The future of Soul Calibur

What should be the focus of the next game?

  • Continue the story following the events of SCV

    Votes: 88 50.6%
  • Fill in the story with events from between SCIV and SCV

    Votes: 47 27.0%
  • Reboot of the series starting with SE

    Votes: 30 17.2%
  • Prequel before the events of SE

    Votes: 9 5.2%

  • Total voters
    174
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But thats the reason I don't buy those damn games. MvC had an ass net code so there was literally no replay value. VF is fun but once you get past online theres just nothing.
 
Fighting games aren't about a ton of content IMO. It's about the fighting and that part is very enjoyable.
You may say that, but even the fighting of SC was minimal (in a bad way), because others felt that moves were useless (stupid excuse), or SCV was meant to put newer players into the tournament scene. Second reason isn't bad, but that did not require keeping moves to a miminal. However, the only reason I didn't fuss so strongly about it was because PS intended on making this game "refreshing" from the rest, so I'm just hoping more moves will be included in the future.

Hell every other fighting game I can think of besides MK looks the same as SCV so idk what's the big deal.
As far as "canon" games:
SF-Individual endings, extensive tutorial mode in the form of missions
VF-Very extensive tutorial mode, Longer quest Mode, lack of story mode, but that has always been that way
Tekken, as of Tekken 6-Tekken Force/Scenario Campaign, Individual endings, Team Battle, Ghost Battle (more opponents than Quick Battle), Survival Mode. Online included Co-Op Scenario Campaign. Few stages, but it was decent nonetheless.
Now if you count non-canon Tekken Tag Tournament- individual endings, team battle, fight lab (I guess that counts as an extensive tutorial mode), survival
 
@JT What do you mean the fighting is minimal? I learned something really valuable in the Raph vs Maxi match up last week while fighting my friend offline that I haven't had the time to use online yet. This is months after release. Some people are still struggling with Viola and I had her broken down a month or two after release so it seems there is a lot to be learned. Smaller move set doesn't mean the game is less complicated than other games.


SCV has Arcade, Story mode (yes it's counted regardless of your own feelings on it), CaS, Quick Battle and Legendary Souls. Seems on par with the amount of stuff in other games IMO.
 
SCV has Arcade, Story mode (yes it's counted regardless of your own feelings on it), CaS, Quick Battle and Legendary Souls. Seems on par with the amount of stuff in other games IMO.

It may be on par but the way SCV's content is, it seems tacked on and sloppy. Why is there a Legendary Souls mode when that entire mode could've been a higher difficulty in Arcade mode? The way I see it, SCV has some good ideas but lack the polish.
 
It may be on par but the way SCV's content is, it seems tacked on and sloppy. Why is there a Legendary Souls mode when that entire mode could've been a higher difficulty in Arcade mode? The way I see it, SCV has some good ideas but lack the polish.
It's all the same to me because the core of those modes mentioned earlier is 1 on 1 battles against the AI. I see no difference.
 
The Future of Soul Calibur should... not have Legendary Soul mode. Or that weird extra arcade mode with a weird camera perspective. Or three mimics.

*I really like Quick Battle as an offline mode though. It's a good way for beginners to start (with the E and D levels) and steadily climb higher. The titles are a good laugh sometimes and it makes CAS seem worthwhile so I'd like this mode back. Other than that, I don't like any of the other ones. Aesthetically wise, I'd like a museum and weapon gallery mode (it's like the sweet whip cream on top of a delicious pie). It's enjoyable unlocking pictures, models and music from the game to view them. (The museum thing inMK9 is creepy though lol).
 
@JT What do you mean the fighting is minimal? I learned something really valuable in the Raph vs Maxi match up last week while fighting my friend offline that I haven't had the time to use online yet. This is months after release. Some people are still struggling with Viola and I had her broken down a month or two after release so it seems there is a lot to be learned. Smaller move set doesn't mean the game is less complicated than other games.
When I mean the fighting is "minimal", I mean that it is too simple and leaves less creativity for the players themselves. Easy strategies perhaps, and simplifying the movesets was PS's intent on "introducing new players to the tournament scene". You've even said it yourself that you would rather play a game like SC than play a game with many "useless" moves aka Tekken.

