Hate Speech: On the Subject of Change

Fact: Namco isn't afraid to perform radical surgery on Soul Calibur's core mechanics from one iteration of the game to the next.

This is perhaps most evident with additions like SC4's implementation of the soul gauge, but it's equally present in the ongoing metamorphosis of the guard impact system, the overall speed of the games, and the considerable retooling of characters such as Nightmare, Ivy, and Talim.

Even the bewilderingly venerated SC2 was a jarring departure from its predecessor; the "streamlined" guard impacts, guard break changes, and the addition of larger stages--not to mention walls--certainly demanded a period of acclimation.

Some people insist that change and growth are natural, even positive phenomena, but don't be fooled: change is the single worst thing in the world, ever.

Think about it. One minute sitting in your darkened basement decked out in a velour tracksuit, rocking back and forth with your knees hugged tightly to your chest while watching low-quality VHS tapes of Ronald Reagan's greatest speeches and worrying over the metaphysical certainty of a Soviet invasion is the model of sensible patriotism. Then a little time passes, change rears its ugly head, and all of a sudden people call me strange for all that. I mean you. Hypothetically.

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Exhibit A: Ice Cube

As I already mentioned, the perils of change apply just as much to our beloved games as to Cold War politics, and given Namco's track record I think we need to brace ourselves. In fact, Daishi already fired the opening volley on his Twitter feed when he announced a characteristically extreme retooling of several cherished mechanics. Frankly, I recommend panic and despair. If you absolutely insist upon being reasonable human beings, however. . .

The Serenity Prayer

The amount of influence we can exert over the system changes in SC5 is minor, but it does exist. We have far more control, however, over our reactions to changes as they are proposed.
What this means in practical terms is choosing optimism or pessimism, strategy or chaos, and while the former remains generally an open question, choosing strategy is ironclad policy here at Hate Speech. When confronted with proposed system changes or new mechanics, we obviously begin evaluating them in relation to what we already know, prompting four major questions:

Is this familiar?

We're all used to things operating in a particular way, and departures can be unsettling. The mere shock of the new can be enough to prompt a visceral negative reaction, which is why this is a piss-poor metric for evaluating anything.

Is this good?

Pretend for a moment, if necessary, that you're coming to competitive Soul Calibur for the first time. Without the bias and baggage of what you already know, examine the mechanic on its own merits and decide whether it contributes to a richer gameplay experience.

Is this better than what it's replacing?

Now we compare. Does the new mechanic objectively make the game more interesting than the old one?

How might this affect me?

Will play to your strengths? Will it necessitate the development of different habits or skills?

By way of example, let's take the new GI (4A+B+K, repels all attacks, costs meter). Is it familiar? Vaguely, at best. Is it good? Well, a GI mechanic adds depth to the fighting experience, so let's call that a yes. Is it better than what it's replacing? This is the tricky part. While the input is simplified, it costs meter, meaning it becomes part of a much larger meter management metagame that we only partially understand. Being able to bait an opponent into wasting meter on a whiffed GI--a likely scenario, given the simplified command will make people more inclined to attempt them--might be incredibly strong. Poorly implemented, however, this mechanic is a large step back. How will it affect me? Personally, I'll have to spend time unlearning some muscle memory and also experimenting with ways I can really turn this thing to my advantage. This will require thought.

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I know, it hurts.

When thinking your way through these changes it's important to retain an aggressive mindset. Be aggressively inquisitive, aggressively critical, and above all aggressively confident. Be like Mick, another renowned player. The man has an almost pugilistic faith in himself. When some of the earliest SC5 videos were released, he shared some of his thoughts on Pyrrha, which can essentially be boiled down to, "she might be a real problem for people." What's important here is that he saw a potentially strong character and immediately imagined himself using her to crush some skulls, not the other way around.

This sort of strategic thinking will ultimately pay dividends when the game is released; you should already have in mind several lines of experimentation to pursue. Just as importantly, well-reasoned discussion strikes me as having a far greater chance of actually influencing Namco. A compelling case for why mechanic X is superior to its replacement might actually sway somebody.

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Or we could keep doing this.

Homework:

Let's break this thing down. Given what we've been told (and seen) about SC5, pretend you have the game in your hands and have developed a reasonable mastery of these new mechanics. Rather than focusing on how they screw this or that character/playstyle, let's make a list of how these things might be used to the advantage of an intelligent player. How do they make you stronger? Alternatively, what's a change being discussed that is clearly inferior to the mechanic it's replacing? You call it.
 
Dude, the Siegfried was clearly already in his blocking animation by the time the CE came out. That doesn't indicate that the CE fits inside the GI window. I'm gonna need more concrete evidence than that.
The CE animation starts before his block animation. He's basically blocking in the starting frames of her CE animation.
 
Coming only from SC4, I'm hyped for this game and ready to spend time on it. Did they change Ivy? Hell yes they did. Have I seen anything that will stop me from playing this? Hell no.

That simple really.
 
If Talim isn't on V, I'll use Yoshi. if he's not there either. I'll use Nightmare. I know for a fact that he'll be here.
 
idk why people are making such a big fuss over the fact that the new GI connects with all hit levels. Rarely does a GI fail in SCIV because of an incorrect hit level, in my experience. Timing is almost always the deciding factor.

