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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you couldnt really play a character in multiple ways in past games because of the complexity and the player being overwhelmed.....also there wasnt much balance, but the mechanics were more important in previous installments, unlike SCVs flexibility though these mechanics were very one tracked in terms of how they were applied..
(Based of what you said) How is simplifying the mechanics for new people who've never played the game before brining depth how would they know what depth is if they're playing a simplified version of the game? How is creating strategic linearity flexable?
i respect a discussion, but this isnt a discussion. you seem to be just wanting to win a pointless arguement, so why should i bother helping you see the truth? especially when it has been stated in the past already?
this is why i let people stereotype me. i'd rather be a brutally honest selfish jerk who sucks at the game than tell white lies to please others.
You're giving off a biased opinion but claiming it to be the afferitive conclusion?
 
(Based of what you said) How is simplifying the mechanics for new people who've never played the game before brining depth how would they know what depth is if they're playing a simplified version of the game? How is creating strategic linearity flexable?

i will be like the others and let you use your imagination:

If they have a brain ....will they use it?

i hope you feel better

You're giving off a biased opinion but claiming it to be the afferitive conclusion?

because i am hiding i am wrong?
 
back on topic, as a player who was kind of new to sc when i first started i wouldnt have minded if all charcters had more moves. when i learned that ivy had four stances taken out i wondered how different it would be if she had them back.
 
back on topic, as a player who was kind of new to sc when i first started i wouldnt have minded if all charcters had more moves. when i learned that ivy had four stances taken out i wondered how different it would be if she had them back.
Ivy's definitely easier to use now. More accessible, I guess? At the price of the depth of options that were available to her before.
 
Visually yes, but was absolutely wrong, story-wise. At least the main idea was wrong.

If Algol is labeled as irrelevant by fans and PS (SCV's intro), then that tells you something.
I agree. The story took a turn for the worse once IV rolled around. It was like everyone wanted to have a dark ending but for some, didn't end the way it did, and as for Algol, he really came at a bad time as the villain but then again what could you do? Maybe if they continued working more on Night Terror or Abyss, or brought back Inferno to explain how secretly evil Soul Calibur is, maybe that would've made some sense but poor Algol, being called irrelevant by fans and Project Soul and yet he's still there in SCV? He might not be around for SCVI...Just saying.
 
Who said anything about combos?
When most of the characters in MVC3 can kill you with a single touch, a lot of the execution difficulty is being able to consistently pull off combos. The long movelists in previous iterations of SC weren't intended for extension of long ass combos, they were intended to give characters more options in various situations. The point I'm trying to make is that despite the small movelists in MVC3 execution is still much more difficult than it is in SC5.
 
I don't know why people are talking about small move lists when MVC3 has a guaranteed spot at EVO.
^^^^^^^This^^^^^^^

Depth doesn't start at the list in the pause menu. It begins when you see a single moves properties are TC, TS and safe on block. Hello Maxi and your awesome WsB+K!
 
^^^^^^^This^^^^^^^

Depth doesn't start at the list in the pause menu. It begins when you see a single moves properties are TC, TS and safe on block. Hello Maxi and your awesome WsB+K!

Aeon's TC TJ safe on block long range clean hitting 4BK says hi.
 
Unless you count the economy, not that I know of. The closest I could find on anything during the SCV timeframe was Ryukyu vs. Japan in 1609.
So, in 1609, the economy of the Ming Dynasty was on a downslope, and Ryukyu and Japan were at war. Somehow I think both events can be the setups for major catastrophes. Ming Dynasty China would've been revolting at that time, leading to an all out civil war, and Ryukyu fighting Japan because of the whole unification process going on there.
 
All I can say is, evil demon Natsu = HAWT.
Literally.

SE will probably end up being partially destroyed.

