Hate Speech: Hands On

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Last Saturday began quite typically for me. I passed most of the day in a park near my apartment, enjoying the mild northern California winter and altogether being excruciatingly wholesome. It was not to last, however. My usual routine of smelling flowers, writing poetry, and being kind to animals was cut short by the arrival of Namco Bandai’s FilthieRich. He approached me, introduced himself, and asked me one fateful question: “Does this rag smell like chloroform to you?

I awoke hours later in what can only be described as a lair. The space was dark and cramped, its walls and floor adorned with blinking lights, dangling electrodes, whirring machinery. Someone had stolen my shoes. Just as I felt fear couldn’t tighten its grip on my heart any more viciously, Rich appeared once again from the shadows obscuring the far end of my cell. Hey, wanna play some Soul Calibur 5?” he asked.....

After a great deal of waiting, a fair amount of jealousy, and entirely too much watching and re-watching of grainy videos from across the Pacific, I am thrilled to report that I can finally offer up my direct impressions of SC5. Before I do that, however, allow me to dispense with the usual disclaimers:

1. The build I played was the same one seen at SCR; anything and everything is potentially subject to change in the final version.

2. While I had what felt like a substantial amount of time to play around, I could really only begin to scratch the surface of the characters, the matchups, and so on—these are raw impressions on my end.

3. This review is coming from the perspective of a longtime competitive player, so it will be biased in that direction. My utmost condolences to CaS fans.
Special Condolences to this guy for not testing to see if this completely heinous error was fixed.*​

That properly established, let’s dive in.

I. Graphics & Sound

The game’s gorgeous. Allow me to echo everyone who previously stated that it’s impossible to get a sense of how good it looks until you actually sit down to play it. Videos really fail to do it justice. The art direction is solid; the characters each possess unique visual styles, and yet, taken as a whole, the game still maintains that overall “Soul Calibur” aesthetic feel which sets it apart from other fighting franchises. The same can be said for the music. We’re once more getting an epic orchestral accompaniment to all our battles.

Just as importantly, if not more so, characters’ moves look visually interesting and viscerally brutal, and they crash, slash, and clash in a highly satisfying manner. It may seem like a little detail, but these sorts of aural and visual rewards go a long way toward enhancing my enjoyment of a game. They draw you in and get you excited about what’s taking place on the screen.

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Speaking of excited, this marketing campaign stimulates me too. Genius.*​

II. Gameplay

Each new SC installment has its own distinct game feel, and this is certainly no exception. The new mechanics—Quickstep, BE moves, Critical Edges, Just Guard, and guard breaking—contribute to this greatly, but it’s equally a product of freer movement, innovative stage ideas, and intelligently tweaked movesets. Many returning characters return with largely familiar moves intact, but their properties are such that they often have very different applications within the new overall game engine, and it feels good. Move lists are shorter overall, but that does not seem to impact the game’s overall depth. The characters I examined mostly lost redundant or “fluff” moves, and the core of what remains is solid and allows for broad-stroke experimentation.

From a competitive standpoint, SC5 rewards activity and punishes passivity, both on offense and defense, and it does so in ways both apparent and subtle. Thanks to guard breaking and chip damage on throw escapes, simply holding block becomes a good way to get oneself in quite a bit of trouble. Instead, the game rewards active commitment to defensive options such as crouching, stepping, jG, evasion, and so on, each of which involves accepting a certain degree of risk.

Similarly, when pressuring an opponent, the most rewarding offensive options also involve committing oneself. Damage on moves like 2A, 2K, and other minor pokes seems greatly reduced and most AA and BB attacks are also underwhelming, damage-wise, rendering them useful primarily in checking an opponent. In order to access major damage, it is usually necessary to make a read and put yourself out there.

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I-told-you-so bold (tm) in the above section courtesy of a bitter old man. So bitter.

III. Pace

Rewarding activity is also a main contributor to what people call the faster pace of the game. Yes, all characters move about much more freely than in SC4, but they don’t zip around like they did in SC2. The game plays much faster than its previous installments, however, because every character seems to be able to do significant combo damage, and every character must gamble on offense or defense lest they lose due to guard breaking.

