ShaolinTiger86
[13] Hero
Oh okay *takes a sigh of relief*SCV is popular in Japan. Destiny-Zero has just been spreading misinformation for a few weeks.
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Oh okay *takes a sigh of relief*SCV is popular in Japan. Destiny-Zero has just been spreading misinformation for a few weeks.
That is what I thought before, but after that some of my friends from Japan told me about what happened on the game news.SCV is popular in Japan. Destiny-Zero has just been spreading misinformation for a few weeks.
This is interesting speculation, but it's all just armchair storywriting. It doesn't mean anything until we get canonical confirmation. And since 3/4 of story mode is missing, we have none. In other words, my guess is as good as yours.Why do people think there has to be a developmental reason for it this; "Because Namco didn't have enough time, so they just used Raph's model." That's short-sighted imo. Just because some of the decisions made in the game were obvious rush jobs doesn't mean everything is. Raph becoming Nightmare would make sense story-wise, because he has a motive for it: he could use Soul Edge to make a new world for him an Amy. He tried it '[noncanonically] with Soul Calibur in his SCIV ending; Soul Edge would be the next best option.
Imho (haters gonna hate since I'm a hater) SC is taking the "easier is better" route. The gameplay is superb in SCV, yet I hate the fact movelists are simplified. (SCIII were the best)
About simplification, the game's story in itself is just more than simple (even my CaS has a deeper story than the whole SCV stuff). Namco and Project Soul took away the unique features that made the series my favourite (and be sure I have played A LOT of fighting games). Plus, the game doesn't have any basis/background. Or actually it's just "Sophitia is dead, her son fight for the truth, her daughter will be tricked, the end"... Wow. Only 8 (I used a random number) characters have a reason to be in the game. The game failed on many points and, imho again, there are more cons than pros.
HOWEVER we are one hell of a community, and we have been heard for sure (whether they ignore us or not is unknown)... I have the hope that we might be having a surprise soon (I'm following Daishi on twitter, he posted 10000 stuff a day, and now he has been gone for more than a month... It's bothering me. Coincidence?), but I prefer to focus on other games with a real length (Guild Wars 2 for example, or RE6 even if many people hate it) while my heart still beats for a SSCV or a SCVI.
The future of the Soul series depends on us. We must continue to show our support to the game, and N&PS have to hear us and follow our ideas (let's be serious, we play the game, we know what we do need what we don't)
Wait and see...
I don't actually mind the simplified movesets - what's the point in keeping terrible moves that have little or no use at high level? At least this way, high level play becomes more accessible since you don't need a huge movelist to get the most out of your character.
That's where I disagree with both of you, but hey, that's just me :)I disagree with having longer, supposedly more complex movelists because the developers are reducing the number of moves and options of each character to increase diversity in gameplay. Before you say this is a contradiction, consider the high damage and frames in SC2. Too many moves were safe on block and some moves had insane plus frames, which would be considered broken by our standards today. Block punishment was irrelevant in this phase. SC3 had the most tracking moves, defeating the purpose of step (also remember how bad step was in SC4 with wider frames?).
What I meant is that we don't tell what they must add, but what they should change to make the game better. Listening to the community is the best way for them to make more money. Even if the fans give up on them, who would buy their games? They must adjust their aim with the next installment (if there will be any), or at least promise us less :PI like your sentimental values here, but know that Namco has the right to refuse to incorporate our ideas. They produce and own the games and make profit off of it. The games are for their marketing purposes. If we made them create the games exactly according to our wishes, then we would become the developers. This is not plausible.
I too am a Raph main and casual player my friend with the hope of representing Raphael in tournaments in the future. Don't think in that direction. It won't become as simple as 4 buttons, especially in a 3D, realistic combat game. Honestly, SC3 Raph was really a silly mind game character since, as everybody said, everyone in the game was unbalanced and that higher damage game veered toward a gambling tactic rather than skill. You could punish and use all other high level skilled tactics we talk about today, but in the end, the game worked differently. Raph's AEs might have been mouth-watering, but you had to guess between a vertical and a horizontal (not even 50/50 chance), Raph could dodge body attacks which would be considered broken today, and Raph ridiculously could dodge mid horizontals as if he were dodging verticals. Those AEs would be EXTREMELY risky in SCV, and if I had the choice, I would not want them back. Just one reliable B+K AE, fast SE, and hop evade somewhere is enough.That's where I disagree with both of you, but hey, that's just me :)
For example, my main is Raphael. In SCIII, I relied heavily on dodges and punishments (A+K and B+K were a pain for some of my opponents). In SCIV, however, the dodge system was simplified and I became way more offensive (not to say aggressive), with plenty of combos and finishers. In SCV, since movelists were cut in half, I... well, I'm kinda lost: I only have a few possibilities to pressure my opponents and finish my combos (they become obvious)...
