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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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.
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.

I haven't looked at Gatsu' s thread, so I may be wrong, but just seeing Raphs face on nightmare means squat to me.
 
Ummm, can we please keep the "Raphael is Nightmare" talk on the threads dedicated to it?

Unless I'm missing the point of this thread...
 
Salutations to everyone I do not know and haven't slept with recently. I miss having the monthly dlc....and yet still I kneel and pray at the shrine of Taki.... fingers crossed we get a scv dlc surprise for halloween or xmas. On the other hand we might not....

<sad face>
 
For what its worth SCV isjust as great as past SC games. The combat system is fun, the assortment of styles is superb, a Guest character is always fun (Link!) and most of the female SC cast turned us into men. (LMBO, sad but true) SC has become like Smackdown games, same stuff different year and yes ill buy SC6 if its made but I hope it goes back to its SC1/2/3 ways. Ill explain. I bought SC2 purely for Link but the endless info given in Gallery mode, every English and Japanese dialogue given and etc allowed me to immerse myself in SC's world. I would watch the Arcade endings over and over. Remember Cervantes's ending with him controlling Inferno? Epic! Plus the character training videos, awesome! SC4 did away with all that fun stuff and saddened me as a fan. SC1,2,3 was like a big ol liberty filled with info and that's what I want back. Plus Talim! Truth be told when I play SC5 alone with no Xbox Gold Live it becomes boring and a Character gallery would do wonders.
 
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. However, I do kinda wish they'd stop giving each character a single move with almost every single decent property imaginable. Instead of having moves that act as an "answer to everything" (like Alpha's 33B or Mitsu's 4B). Not that I really mind moves being spammed, but if there weren't moves that can be thrown out in almost any situation it'd give you more freedom to use your character in a unique way.

Even still, I love the mechanics of SCV - I'd be happy in the next instalment in the series is just like SCV but with the creases ironed out.
 
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)

I understand that SC2/3 are often praised because of more complicated movelists, more modes, and deeper storylines. The general audience may feel that these games are "better", but they are not fully aware of the transition from the past to the present soul calibur games. 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?).

Today, we have a combination of safe and unsafe moves and quick step along with the removal of step g and other unreasonable glitches. Characters can punish, step, retreat, and utilize their best options instead of randomly landing this and that. Thus, gameplay has more variation. Now, I agree with HolyCarp that the developers need to cut down on giving characters one or two moves that have 3 or 4 strong properties that can beat so many other options. Instead, they need to give each character a few of these moves and many other option-specific moves without returning to SC2/3 complexity.

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.

Agreed. Modes such as weapon master, individual character stories, missions, etc are great and should return imo.

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 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. As long as they make money, they are happy. That does not mean, however, that they can make the games so bad that nobody wants to play, and that will never happen. The games are just games, but the characters mean more than just fictional characters with weapons to us. They are inspirational figures to many of us. Many of us even play the game to learn to deal with losses, learn from mistakes, and to be confident. We are a wonderful community, and we must continue to show our support for the game and our favorite characters. Hopefully, we can make some good changes in the future.
 
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.
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?).
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

I 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.
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
 
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
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.

It is still possible to play a great Raph in SCV. Im digressing, so if you want more tips, info, and inspiration on Raph, come to the Raph Soul Arena. We'll be more than willing to help you, and we need all the Raph support we can get.

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

My apologies for misunderstanding. You're absolutely right here.
 
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" :)
 
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" :)
Yeah I totally get you man. We Raphs fans will do what we can for a good SC6 Raph.
 
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 :)
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.
 
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.
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?

removal of A+K? what 3D fighting game franchise gets rid of a full button combination?
 
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...
 
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...
which is why when it's Raph vs. Leixia people say, "Oh, look. the battle of who does the least amount of damage.

there's a reason why Leixia isn't tourney viable. yeah she's fast but the fact that she can't do devastating combos or just decent damage has her looked down upon. even though she was my main i couldn't look past those facts compared with the other characters.
 
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