The general formula I found is this: both players dance around at range for a bit until one makes a critical error and allows the other to pick his spot and begin mounting as furious an offense as possible, rinse, repeat. This leads to round and match resolutions that are quite fast. As more players embrace the new system and come to appreciate the rewards of Quickstep, BE, and CE, I expect this trend to continue.

IV. Balance

This is always a tough call to make based on one day’s worth of practice (case in point, remember how Hilde was “mid-tier” for about eight or nine days after SC4’s release), but I’m actually optimistic. After playing around with and against a number of characters, I can’t really single out any as being bad. There will be tiers, of course, because diversity is the enemy of balance and we’re talking about an ambitiously diverse game, but at the same time characters like Nightmare, who I felt was garbage in SC3 and 4, feel genuinely viable.

I’m acutely interested, actually, in how the overall tier sentiment will progress as SC5 evolves and people become more on-point with meter use, jG, and the like. For now, though, most everyone feels pretty good, though some are certainly easier to pick up and play (Astaroth, Xiba, et al) than others (Zwei, Viola).

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Also, the game has handy charts to help us avoid Tier Debates. They will never happen again!*

V. Tournament Viability

SC5 will make for exciting tournament play because it forces you to constantly make active decisions in order to maximize your chance at victory. Combined with the fast round resolution discussed above, I think it will have a rather unique feel for we players. Moreover, it’s fun to watch, and the overall pace should prevent tournament matches from grinding on for ages, thereby making things easier on tournament organizers. Again, I can’t wait to see how it all looks by the time EVO rolls around.

VI. What We’ve Seen Thus Far/Learning Curve

As I mentioned on last night’s iPlayWinner stream, I feel like I topped out the usefulness of my legacy skill-set within the first twenty or so games that I played. After that point, I really felt as though I had to embrace the new system in order to continue improving. Squaring off against Rich, I believe, is what pushed me to that point so quickly. Most of the gameplay we have seen from various streams is fairly rudimentary stuff; barring a handful of major exceptions, it mostly resembles SC4 game-play with better graphics, because that’s all we as players have to draw upon right now. Rich’s use of Quickstep, BE, and CE attacks made it quite plain to me that application of those techniques is the key for veterans who want to improve quickly.

What does this mean for newer players? Well, if this is your first SC game, or the first time you considered playing competitively, now is a perfect opportunity to get involved. Everyone will need to learn and master a lot of new techniques, so the gap between veterans and newcomers won’t be so enormous. SC5 has a very powerful training mode, to boot, so there are no excuses. Get on it!

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Tekken players, don't worry. We have the cure for what ails you. Just come on over, brothers*.

VII. The Grand Philosophical Question: Is It Fun?
Hell yes.​
As of right now, the game’s a breath of fresh air. It looks great, it sounds great, and it certainly appears to have a lot of potential for deep, nuanced play. We never truly know what we’re dealing with until everyone has had a few months to really dig into things, but as of right now I have exceedingly high hopes.​
Homework:
I was pretty broad here, so hit me up about specifics if you’re curious. If you played the game, let me know if your assessment matches mine. Also, as always, share questions and concerns, and try like hell to pick an online fight with a stranger. It makes us all stronger people. Lastly, I’m on Twitter now (@Original_Hater) so follow me if you care to. I’ll update about the column, events I attend, etc. It also lets you bother me basically 24/7, which should be reward enough in itself.​
*Special thanks to the 8WayRun forum community for helping this last minute article out with some comic spice. Mage, Ring and the guy who posted that video, you are awesome. Also special thanks to Shauno for bringing the outrage on TZ.
 
Everyone who talks about SC5 like they know whats up...

Some of us HAVE played builds of SC5(myself included). Honestly, GIs (as I'm assuming that's what you mean by 'countering') finally have a real use in SC5. I mean other than forward GIs hurting the guard meter(in SC4), what was really guaranteed or useful for GI-ing? I mean you could be re-GIed or your punish could be blocked if it's not fast enough. Defeats the purpose of GI-ing when your opponent really isn't guaranteed to be punished for their mistake. In SC5, GIs cover highs, mids, lows AND guarantees a free launcher/super. I see it as useless mechanic being given new purpose. And seriously, if the current GI system is this powerful, would you want it spammed on you? Wouldn't you want it to be tethered to the meter so as to prevent players from standing there and GI-ing every move you performed? Just saying.
 