SCV has Arcade, Story mode (yes it's counted regardless of your own feelings on it), CaS, Quick Battle and Legendary Souls. Seems on par with the amount of stuff in other games IMO.
Legendary Souls, to me, is just an extra Arcade route. You fight various opponents by a certain amount of time, just like Arcade. You want difficult AI? You want to beat your opponents at a quicker time? Go to every Arcade route on Very hard difficulty. Problem solved. They might as well just moved Legendary Souls to the Arcade Mode section as a route selection and you would not see much change in presentation: more organized, but still small.

The refreshing gameplay, CaS improvements, the "next generation", the curiosity of the story mode (cheesy as it may have been) and myself being a SC fan, was what convinced me to buy SC. Not Legendary Souls. I only played Legendary Souls twice.
 
When I mean the fighting is "minimal", I mean that it is too simple and leaves less creativity for the players themselves. Easy strategies perhaps, and simplifying the movesets was PS's intent on "introducing new players to the tournament scene". You've even said it yourself that you would rather play a game like SC than play a game with many "useless" moves aka Tekken.


Legendary Souls, to me, is just an extra Arcade route. You fight various opponents by a certain amount of time, just like Arcade. You want difficult AI? You want to beat your opponents at a quicker time? Go to every Arcade route on Very hard difficulty. Problem solved. They might as well just moved Legendary Souls to the Arcade Mode section as a route selection and you would not see much change in presentation: more organized, but still small.

The refreshing gameplay, CaS improvements, the "next generation", the curiosity of the story mode (cheesy as it may have been) and myself being a SC fan, was what convinced me to buy SC. Not Legendary Souls. I only played Legendary Souls twice.
Do you even visit some of these Soul Arenas? I mean Seigfried has to know which way to step to lower the chances of him whiffing. That right there is a challenge within itself. Phyrra's 236K super tech crouch property can lead to some very offensive playstyles so you're not limited to turtle and stab if you don't want too. Where are you getting this information?

I only played Legendary Souls twice but it won't change the fact that it's exactly like the redundant modes present in other games. Some times it's like people want it their way or the highway.
 
Do you even visit some of these Soul Arenas? I mean Seigfried has to know which way to step to lower the chances of him whiffing. That right there is a challenge within itself. Phyrra's 236K super tech crouch property can lead to some very offensive playstyles so you're not limited to turtle and stab if you don't want too. Where are you getting this information?
Just by looking at the videos, I've been seeing nothing but limited strategy. On the offensive side at least, but of course I've been watching more Leixia videos and few others so I may be wrong.

I only played Legendary Souls twice but it won't change the fact that it's exactly like the redundant modes present in other games. Some times it's like people want it their way or the highway.
No, I'm trying to find out the differences as to why SC isn't as popular as it was years ago. As much as you probably will deny it, content, and the lack of single player experience was one of those differences. Not to mention, SC's core audience was both Casual and Tournament players. If people are saying that SCV is mainly for tournament players, then it must be. The only thing casual about it is CaS and story, which, compared to past games, is a downgrade.

And..well the game honestly isn't $60 worth. Hardly any other game is though, but they know we'll buy it anyways.
 
I never denied that less modes+cutting of characters (even the ones who where replaced) is the reason people don't like the game. You don't need to be a genius to figure it out. Story mode and COTS is all crap to me but I would gladly take exhibitions making a comeback.

Black Mamba (I think that's the person) abuses the shit out of Phyrra's 236K on disadvantage. I'm honestly surprised I don't see that more since in TCs 2As lol. You should watch some of Shen Yuan's Seigfried. I guarantee you it will have you crying from laughter. My point is you can make your character your own if you put in the work regardless of how many moves you have at your disposal.
 