They actually have potential with what they have now. There's still malfested characters running around, and then there's the Asian characters (Xiba's evil genes from his father, Arahabaki possessing Natsu, Leixia containing Dvapara-Yuga). My suggestion is the next game (SCVI) could be a build up to SE returning again, but mainly an exploration on the background of the characters. The new ones especially. That may include Yoshimitsu II. SCVI would also include the state of veterans in the game-Siegfried, Hilde, Voldo, Mitsurugi, etc.- and whereabouts of those not in the game-Korean characters, Setsuka, Taki, Li Long, etc. That way the characters are given a proper exit (Setsuka), and maybe a substantial role in the story (Taki, Xianghua, Kilik). The ending could lead to a cliffhanger.

The next game, SCVII could be SE taking power and conquering the world (aka DevilsDisguises primary idea) among other malfested beings (Xiba, Natsu, Maxi, Potentially Yoshimitsu, Hopefully Pyrrha again), and characters desperately trying to find SC. One game without SC wouldn't hurt the series. Would actually make it better.

SCVIII would be where SC is eventually found (Possibly involving Astral Chaos), and SC and SE battle once again. See how simple the summary is at least?

Gameplay-wise, the series has potential too. They just need something that could set them apart from other competition. JG, as overhyped as it was, is a fine addition to the series and should stay in the series. Brave Edge has potential. We already know that PS is going to add more moves for the characters, so the "simplified movesets" complaints will eventually die down. That's if they make another sequel. I gave Critical Edge the benefit of the doubt because of Soul Blade, but I'll admit that was one notable gimmick that they used to market this game.

The roster? Personally I'm fine with who they have now, even though 3 veterans wouldn't hurt (Zasalamel or a replacement/reincarnation, Talim, Yun-Seong). Every other addition should be new characters, with new weapons, and I don't mean "Aeon" new.
I need to save this for keeps.
 
No.

More moves does not equal more skill, it just means that there are a lot more moves that are useless. Look at IV and the move set. You wouldn't see half a characters move-set at high level play because most of them were useless. Most games with smaller move sets have moves that actually matter and are used for a reason.

Example of a game with ridiculously long move-sets: Tekken.
You don't see the entire move-sets in matches since most of the moves are ass.

I'd have to honestly disagree with that, TT2 moves are fairly useful, most of them can be used to juggles, while others have interesting properties, that can kill a learning noob, or a person used to patterns in play. More moves that are meant to be stupid are useful. Late are cool BTW hahaha

I find NM's 22K to be pretty useless. If anyone out there has found a use for this move, I haven't seen it yet. Not saying there isn't, but I haven't seen it.

If by NM you mean nightmare, it is an easy combo starter on hit. Like after 22K you can press 66 AB, 66BK, 66B, 236K *BE*, 1A > 6K *BE* etc. The problem with the move (and probably why it is viewed as useless) is how slow it is, gets beat by every thing else and is as telegraphic as an unblock-able attack.
 
I'd have to honestly disagree with that, TT2 moves are fairly useful, most of them can be used to juggles, while others have interesting properties, that can kill a learning noob, or a person used to patterns in play. More moves that are meant to be stupid are useful. Late are cool BTW hahaha

They may all be useful, but you're not going to use them all. You'll only use the ones that lead to the best damage, best okizeme, etc. If something's not the best at something,or doesn't have unique properties, that move is useless compared to the other one. so you might as well only give the character the best tools, instead of a bunch of "options".
 
They may all be useful, but you're not going to use them all. You'll only use the ones that lead to the best damage, best okizeme, etc. If something's not the best at something,or doesn't have unique properties, that move is useless compared to the other one. so you might as well only give the character the best tools, instead of a bunch of "options".
Ah Ha, now do you see the purpose of those moves? Those moves add to a players mix up game, and in a way it makes watching much more entertaining. lol I can tell I was still sleepy when typed out that message just now. Now could you get the same effect with a mechanic, right? Like Charge Cancel in SC4 ?(BTW that was way over my head back then, kudos to those who utilized it.)
 
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