This is just the way movelists are in SCIV. In the SCIV GI system, timing must be predicted first and foremost, and then the hit level. However, it's only a mixup between a high or low in this situation since both 6G and 3G counter mids.

So the high and low have to be at the same timing in order for hit levels to be relevant. How often does that happen? Against most characters, the attack that's coming is probably a high, mid or throw. If there is a low that they'd use, it's probably not at the same timing as their high anyway! And against those characters, 3G is better since their highs are almost always weak if they have good mid/low! (Amy is an exception but her 6BB comes much earlier than her mid/low BnBs)

It's never a hard decision whether to 3G or 6G, so I say the change to covering all hit levels in SC5 is very very minor. The prediction will be in the timing, since highs and lows rarely come at the same time anyway.

Really the only time you have to choose between 3G and 6G is in the situations where 2K is a good move. When they have a sliver of health left and when 2K is the character's fastest non-high interrupt (Rock/Asta/Sieg/NM)
 
I don't like Pyrrha's character/personality at all. I'm tire of hypocrite characters who cries or repents after fighting. That's stupid & insane.

Pyrrha: "Oh god, this can't be my fault.."

Ohh fuck, wtf! -_-

Edit: Also, it would be nice to have different KO animations like in VF5 & T6 where if a KO is high, mid or low the losing character does different falling animations.
 
I only say take a look at Mortal Kombat 9 for example. MK9 copied the meter management from Street Fighter and this feature helped to make the game better and increase the depth of the gameplay. And it is still Mortal Kombat and not Street Fighter.

So as long as SC5 remains as a 3D game, then it should still have the SC experience we know and love.
 
The biggest change by far was from Soul Edge/Blade to Soul Calibur. I think it's the biggest change I've seen in a fighting game sequel since SF1 to SF2. Imagine if they hadn't innovated so much when creating the followup to Soul Edge?

On the other hand what they came up with when they reinvented the series back then were a number of original ideas not seen in any other fighting game. 8WR and Soul Charge amongst other things. There very talented people to be able to do that but I've heard from someone in the games industry that that team left Namco soon after.
 
This is horrible next thing to come is going to be combo breakers from mortal kombat. thats nice to lrn a 20 hit wall combo and have someone mash a button and screw all of my work over. I hate the idea of me using A+B+K to Gi my controller set up is already screwed up to play with Ivy and Mits i Have no other button for A+B+K to b mapped. This is really becoming open to BUTTON MASHING and i cant even imagine whts going to happen online with these powerful fast lows. Looks like im going to b getting more mail telling me i need to "LRN HOW 2 BLK".
 
Damn, this game it is gonna be so noob friendly, that is gonna reward you with a "nice grab attemp", here is a little consolation damage for you, keep trying.
So basically when a match is pretty close, a GI means an automatic win with a grab attemp, this sucks.

I don't know, it's still early to judge, but potentially I see many balance issues with these mechanics that is gonna be in favour of those with less skills, Team Soul it seems that the main goal for this game is to close the gap between good players and bad players, when SC is not exactly the hardest game to learn.

Let's see how this turns out, I'm just waiting for Yoshi's CE to be a 5 seconds burst of unblockable moves so I can stop complaining about anything else.
 
I actually like the small details they added to the sounds. Like when a sword slahes open skin or thin clothing, you hear a "clllluushhh" sound as if you were cutting through flesh, just need the bone snapping sounds mostly heard in SC3 from throws or slams.
 
Damn, this game it is gonna be so noob friendly, that is gonna reward you with a "nice grab attemp", here is a little consolation damage for you, keep trying.
So basically when a match is pretty close, a GI means an automatic win with a grab attemp, this sucks.
I don't know, it's still early to judge, but potentially I see many balance issues with these mechanics that is gonna be in favour of those with less skills, Team Soul it seems that the main goal for this game is to close the gap between good players and bad players, when SC is not exactly the hardest game to learn.
Let's see how this turns out, I'm just waiting for Yoshi's CE to be a 5 seconds burst of unblockable moves so I can stop complaining about anything else.

Accessability is always good but removing the actual feeling of accomplishment when you take the time to learn it like in the older games is much more rewarding and the ability to actually show who has learned more about the engine is the true purpose. Noobs and pros shouldn't look the same to spectators. Tight matches should not involve luck, just close calls.
 
Don't know if this counts but when I watch the trailer for SC5 in it's early build, it didn't blew me away. I saw the pre-Alpha build of DOA5 and when it hit the trailers it already blew me away. With a presentation like this it makes me wanna see more.
 
Don't know if this counts but when I watch the trailer for SC5 in it's early build, it didn't blew me away. I saw the pre-Alpha build of DOA5 and when it hit the trailers it already blew me away. With a presentation like this it makes me wanna see more.
The DOA5 animations most likely weren't gameplay. At least Project Soul isnt trying to trick us.
 
Normally I try to avoid watching or reading anything on SCV till the release... for this exact reason. All I'll say is, with all the changes, I only wish for two things; Talim's return, and a game that doesn't greatly encourage defense/turtling.
 

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