I'm on the "casual players" side, I know simplified movelists are better for championships etc. I fear that, someday, the movelists become SOOO simplified that we will only have 4 buttons (à la MvC3). I love (U)MvC3, but SC was unique because of the rich movesets, so if every video game get the same type of commands, let's ask for The King of Ultimate Street Calibur 26. I'm exaggerating, again :) The question of movelists is a delicate point, we will never reach any agreement :D
What I meant is that we don't tell what they must add, but what they should change to make the game better. Listening to the community is the best way for them to make more money. Even if the fans give up on them, who would buy their games? They must adjust their aim with the next installment (if there will be any), or at least promise us less :P
Anyway, I hope that SC future will be bright :D
You're right :) As I said, being casual, I'm not good (at all) with Raph on higher levels (guess who gets beaten often online!) However, at my level with my friends, I'm kinda good... I just miss the million tactics I could pull out in-game. I regret many cut moves (how I LOVED to teleport, or 214B) BUT I like some new ones (prep4A+B)snip
Yeah I totally get you man. We Raphs fans will do what we can for a good SC6 Raph.You're right :) As I said, being casual, I'm not good (at all) with Raph on higher levels (guess who gets beaten often online!) However, at my level with my friends, I'm kinda good... I just miss the million tactics I could pull out in-game. I regret many cut moves (how I LOVED to teleport, or 214B) BUT I like some new ones (prep4A+B)
I think it's a problem of tastes. Some moves should have stayed while other should have gone. I'm generally glad with the movelists BUT I loved them long and rich, that's all :)
I'm quite positive these days since Daishi has been absent from Twitter for a month. He sure is working on something... I hope! :) "The Legend Will Never Die" :)
Now you know how I felt about Leixia/Xianghua and the removal of WR A+B, B (which WR A+B, 2B is now) and 66 B+K (B+K reasoning, I guess). Including those would actually make Leixia much better. At least in my opinion, but now I have to work my way around it.I think it's a problem of tastes. Some moves should have stayed while other should have gone. I'm generally glad with the movelists BUT I loved them long and rich, that's all :)
about 60% of the moves that Leixia didn't receive from her mother would had made her a super formidable opponent but alas now that i think about it Project Soul would have probably nerfed her harder. look at what they did to her when the game first came out. she was good. people called her cheap in the first month the game was out. and she continued to get nerfed until she didn't even stand a chance at competitive gaming anymore. the problem with the soul series is with Project Soul themselves. what are they thinking?Now you know how I felt about Leixia/Xianghua and the removal of WR A+B, B (which WR A+B, 2B is now) and 66 B+K (B+K reasoning, I guess). Including those would actually make Leixia much better. At least in my opinion, but now I have to work my way around it.
No, you need to have even better frames than Mitsurugi and do the same damage as Cervantes. Only then is a character viable.Leixia is nasty. She just doesn't hit like a truck.
Shit all I need is the reach and speed to punish stuff like a Greek lol. Too bad she can do that and frame trap you into oblivion.No, you need to have even better frames than Mitsurugi and do the same damage as Cervantes. Only then is a character viable.
/sarcasm
Oh no don't even go there (phew sarcasm). Poor Raph...wow even the female characters hit harder than he does. Such irony: Raph hits like a girl. Thus is namco's efforts. Thus, thus, thus...No, you need to have even better frames than Mitsurugi and do the same damage as Cervantes. Only then is a character viable.
/sarcasm
which is why when it's Raph vs. Leixia people say, "Oh, look. the battle of who does the least amount of damage.Oh no don't even go there (phew sarcasm). Poor Raph...wow even the female characters hit harder than he does. Such irony: Raph hits like a girl. Thus is namco's efforts. Thus, thus, thus...