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Maybe, maybe not. Im hoping project soul can find a way to make multi teir stages flow with the game. I think fighting while falling may work but how much time would that take up? That would have to be a long fall lol. Maybe fighting while falling could only for select stages?It would be nice if there was a sage where the ground breaks and the characters continue fighting were they fall. Many people wont agree though, I'm sure of it. Can break the flow of the gameplay or whatever lol.
I AGREE!!!! changes to the stage as time goes on. good call.I was also thinking a mobile stage like SC 3-4 twilight dwellers stage (i dont want to spell the castle name xD) but going through different environents and light effect while the characters are not interupted fighting.
Haha, fighting while falling, funny image in my head.! Maybe an elevating stage would be cool too. Like the elevating star wars stage from sc4,but just belonging to the world of sc.Maybe, maybe not. Im hoping project soul can find a way to make multi teir stages flow with the game. I think fighting while falling may work but how much time would that take up? That would have to be a long fall lol. Maybe fighting while falling could only for select stages?
Yea. Personally, that is my favorite sc4 stage. Im fascinated by the music AND the scenery...I AGREE!!!! changes to the stage as time goes on. good call.
Haha, fighting while falling, funny image in my head.! Maybe an elevating stage would be cool too. Like the elevating star wars stage from sc4,but just belonging to the world of sc.
Right! They should keep the tradition from soul calibur 3 and bring it back in soul calibur 5. Just more with the castle and the raft. Like maybe start in the castle fall out a window and onto the raft? Is that doing to much? lolYea. Personally, that is my favorite sc4 stage. Im fascinated by the music AND the scenery...
As much as i would like something like that, i think its going to "break the flow of the fight" lol. But that sounds epic though! :3Right! They should keep the tradition from soul calibur 3 and bring it back in soul calibur 5. Just more with the castle and the raft. Like maybe start in the castle fall out a window and onto the raft? Is that doing to much? lol
Yea stages that seem like the characters are on an actual adventure!Oh ches, these are the disucussions that i like! haha lol. They need to have stages where you can knock an opponent into a different area in general. For example, if you get knocked through a wall, that will take less time than you falling. They somewhat had that in the fourth game with the circus stage but i feel like they should have included that quality in more than that one stage. Another thing is they should have it where you start out on something like a stage pr a platform and then you can knock your opponent somwhere else. I don't mean what mortal combat did but like if there is a house, you should start out in the living room then make it to the dining room then to the kitchen etc. Just make more of the stage accessible to the player. That would be the perfect way to elminate ring out and it would also add mor depth to the stage. Another thing that i think they need to have is a water stage. it shouldn't be like tekken's, you shouldn't start in the water. i want to have a bit of a journey when i fight. Also, that little endless satge is a lazy way of getting rid of ring outs. That is my least favorite stage. it looks like they took two minutes on it. I heard that they were trying to use celing stages? Thats a no no! Everybody has a ridiculous launch attack where the opponent is shot in the air. I mean you guys saw Ivy's critical edge, she knocks you in the air. And freakin Strawberry shortcake ninja AKA Natsu does a lot of areil moves and that would just slow the game down. You would get knocked on the celing and fall and have to get back up and just no no, not good at all. Overall, i want to see stages where i can knock you through walls and the floor and hopefull one in the water.
Wow, uh you summed it up pretty well. I agree with getting knocked through walls and what not. I don't think that would slow down the game at all. And it would be a nice way to eliminate ring outs but I am not sure how they would work that into a stage? What type of stage would use that? and short celings dont sound smart at all...Lets think about the stages in soul calibur iv. What stages from that game could be changed into a multi teir or interactive stage? Maybe Talims? Or kilik's stage? or maybe the castle. It would have been cool if you started fighting on top of the stair case and fell down knocking some of the enchanted armor over and continuing to fight. And of course the armor would still walk towards you. What do you think?Oh ches, these are the disucussions that i like! haha lol. They need to have stages where you can knock an opponent into a different area in general. For example, if you get knocked through a wall, that will take less time than you falling. They somewhat had that in the fourth game with the circus stage but i feel like they should have included that quality in more than that one stage. Another thing is they should have it where you start out on something like a stage pr a platform and then you can knock your opponent somwhere else. I don't mean what mortal combat did but like if there is a house, you should start out in the living room then make it to the dining room then to the kitchen etc. Just make more of the stage accessible to the player. That would be the perfect way to elminate ring out and it would also add mor depth to the stage. Another thing that i think they need to have is a water stage. it shouldn't be like tekken's, you shouldn't start in the water. i want to have a bit of a journey when i fight. Also, that little endless satge is a lazy way of getting rid of ring outs. That is my least favorite stage. it looks like they took two minutes on it. I heard that they were trying to use celing stages? Thats a no no! Everybody has a ridiculous launch attack where the opponent is shot in the air. I mean you guys saw Ivy's critical edge, she knocks you in the air. And freakin Strawberry shortcake ninja AKA Natsu does a lot of areil moves and that would just slow the game down. You would get knocked on the celing and fall and have to get back up and just no no, not good at all. Overall, i want to see stages where i can knock you through walls and the floor and hopefull one in the water.
YES! I don't understand why a lot of people feel like it will change the flow of the game. I think it would make soul calibur more exciting.There's no rule that says the transition from one tier down to the next has to be any more time consuming/rhythm breaking than a throw (TTT2's stage transitions are indicative of this fact). Wall throws and multi tiered stages are the last new mechanics on my wishlist.
I am frickin' sayin'! It seems as though soul calibur has kind of been behind other fighting games in that area. Sad but this is soul calibur v and it's time to step it up.LOL I'm so tired of people saying "that would mess up the flow of gameplay".
Me:"how do you feel about supers in SC5?" Them:"it would mess up the flow"
Me:"how about more destructed environment in stages?" Them:"Would mess up the flow"
Me:" well how about new cl" Them:"mess up the flow!"
But I think the idea of multi layer stages is a great idea. I love would Dead or Alive did. The had moves like a running down the stairs while doing a powerbomb, and a grab that would shove your opponent into the water if the stage had water. Things like that adds a fun element to the game.
Getting back to the enjoyable aspects of the previous games' engines and adding new mechanics previously seen elsewhere aren't mutually exclusive pursuits. If anything, multi-tiered stages are right in line with the ring out/wall pressure game (much moreso than an infinite stage)The one thing that Soul Calibur definitely doesn't need is multi-tiered stages. Soul Calibur needs to get back to what made the game a success, instead of just doing something that DOA and now Tekken is doing.