created a rallying point for them, among other things […] With a lot of horrible stuff going on around them, they’ve had this thing – it could have been a video game, it could have been anything – but they’ve had this video game to kind of give them a center. We’ve tried to be a helpful part of their process, but it’s all been about them, and that conviction that they have. Having a STALKER 2 section in the booth, having it playable, having some of the team here – that’s pretty special.”
The lines to play STALKER 2 yesterday are testament to that fact. But the pleasure of having such a stacked line-up is that there’s something for everyone to try. Elsewhere on the booth, I’d point out the likes of the first ever playable build of action-RPG Towerborne – read our full preview on Xbox Wire – and the detailed overview to Ara: History Untold, a new take on grand strategy from many developers who worked on the Civilization series. And make sure to keep an eye on Don’t Nod’s Jusant, which blew me away with its complex, gorgeous climbing mechanics.
Gamescom continues today – but if you’ve not been at the show, you don’t have to miss out. Check out everything we have during our three-day stream event.
Xbox Wire shares some great tips and tactics to help you get prepared for Armored Core VI: Fires of Rubicon.
Combining FromSoftware’s longstanding expertise in mech games with their signature action gameplay, Armored Core 6 Fires of Rubicon brings a brand-new action experience to the series.
Armored Core VI: Fires of Rubicon launches Friday, August 25, on the Xbox Store for Xbox One and Xbox Series X|S with support for Smart Delivery and Optimized for Xbox Series X|S.
Armored Core fans have been eagerly awaiting a new entry in the series for over a decade and that time is nearly here — Armored Core VI Fires of Rubicon will be available tomorrow, Friday, August 25, for Xbox One and Xbox Series X|S!
We’ve covered the game frequently for most of this past year, from going hands-on to getting a deep dive on the game’s high level of customization, and each time we’ve come away impressed by its striking visual design, fast-paced epic action, and incredibly challenging gameplay.
Which leads us into what we want to share with you here today, as many of you will soon get your first chance to jump behind controls of your very own Armored Core mech. There’s a lot to unpack as you journey across planet Rubicon, so we’ve highlighted a few key things we think will help you enjoy your time with AC6 in the early going.
Learning to Boost Before You Can Run
For starters, give yourself some time to adjust to playing an Armored Core game. Unlike most action games, AC6 takes place in a full 3D space requiring you to master a mix of both air and ground combat. This “omni-directional combat” can all feel a bit much at first and mastering this will take time, so don’t get discouraged if it doesn’t “click” for you immediately.
One of the most helpful things to get a handle on early is understanding how your Boosts work, as it can seem overwhelming looking over your controller layout and seeing the word ‘Boost’ listed four different times. So, here’s what each of them do and how they play in the game.
Vertical Boost (holding A button) This is an extension of your Jump function where, instead of just tapping the button, you hold it down. Great to use to quickly get up to high places directly above you and a key component to be able to “fly” around your enemies.
Quick Boosts (tapping the X button along with a directional movement) allow you to quickly dash out of the way of an attack in any direction, on both the ground and in the air. You can also string successive Quick Boosts together to quickly close a gap on an enemy. These movements will drain your EN (Energy) so you can only use this so many times before you must wait for your gauge to recharge. Depending on your mech configuration, you’ll achieve varying results of how far a Quick Boost will jump in these directions, and how quickly your EN gauge can recharge, so be sure to tweak your Booster setup in the Assembly to find your happy place.
Assault Boost (clicking down on the Left Stick) is basically an afterburner that allows you to quickly close the gap on an enemy. It also feeds off your EN, which will determine how long you can use it for. You also look totally badass firing your weapons during an Assault Boost as you close in on an enemy – and it’s a must for melee-focused builds.
Boost Movement (tap the B button) activates a gliding type of movement that doesn’t consume EN and allows you to quickly traverse the expansive levels in AC6. It’s also a very effective tool to use while attacking enemies. Since it doesn’t drain EN, you can use Boost Movement to strafe foes while firing upon them and making yourself harder to hit in the process. You can also achieve this Boost type by holding down Quick Boost and holding the direction to transition you into Boost Movement. Helpful if you have used some successive Quick Boosts and need to recharge your EN gauge mid-combat.
Don’t Skip the Tutorials
Yeah, you might think you’re the next best mech pilot on this side of the galaxy, but it doesn’t hurt to at least get a refresher on what it’s like to pilot an Armored Core. It’s highly recommended you follow the game’s guidance and complete the tutorial scenarios. There’s a reason why it’s luring you with new components to use in the Assembly for completing each scenario — the game knows you need this help. After finishing the game’s prologue, you’ll be drip-fed several Training missions – these are extremely useful primers in various systems, and even reward you with new parts for running through them.
One of the biggest things you’ll take away from the tutorials is just how agile your mech can be. This is a very nimble craft, even in the Tank configuration, and is not to be confused with other hulking mechs found in other giant robot video games. An Armored Core mech can rapidly move within a full 3D space and mastering this control scheme is going to be one of the biggest things you’ll come to grips with once you wrap up your final tutorial lesson and achieve a coveted Advanced Mercenary emblem.