When I mean the fighting is "minimal", I mean that it is too simple and leaves less creativity for the players themselves. Easy strategies perhaps, and simplifying the movesets was PS's intent on "introducing new players to the tournament scene". You've even said it yourself that you would rather play a game like SC than play a game with many "useless" moves aka Tekken.

Black Mamba (I think that's the person) abuses the shit out of Phyrra's 236K on disadvantage. I'm honestly surprised I don't see that more since in TCs 2As lol. You should watch some of Shen Yuan's Seigfried. I guarantee you it will have you crying from laughter. My point is you can make your character your own if you put in the work regardless of how many moves you have at your disposal.

Reave has the right of it.

The point here is that unique style doesn't come from using trash moves in bloated movelists, it's making something that is your own even with the "limitations." What that means is unique and good now go hand and hand. Before, bad players could make the case they were unique while still being bad... but everyone with a unique style now has to SUCCEED.

SU's Pyr/Xephs Pyr/Ramon's Pyr- all completely different in how they play, but with the same "limited movelist"

Street Fighter characters have even less moves than that, and yet nobody would confuse Daigo's Ryu with Valle's Ryu, either.

Maybe the limitations aren't the movelist. Maybe it's the people.

Now if you are suggesting we inflate the movelists to baby these people into false confidence because it'd be good for sales, hey sure I can get behind that, but in this age of excellent online play, the local champ mythos where people buy the game to be unique or a big-fish in a small pond using their "unique styles" is over. I don't see any reason to design towards it.
 
Adding on to Reave and Idle-- ehem, SuckingMaw... while the movelists have been tempered down, we have multiple subsystems: Health, Guard Damage, GI, JG, Ringout, Wall splat, Step, Meter. Because they are all equally important, you'll find your moves have different uses depending on the situation. So while there are fewer moves, there are more ways to be creative and implement them.
 
Hot Dayum, I ain't been here in a long time, hope everyone is doing great!

Throw my few cents in again, as a major fan of the SC series I never really had an inherent beef with SCV (although I won't lie I did my fair share of bitching about some things), I thought it was a good fighting game par the way of VF:FS but the support never was truly there from Namco for this title and for me the game felt like it when I was playing it.

Despite this, I will mention again that it was the single player content that hooked me into the series (Soul Blade) and from there I never looked back. The original Soul Calibur, SCII (Xbox) and SCIII are what I thought were absolutely fantastic games because they had so much depth, so much content. It's actually how they found their audience since so many games at the time were barebone fighters. I personally found SCIV to be lacking and I didn't enjoy many of the modes it did introduced, nor the mechanics of the game (though this was thankfully cleaned up in Broken Destiny).

One of my larger criticisms of the game was indeed the characters I'll openly admit it. I thought that the newer characters felt uninspired, unoriginal, unlikeable and recycled and the game's backdrop (using the years gap) added nothing to the overall game from what they intended to do with it (providing a fresh start). I also didn't like the further removing of modes, characters and styles for the sake of doing it as a result of that intention. Now, from a technical standpoint this game is an absolute marvel, damn near giving VF a run for their money. Never in the series has the gameplay felt so crisp yet smooth, engaging and rewarding since SCDC, all the while taking a less is more approach to gameplay. While I don't play online this game is definitely one of better ones out there that does it right and don't get me started on the aesthetics.

Honestly, I can live without CaS Mode because the only time I've ever used it was in SCIII and to some extent SC:BD. SCIV (especially) and SCV did nothing for me (after they omitted original weapon styles I stopped giving a fuck tbh). In SCIII, I had my own original characters with their CaS exclusive styles + the cast kept their weapon "identity" if you will so I could play with them as well in addition to the already predesigned/special characters from CotS and other modes. I enjoyed the series before the inclusion of CaS and I can do so again. I really feel like it's gone from an addition to now being a gimmick, hurting the cast and their identity in the process.

Overall, IF there is another game I just hope that the support from Namco Bandai is there and that PS is more ambitious in their efforts. On my personal taste; no promotional characters, no gimmicks, just get back to what made SC awesome and that was the wealth of content on both fronts.

My bad on the wall of text. I do that shit sometimes...
 
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