Following in the footsteps of Elden Ring Armored Core VI: Fires of Rubicon takes a Feature and Transforms It into a Narrative Device

The first time through Armored Core VI: Fires of Rubin, which can take anywhere from ten to fifteen hours, players are given a multitude of names to choose from, some of which include Raven, Freelancer, Tourist, dog, G13, and mutt.   This playthrough can take anywhere from ten to fifteen hours.   As the players advance through the game, they will be given the names to choose from.   None of these names ever elucidate the main character's actual background or history.   Throughout the entirety of this time period, the character does not utter a single word of retort, but rather focuses on seeking recompense and vindication through elaborately conceived battles that are spread across missions of varying importance and length.  
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It took ten years after the conclusion of the previous game in the Armored Core franchise for the next game in the series, Fires of Rubicon, to be released.   Fires of Rubicon is the latest installment in the Armored Core series.   FromSoftware has released a number of video games that have garnered widespread critical acclaim over the course of this time period.   These titles include Dark Souls II, Bloodborne, Dark Souls III, Sekiro: Shadows Die Twice, and, of course, Elden Ring.   To summarize, FromSoftware has been working very hard to perfect a game style that is extremely appealing to true believers but completely off-putting to people who are interested in being led through narratives.   This game style appeals to people who are interested in being led through narratives because it offers them that opportunity.   People who are interested in being led through narratives have an opportunity to do so in this type of game, which is one of the reasons why this game style is appealing to those people.   In spite of the fact that this presents a challenge for immersion, the fact remains that the company possesses a hidden competitive advantage that can be used to expand their appeal.  

During an interview with Simon Parkin of The New Yorker, game director and FromSoftware president Hidetaki Miyazaki discussed the hang-ups he experienced while playing video games and how those hang-ups inspired him to take a different approach.   Miyazaki also discussed how those hang-ups inspired him to create a new game.   He stated, "I die quite frequently.  "The comments made by Miyazaki were in response to a question posed by Parkin, which asked how Miyazaki's hang-ups inspired him to take a different approach.   How can I make the experience of dying one that is one that is less traumatic for me?

 

  Choosing the right weapon at the right time can have a significant impact on the outcome of the conflict

 

  •   When templar elden ring comes to making an emotional investment, it is difficult to do so when one is required to repeatedly return to the drawing board while only receiving the barest minimum of expository information (which is communicated through radio communications)

  •   The genuine prize, on the other hand, is held in reserve for those players who are willing to put in the time and effort required to complete NG++

  •   This is a new path with new missions that wind in and out of the areas that players will already have ingrained in their memories at this point in the game

  •   Only by beating the game in this particular way is it possible to find out what really happens at the end of Fires of Rubicon

  •   There is no other way to find out what happens

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The narrative of Fires of Rubicon maintains consistency with the core values that serve as the foundation for FromSoftware's business practices.   In order to accomplish this, it pays homage to the inventive method of world-building utilized by Elden Ring, which consisted of transforming a requirement into the setting in which the game is played.   In Rubicon, there is a menu option called Arena that can be unlocked, and it gives players the opportunity to fight against computer-controlled opponents using a variety of different mechs.  

It is soon revealed that the Arena is actually a dossier of character encounters, with data culled from the various people who can be found on Rubicon 3; this revelation takes place not long after the Arena gives the impression that it is nothing more than a way for players to practice their takedown strategies.   The Arena gives the impression that it is nothing more than a way for players to practice their takedown strategies.  

During the NG++ playthrough, the Arena, which is governed by the ALLMIND, is reimagined to take on the role of both the game's primary protagonist and primary antagonist.   Through the use of this deft maneuver, the cheesy charms of the story's bonus features are transformed into an essential component of the true ending of the story.   The ALLMIND, which is also known as the mercenary support system, has been painstakingly collecting data from all over the world for a project that will radically alter the path that human history will take in the years to come.   This project will be used to create an artificial intelligence that will be able to control humans.   This endeavor has the goal of altering the course that human history will take going forward.   This widespread assimilation is kicked off by some insignificant decisions made by the unnamed player, and it culminates in a tag-team showdown with a beefed-up side character who harbors a grudge against the player from previous encounters with the player.  

The live-die-repeat method is utilized to emphasize the point that each playthrough provides additional, more nuanced variations on the story beats that have already been established in the game.   This occurs during each and every playthrough, elevating the overall experience to a higher level of enjoyment by giving the player the opportunity to speculate on a variety of different outcomes.   Both of these scenarios are viable options that should be thought about.   Even the lines of dialogue can change depending on the events that are taking place, which provides a sneaky reward for viewers who are able to pick up on seemingly innocent lines and cling to them in the hopes of deciphering the meaning behind them.   In one of the lines that she delivers, she tells the audience to "Get your laughs while you still can" Get your laughs while you still can.  .  .  In this particular instance, I was unable to.  .  .  It's just that I never had anyone show me how to laugh properly.   However, its idiosyncratic approach to storytelling continues to be an integral part of the game's mechanics, making it something of an outlier in a market that is saturated with games that prioritize either one of these aspects.

  The market for games that focus on either one of these aspects has become increasingly competitive.   Over the past few years, there has been an uptick in the level of competition in the video game market.  

It is true that the plot was intended to have a lot of holes in it on purpose; the tales told by FromSoftware are, in essence, exercises in getting rid of elements that aren't necessary.   Despite the fact that a significant portion of it can be construed in a variety of ways, the sketches that were found only pique further curiosity.   Let's keep our fingers crossed that they won't ever stop requiring effort from players in order to move the stories that are being told forward, and let's make sure to keep our fingers crossed.  

Posted in Default Category on September 18 2023 at 02:23 PM

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