You’ve Got Legs, Learn How to Use ‘Em
There are four leg variations for your Armored Core mech that come with various configurations, but they boil down to Bipedal, Reverse Joint, Tetrapod, and Tank. Bipedal is your “all-rounder” type that works in all conditions; Reverse Joint allows you to execute quick shifts from ground to air-based combat; Tetrapod can essentially turn you into a floating fortress, allowing you to hover for long periods of time; Tank allows you to dominate at ground-based warfare by equipping heavy weaponry without suffering a large recoil penalty for firing.
While having a ton of options is a blast, and we’ve only just scratched the surface on customization, we’ve found ourselves coming back often to a full “Balam Industries Melander” component frame – once you get into the Assembly, you’ll see the names of the parts listed as Head HD-011, Core BD-011, Arms AR-011, and Legs LG-011. Not only do you get style points for looking like a classic mech, it has a great balance of EN (Energy) and AP (Armor Points) that allows you to take a few hits, while also being nimble enough to avoid most heavy attacks. Things may change later in the game, but to help get your bearings and not be overwhelmed by choice, we recommend this build.
Save Data
In the AC Design section, you’re given a lot of customization options (and tons of awesome paint jobs). Once you find a configuration you like, make sure you utilize the AC Data section to save your configuration. You’re given over 100 save states to save a variety of configurations, as well as some pre-made builds depending on pre-order bonuses, and it won’t be long until you find yourself swapping configurations to find the best approach to whatever massive enemy the game throws at you. We’ve tackled three bosses so far and they each required a bit of mech tweaking to get by (and there are even tougher opponents on the way). Save yourself some time with the AC Data feature without having to dive back into the Assembly each time you need to part-swap.
Stay on Target
Until you’ve become an advanced player and feel completely at one within your Armored Core, it’s recommended you liberally use Target Lock on enemies (click Right Stick down). This will allow you to focus more on your movement while all your weapons are “locked in” on your enemy target. Later in the game you may find yourself wanting a bit more manual control, but until you get to that point, there ain’t nothing wrong with letting the game help you out a bit… because it will test you.
We hope this information helps to ease you into the exciting and challenging world of Armored Core VI Fires of Rubicon. You can pick it up Friday, August 25, digitally on the Xbox Store for Xbox One and Xbox Series X|S and it features support for Smart Delivery, ensuring you always play the best version of the game for your console, and Optimized for Xbox Series X|S with support for Ray Tracing or Prioritize Framerate features on Xbox Series X|S.
ARMORED CORE™ VI FIRES OF RUBICON™ – Deluxe Edition
Pre-order now to receive the following bonus content:
MELANDER C3 G13 Special Customization “TENDERFOOT”
• MELANDER C3 parts set (early unlock)*
• Emblem (early unlock)*
• Exclusive AC Decal
* Early Unlock: The parts set and the emblem can also be obtained by progressing through the game.
The Deluxe Edition includes:
• Full game
• Exclusive Digital Artbook & Original Soundtrack
Allows players to view concept art and listen to in-game music.
Combining FromSoftware’s longstanding expertise in mech games with their signature action gameplay, ARMORED CORE VI FIRES OF RUBICON brings a brand-new action experience to the series.
Dynamic, Omni-directional Battles
Players will pilot their mech in fast-paced, omni-directional battles, taking advantage of massive stages and their mech’s mobility on land and in the air to ensure victory.
Customized Parts for Individual Battle Styles
Customize Armored Core parts to suit a large variety of playstyles. Selecting different parts not only changes the mech’s attacks, but also directly affects its movement and battle style, so each mission can be approached with a unique mech strategy.
Thrilling Boss Battles
Deploy a wide variety of offensive and defensive tactics at close and long range to take down powerful enemy bosses.
Pre-order now to receive the following bonus content:
MELANDER C3 G13 Special Customization “TENDERFOOT”
• MELANDER C3 parts set (early unlock)*
• Emblem (early unlock)*
• Exclusive AC Decal
* Early Unlock: The parts set and the emblem can also be obtained by progressing through the game.
Combining FromSoftware’s longstanding expertise in mech games with their signature action gameplay, ARMORED CORE VI FIRES OF RUBICON brings a brand-new action experience to the series.
Dynamic, Omni-directional Battles
Players will pilot their mech in fast-paced, omni-directional battles, taking advantage of massive stages and their mech’s mobility on land and in the air to ensure victory.
Customized Parts for Individual Battle Styles
Customize Armored Core parts to suit a large variety of playstyles. Selecting different parts not only changes the mech’s attacks, but also directly affects its movement and battle style, so each mission can be approached with a unique mech strategy.
Thrilling Boss Battles
Deploy a wide variety of offensive and defensive tactics at close and long range to take down powerful enemy bosses.