Hate Speech: Hands On

  • Moderator
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.

uwaaA.jpg
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.

n86eP.jpg
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).

ROeWC.jpg
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!

7Gf3L.jpg
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.
 

Also keep in mind that since GI costs meter to get this "guaranteed" damage (its not totally guaranteed as it can still be re-GI'ed by your opponent), you aren't using that meter to extend your combos with BE or CE moves which is true guaranteed damage.

Oh and some auto-gi's are already free guaranteed damage on GI anyways, and those don't cost any meter to do.
 
I wonder if Just Guard also works when you're Back Turned.
In SCIV GI didn't work when Back Turned.
But Guard Worked.

Cool article as always Hates.
 
OK so GIs take 50% off the meter regardless if they connect or not! I don't know what to say at this point, thought i have not played SC5 (and am still very hyped) but I can safely say the new GI is wack!


3:30 (GI does not connect)

I just don't understand the need to punish people for trying to counter.... Countering is awesome why punish people for it, and same goes for getting out of grabs, you would think the person who tried to grab would get punished... Thus forcing the player not to abuse grabs... or to at least be aware that they are playing someone who is capable of getting out of grabs..
 
Is this some bizarro world I'm in?

You whiff, you get punished. Your opponent baited it (or you royally screwed up your timing) and you'll pay the price.
If your opponent grabs you, you've already screwed up by giving him that throw attempt. The game gives you 50/50 chance to get out of it and if you manage to break it, you should be happy that the whole situation only cost you some chip damage.
And what is this "abuse grabs" thing? Just play smart and don't give him those chances. If he's just going for grabs, that's pretty predictable tactic and you should easily find opportunities to punish him.
 
Ladies and gentlemen, I think some sort of explanation is necessary as to what terms mean what in fighting games like Soul Calibur.

A Counter is when one combatant executes a move - any move. That move is then intercepted by second combatant's move while the first is still in progress. This happens on numerous occasions.

A counter is NOT a GI (Guard Impact, that little green 'ting!' noise we've known for so many years, executed 6G) or a Parry (4G, where the player leads the opponent to the ground). A counter is when you hit the enemy while they're in the middle of a movement of any kind.

"Counter is awesome" is a weak argument. The developers decided to shift the priorities of the game based on the fact that GI's have become obscured and near useless. I tend to agree with them. The dev's decided to implement a different system to replace it: Just Guard. The jG system, like the old GI, will be cheap. It doesn't cost you anything but your balls. If you're brave and confident enough to do it, it will pay off. Think of it like 3rd Strike's parry system.

On the subject of throws, again, the dev's decided Calibur has been more turtley than they would like, which is UNDENIABLE. They decided to say a big FUCK YOU. to turtle style play, and made it so that more actions in lay with good decision making will be rewarded. Blocking, random GI, and uncoordinated dancing about will be punished, mercilessly. They're basically taking a more subtle Virtua Fighter approach to throws. Their moto is: If you get thrown, you fucked up. You weren't moving correctly or attacking in a way you should be. You basically only get thrown if you freeze up and block, which means you're either scared or not thinking. Guess what? Fighting games are about thinking. Get with the program.

Please stop being spoiled stereotypical casual players, and step up and embrace this wonderful game Project Soul has prepared for us.

P.S. to counter your earlier argument that 'counter is awesome', I retort:
jG is awesomer.
 
Alrighty then...

This message goes out to Hever, the guy who thinks he's so smart by attempting to outwit me in the General Roster Character Speculation thread.

So Hever, you think you're so smart trying to make me feel dumb when all I did was gave my friendly opinion about SC5 being delayed? Worst of all you got all these flunkies who agreed with you but let me tell you sumthin', you alongside with those that agree are nothin' but SCRUBS.

DAT'S RIGHT SCRUBS. WHO DA FUCK do you think you are waltz'n in here and trying to insult my intelligence. B4 you ask who am I? do you know WHO DA FUCK YOU'RE DEAL'N WITH SON?

DAMN ST8 I'M DA iGDR KING MOTHERFUCKER!

Now you're probably gonna react like this o_O dat's because you're a scrub... until you start going to tournies and start leveling up then you start to speak the language I speak. You can money match me and I'll agree to a FT5 on a CRT but dat would be stupid because it's apparently obvious the iGDR king will triumph over you and your foolish circle casual online wankers will feel disappointed.

So instead of spending your time fapping to SC5 online porn and saying your LAWLS, and your GGs to your casual folks. ITZ TIME TO GET REALZ SON and bring YO ASS to offline tournies and get your circle buddies to cheer for you but of course I'll bring disappointment to them.

OH YA BABY ITZ TIME FOR AN ELITIST SHUTDOWN.
 
^I fail for doing what's been asked? Well then he fails being a teacher.

HOW DARE YOU GO AGAINST ME YOU'RE SUPPOSE 2B ON MY SIDE! SCRUB SUPPORTER!
 
Ladies and gentlemen, I think some sort of explanation is necessary as to what terms mean what in fighting games like Soul Calibur.



P.S. to counter your earlier argument that 'counter is awesome', I retort:
jG is awesomer.

You are an idiot who is pretending to know SC5 and it has not even come out yet! "Random GI" maybe Random for noobs like you lol

Q: Why did you changes the mechanics for the Guard Impact system?
A: In the prior games if you asked us how to use the Guard Impact system then we couldn’t have given you a simple answer. The commands differed for the high and low Guard Impacts and we had no answer other than “throw them” for people who had trouble dealing with constant Guard Impacts. We decided to make the Guard Impact much better but also make it rely on the Critical Gauge to balance it all out. We’ve also unified the button presses to A+B+K for all techniques that require Critical Gauge.
Q: Is frame advantage the only merit you get from a successful Guard Impact?
A: If the opponent does not use a Reverse Impact then you can easily punish the opponent after a successful Guard Impact. You cannot however, Guard Impact a Critical Edge.
Q: If you are hit after an unsuccessful Guard Impact, will it be a counter hit?
A: No.
Q: How much frame advantage do you get from a Just Guard?
A: Less than what you get from a Guard Impact

But hey keep talking out of your ass kid...
 

Live streams

30 Viewers
Draethiox
Draethiox
Setsuka noises to relax and study to
4 Viewers
rambojrgttv
rambojrgttv
I promise i won before stream
1 Viewers
AdamCrowGaming
AdamCrowGaming
SoulCalibur VI Two-Face Mode Part 7: Perpetually Poor...

Forum statistics

Threads
14,897
Messages
676,683
Members
17,202
Latest member
philmckrackon
Back