Soul Calibur VI: General discussion

If they could do it seamlessly in real time withoutnl stopping the flow of combat i would be fine with it. Like a good transition fight scene.

But i think stages are too big for that ya know. Fun idea to think about though

With that said...i lost fights to that heaven stage in SCV when it got smaller.
 
Getting the game to be like another game - DOA/Injustice - probably won't happen but, I'd like to see what happens after a player is knocked out of the ring. Not quite a fatality so much as a spruced up demise. Character struggles to swim or gets carried off by rushing current of water... Sinks in quicksand... Didn't Soul Calibur have acid or lava pools? Or like the Lizardman stage in SCIV (Kunpaetku Shrine) where they're waiting with forks to eat the loser. At least that's what I imagined. I'm sure this could all get carried away but just imagining.
 
I dont think SoulCalibur needs more mid-round cinematics than it currently has. Multi-tiered stages would probably make the game less fun too since it takes more away from the idea of having good ring positioning. You shouldn't be rewarded with a new stage to move around in after getting cornered. That doesn't make sense, similar to how infinite stages didn't make sense. It just goes against basic SoulCalibur design.
 
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WHEN'S ASTAROTH?

...and infinite stages are alright everyonce in a while, just, not all the time, and not too often. I like walls, I like ring edges, and I like bullying people around the ring, but I don't like chasing someone down until time's up over and over again.

Man, on second thought, fuck infinite stages.
 
The only good infinite stage was Utopia of the Blessed. It really had that Hyperbolic Time Chamber from Dragon Ball feel going for it. The other ones were super awkward with the rotating background, reminded me of those old cartoons that mocked the idea by having the rotating background on a conveyor belt or something like that. But most importantly, it would turn into a real stage by the time the fight was through.

As for multi-tiered stages, they already kind of have that, with the stages that will give a different variation after a certain number of rounds or after a ring out, they could do the same thing for those ring out stages, except instead of ending the round, cause a health penalty (like when you get rung out in Chronicles of the Sword in SoulCalibur III, you may not necessarily die), and then pick up the fight from there on.
 
I for one hate cinematics mid fight. That was my main gripe with Tekken 7 & Injustice 2.

Too often & too long.They're fun to look at the first 20 times but after that...-_-

Anything longer than SCV's CE cinematics takes away from the fights natural flow. Just my opinion.
 
Infinite stages are great though I am talking from a Tekken position. I never played SC5 so I have no idea just how bad it got but I can believe it considering character movement speed.
 
I dont think SoulCalibur needs more mid-round cinematics than it currently has. Multi-tiered stages would probably make the game less fun too since it takes more away from the idea of having good ring positioning. You shouldn't be rewarded with a new stage to move around in after getting cornered. That doesn't make sense, similar to how infinite stages didn't make sense. It just goes against basic SoulCalibur design.
A drop off a multi-tiered stage is more akin to hitting a wall conceptually than getting rung out. You take the damage from poor positioning and then the match continues. Secondly, there's no rule than transitions have to be Injustice length. There are plenty of them in DOA and Tekken that take no more time than a standard throw.

More broadly, without borrowing ideas from other games SoulCalibur would have 8 way run as the sole mechanic.
 
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