If anybody is keeping up with TGN videos, in several matches there were a few players who consistently did JG. Sometimes they were able to punish, sometimes they were not, but I'm sure the JG to punish ratio will go up once people get use to the game and have the correct response on twitch reaction/memory.
 
If anybody is keeping up with TGN videos, in several matches there were a few players who consistently did JG. Sometimes they were able to punish, sometimes they were not, but I'm sure the JG to punish ratio will go up once people get use to the game and have the correct response on twitch reaction/memory.
Was this before or after they changed the way to JG? The first way sounded much easier.
 
If anybody is keeping up with TGN videos, in several matches there were a few players who consistently did JG. Sometimes they were able to punish, sometimes they were not, but I'm sure the JG to punish ratio will go up once people get use to the game and have the correct response on twitch reaction/memory.
That was with the easier input. We don't really know what it'll be like in the final build.
 
That was with the easier input. We don't really know what it'll be like in the final build.
Oh damn it really? Well TBH, they did make it look a little -too- easy. Gotta see how it's going to be like on the 24th!
 
In SC5, GIs cover highs, mids, lows AND guarantees a free launcher/super. I see it as useless mechanic being given new purpose.

That's a terrible and frightening sentence. The idea that anything should be guaranteed after GI, meaning that the only barrier between the GI-ing player and that damage is execution skill, runs counter to my understanding of GI in every prior game.

GI has always been another form of marginal advantage, on the same scale with heavy block stun or FC-moves, rather than a combo moment like crumple stun or certain knockdowns.

Even SC1 Asta, who played a vicious GI game, built fear from giving the opponent limited options and having GREAT responses to each of those. Although GI can be viewed as a reward for reading your opponent, it also gave the GI-ed player a clear opportunity to read the attacker and respond, thereby resetting to neutral at the very least.

Having not played the SCV builds, I don't know wether this spirit is still present in GI, or wether it has migrated to the JG mechanic. But if either of those mechanics consistently turn a single read into a guaranteed damage super combo, then the game will have lost a significant tool.
 
SCV is a new game, so you should move away from what was done in the old games. Keep in mind that GI also costs meter.
 

The main problem is GI hasn't really functioned as intended *since* SC1. SC2/3/4's basic game systems either rendered GI moot, or too risky to attempt at a high level of play.

As it stands now, GI is a resource based mechanic.

It still has a price if you whiff it, and if you land it, the opponent must spend resource (meter) to attempt a re-GI. Even so; CE's cannot be re-GI. That said, if you GI into CE you are spending 150% meter. Better be worth it.

There are other X-factors to consider too- Throws cannot be GI, and the general tenor of the game is such that the M/L mixup isn't as big as deal as it used to be. To me this means a GI catching h/m/l and giving a free CE isn't even an issue.
 
SCV is a new game, so you should move away from what was done in the old games. Keep in mind that GI also costs meter.
I'm happy to relearn SCV as a new game, but I'm trying to express what I enjoy about the GI mechanic and how central it seems to what makes SC unique and not just Tekken/DoA with weapons.
 
As it stands now, GI is a resource based mechanic.

It still has a price if you whiff it, and if you land it, the opponent must spend resource (meter) to attempt a re-GI.


That's an interesting and welcome change. Too many people's only impression of the GI mechanic centered around the endless GI-exchanges in training modes, or GI-GI-GI-Throw sequences in casuals.

You mentioned that GI didn't work well in 3 or 4, which I'll take your word on, as even SC2's addition of Evades and X's guaranteed poke eroded the versatility and strength of the GI.


There are other X-factors to consider too- Throws cannot be GI, and the general tenor of the game is such that the M/L mixup isn't as big as deal as it used to be. To me this means a GI catching h/m/l and giving a free CE isn't even an issue.

Could you explain how those three points connect? I can see that having the GI hit h/m/l while failing against throws returns an basic r/p/s balance of the earlier system. You're suggesting that risking meter on a GI read means that a guaranteed CE is an appropriate reward? Hopefully play will bear that out, and perhaps encourage a metagame where baiting the GI is a useful
tactic.
 
