HydroJames
Shining Sea Dragon
In this thread we will talk about gameplay mechanics in the Soul Series that have been introduced, removed, modified, etc. In this thread I want to ask you people these questions about the mechanics that have appeared throughout the series:
- Do you want these mechanics to
- Return
- Be Removed
- Be Modified
- Continue
- Other options
- What kind of new mechanics should be added?
Now let's go!
1. Breakable Weapons (Soul Edge/Blade)
Oh, boy... This one sounds frustrating... -_- This game has a weapon gauge that depletes every time you blocked or used a Critical Edge (I'll get into that later). When it becomes empty, you lose your weapon and have to fight bare-handed. I think there is a good reason as to why we never saw this again... Even the Guard Burst is more forgiving.
2. Weapon Locking (Soul Edge/Blade)
Instead of weapon clashes like in the newer games, fighters' weapons get clocked in a state where the one who pushed the right button would get the edge.
3. Critical Edge (Soul Edge/Blade)
This version is very different from Soul Calibur V's version (I'll get into that later). By landing A+B+K, you were allowed to land a long stream of hit when you made the right inputs, but doing so would drain 1/3 of the weapon gauge. To me, this does not sound practical.
4. Various Weapon Effects (Soul Blade, Soul Calibur II, Soul Calibur III, Soul Calibur IV)
Here is an old feature that should return. In those games, you could pick weapons that had different effects. The weapons wielded would affect attack, defense, length, health and others. In SC4, you could also modify skills of the weapon with your equipment (I'll talk more about that later).
5. Equipment and Skills (Soul Calibur IV)
In this game, what equipment and weapon you used affected your health, defense, attack, and skill slots (Power, Gauge, Special, Impact, and Boost). The skills can let you poison your opponent (Venom Fang), sap their health (HP Drain), gain a stat boost at the beginning of a round (Start Dash), give you a stat boost when you're almost out of health (Will Power), and many more skill. Certain skills have tier levels, with higher levels requiring bigger skill slots, but grant more benefits, with "A" being the highest and "C" being the lowest (there is an "S" tier, but those are only usable by bosses in The Tower of The Lost Souls). I could understand they got rid of this in Broken Destiny and V to give players more freedom while creating their characters (considering how ridiculous your character would look at the end), but I think there is way to bring this back while letting players dress their characters however they want.
6. Critical Finish (Soul Calibur IV)
I've found something more brutal than the breakable weapons. In this game there is a glowing orb next to the health bar called the Soul Gauge, which depletes when you block hits with blue being at its strongest and blinking red at its weakest. To make matters worse, it depletes faster when pieces of your equipment is broken (more on Equipment Destruction later). When the Soul Gauge is emptied, the victim is put in a defenseless state called Soul Crush, indicated by red sparks. During Soul Crush, the player can finish him instantly off by inputting A+B+K+G (which is mapped to a shoulder button), activating CF! My problem with this is that I think this punishment, while it is flashy and awesome, is overboard for blocking too much. I think the Guard Burst, which leaves you open for a free hit, is enough.
7. Tagging (Soul Calibur IV)
I've brought this up in another thread before, but I'll give you a quick run down. In the Tower of the Lost Souls and Story mode, if you had more than one person to fight with, you could tag them out while the person you withdrew slowly regained health. An argument against this is that players would switch between
fighters to construct devastating combos. A lot of people in the thread I linked to seem to be in favor of the line-up used in previous games. While I think Tag-Team would make impressive bouts, I want to hear your thoughts on this.
8. Equipment Destruction (Soul Calibur IV, Soul Calibur V)
Starting from SC4, you could now break pieces of your opponent's armor, which is hilarious in hindsight after seeing this...
Any way, in SC4, armor is divided into 3 section: High (head, face, neck, and shoulder equipment), Mid (torso and arm equipment), and Low (leg and feet equipment), undergarments and socks will still remain. When a section of armor is broken off, the Soul Gauge depletes faster and more hits to the same area do extra damage. In Soul Calibur 5, the process was simplified. A highly damaging blow destroyed everything, except pants, socks, and undergarments. Thankfully, no extra damage is dealt. Opinions on this feature vary. Either:
People think this is annoying: "I put so much time into making this awesome outfit, and you break it!"
or
People find it hilarious, as it leaves the victim half-naked: "You broke my pants!"
9. Critical Edge & Brave Edge (Soul Calibur V)
Basically, super and enhanced moves like you see in other fighting games. Opinions have been varied on whether this helps SCV or makes it more generic.
Which of these mechanics would the Soul Series be better with or without?