D_Matt_Ma
[10] Knight
I'm not sure we'll get a port of it to the console. That's just me.
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If Project Soul wants to make this "end-all-be-all" Soulcalibur game, they need to do a few things first. Increase the size of people's movesets (like in SC2). Put while-landing moves back in (like in SC2). Put advance and retreat guard back in (like in SC2). Make guard crushes worth a damn, and allow you to re-GI in state (like in SC2). Make a large part of people's movesets both cancellable and delayable (like in SC2). Now that I think about it... I'm explaining Virtua Fighter here.
I think the comment made in the interview about lowering the entry level is probably regarding inputs or that whole tutorial mode. That tutorial mode thing would make it much easier for beginers to play the game and if in it they actually have a way to help beginers out with inputs that would be great. For the casual gamer it's total bs to have to search online to find out how to pull off JF's and then spend hours mastering it. Also they may have just made the timing on some inputs a little less strict to help out new comers. I know some people who wanted to play this game and other fighting games more competitively but quit because they didn't want to spend hours mastering inputs.
If someone can't perform Soulcalibur inputs they probably won't get very far in competitive gaming. Unless they play Brawl.
I fully agree with Jaxel on this, although I would still want the just impacts, the stun system and the soul crush/critical finish systems all in place (and new characters which would disappear if they just "remade" SC2). Beyond that, I would like for hitboxes to be fixed and a the whole A<B<8WR<A thing to get sorted out (something SC2 did worse than SC4 but still needs improvement, IMO).Why not just remake SC2?
I worry about the word "balance" when it comes to Project Soul. I mean, I may base my opinions on SC4 on a SINGLE character (Talim), but when I see a character's moveset and framedata that is SOOOOO out of whack when compared to the rest of the cast, it makes me wonder about the programming skills of the entire project. You can never have played the game before, and simply consider Talim's frame data, and her lack of range, and KNOW its fucked up. If the Project Soul programmers couldn't simply LOOK at her data and know she sucked...
That and they have a history of nerfing things that shouldn't be nerfed. Let it not be forgotten that they NERFED a large chunk of Talim's moves in the transition from Soulcalibur 3 to Soulcalibur 3 Arcade Edition. Cause you know, she was too good or something.
If Project Soul wants to make this "end-all-be-all" Soulcalibur game, they need to do a few things first. Increase the size of people's movesets (like in SC2). Put while-landing moves back in (like in SC2). Put advance and retreat guard back in (like in SC2). Make guard crushes worth a damn, and allow you to re-GI in state (like in SC2). Make a large part of people's movesets both cancellable and delayable (like in SC2). Now that I think about it... I'm explaining Virtua Fighter here.
They WILL release Broken Destiny on Console... they have no reason not to, its more money for them. However, it WON'T be add-on content, they will release it as it's own disc, or a $30 download bundle like they did with T5DR.
I think its more than that... Project Soul (SC3, SC4), which is a different team than who did SC1 and SC2, doesn't have a tendency to actually FIX things. Instead of fixing things, they take things out. For instance, advance and retreat guard are gone, most likely because it was how they fixed VC. Gnouz Guard Impact in SC3 was pretty stupid; but instead of fixing Mina's 6K Auto-GI, they just took it out. I can't even explain why while landing moves are gone, but I'm going to assume its because they were the cause of another bug that they didn't want to spend time to fix.Well, it sort of reflects on how Namco approaches their characters.