Could you explain how those three points connect? I can see that having the GI hit h/m/l while failing against throws returns an basic r/p/s balance of the earlier system. You're suggesting that risking meter on a GI read means that a guaranteed CE is an appropriate reward? Hopefully play will bear that out, and perhaps encourage a metagame where baiting the GI is a useful
tactic.

To connect these points, a couple of system changes require in-depth understanding.

The M/L mixup is not the primary mixup of the game anymore***. The short reasoning is: Nerfed Step-G means that Hori/Vert is more powerful as a mixup. Better frames on Verts, plus great guard gauge damage in general, and the prevalence of safe or even +on block verts means you want to step more. Step killers now work; and getting hit out of step = CH. Throws now function strongly as a passive defense stopper, due to chip damage even on break, plus 50/50 break system.

This requires a drastic departure in the view from without. Giving GI the strength to catch all hit levels isn't really a buff, it's pretty much required to make it viable. On top of that, because to use GI in any situation that isn't a string reaction, you are more or less committing yourself to "standing still" passively to find something to GI, you put yourself at risk of all the ways the game hates standing still (as outlined above). To me getting a CE out of GI is a fair trade because it costs 150% meter and a couple of risks. that is my line of reasoning.

***Edit: Also forgot to mention most lows, particularly unseeable tripping or frame advantage ones got nerfed or re-purposed. Mitsu 2KB does not trip on normal hit anymore; but it does on CH and you can CH confirm it. It also reportedly catches step to at least one side (if not both). On top of that, there is a BE (also CH confirmable) and the ability to mixup just naked 2K and 2KB on normal hit. The move has been re-purposed, not nerfed. In other cases, like Cervantes 1K, the move was removed entirely; however he still has 11K which kills step and gives +frames as a low. The gist of this is, lows as a way to "open people up" or as a straight up 50/50 are being toned down or have become very specific: Sig for example has a true 50/50 out of SRSH, but he must induce the situation to bottleneck you into the mixup).
 
maybe because of how quickstep is unsafe people will choose not to do it and instead do normal step Gs. I also remember someone saying that in the TGS build you could cancel quickstep with 6G to make it safer, wonder if this stayed in.
 
maybe because of how quickstep is unsafe people will choose not to do it and instead do normal step Gs. I also remember someone saying that in the TGS build you could cancel quickstep with 6G to make it safer, wonder if this stayed in.

Normal step-G's mean you end up blocking verts and taking guard damage, and even normal step-g is nerfed on top of that so you are STILL susceptable to horizontal CH's. Normal step actually just plain sucks. I was informed at NEC they were ruthlessly hunting down ways to stop people from being able to cancel QS. They had already removed the QS~B~g exploit just before that build, lol.
 
You hit the nail on the head with the assessment of the pace and commitment to options.

One of my biggest strengths in any fighting game has always been my ability to control the pace of a match by a decent defense and taking advantage of reads in order to trip my opponents up and have them second guess themselves in put them into the position I want them to. In most fighting games (SCIV including), I think that type of ability becomes second to things like abusing low-risk+above-average reward (or playing 'lame'). While I don't think SCV will completely abolish that type of playstyle, I do think that it will allow players who excel at particular playstyles and things to do well, rather than bog them down in the system of the game.

The fact that lots of stuff doesn't seem as heavily punishable on block as it used to be (without meter, of course) will make it that much harder to simply idly stand back and try to let your opponent open themselves up (along with the pace of the game), while at the same time making whiff punishment that much more crucial; the GB system coupled with the frames will make playing a smart offense a scary thing against a basic defense, being able to apply a very real threat with the amount of damage the characters can do.

In summation, I'm in love with this game and no one's going to be able to stop me once I get my hands on it!
 
I don't know guys... I just don't know until i play the game for awhile. But for me this is a bit of a concern especially when you watch video from like "Top French Players" and you hardly see and GIs.
 
I don't know guys... I just don't know until i play the game for awhile. But for me this is a bit of a concern especially when you watch video from like "Top French Players" and you hardly see and GIs.
...you mean exactly like in sc4?and sc3? And sc2?
 

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