Soul Calibur VI: General discussion

Well (three letters only because I’m lazy at) if Groh Sr. is the only newcomer left, my guess for the roster is:

PGr-Sie-Zas-Ngt-Crv
Xia-Max-Sop-Ast-Ivy
Yos-Kil-CST-Gro-Vdo
Tal-Mit-Grt-Tki-Tra
Ifo-Csa-Rap-Liz-RND

To me anybody on the bottom row seems liable for replacement whether returning or new.

The bottom row seems most liable to switch up in either way.

To me the middle characters (Zas and Sophie) have been important to the story line and the guest is somewhere easily noticeable. It feels like someone of importance to the plot has to go in that slot.

It seems convenient the three new slots are for boss-tier characters.

It feels if we’re lucky enough Inferno could just be a Nightmare skin and whoever else. Maybe Abyss or even Mi-Na.
 
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Did the story mode info not reveal the game would cover SCI-III? I may have misheard it but I'm fairly sure it was revealed to do so.

When I was watching the E3 stream a few days ago, nothing was mentioned about the story going further than SCI and the timeline screenshot only goes up to 1590 while SCII starts at 1591.
 
When I was watching the E3 stream a few days ago, nothing was mentioned about the story going further than SCI and the timeline screenshot only goes up to 1590 while SCII starts at 1591.
Okubo has mentioned multiple times that the game will at least go up to SCII, also, let's not forget that this is a reboot! So, that means events that previously happened during SCII - SCIV in 1591 could possibly happen at a much earlier date.

The fact that in one of the first interviews Okubo said "The keyword here is reboot" shows that it's highly likely that later events could happen earlier and that the story could possibly change/go on further than what we know right now.
 
Folks, it's important to understand that development of video games doesn't happen in a vaccuum. There's only so much time available to developers to add features to a game. Features - any features at all - requires time, resources, and art development and anything you add to the game takes away development resources from other parts of the game.

And I'll tell you what, if you want that big story mode and a huge robust CAS-system, that's going to eat away development time that could've been used to bring in additional characters from previous games into the game. As long as players continue to demand things like guest characters and CAS mode, you're going to have to live with the fact that brand new characters are going to be extremely limited, and other features will get the cut in order to make in to game. To say nothing of developing an online infrastructure system that is able transmit lightning quick inputs and reactions in less than a second.

Realize to even get a story mode of the quality we're getting means that cinematic events, voice-acting, art, and challenges for each and every character available in the game takes a tremendous amount of time. Realize that for every feature that the developers want to include - and every character - has to be submitted on the design documents and budgeted accordingly BEFORE game production winds up. Game design is still a business at the end of the day, and no producer or production manager is going to get an infinite amount of resources to develop content they don't even know they want yet, from their FOs or CFOs. Regardless of what leaks you hear about, Namco and Project Soul knew well before they even began showing off this game to the public who was going to be on that final roster and what features were going to be in. They had to, there's no way they were going to get a pass on any budget proposal without knowing firsthand what their production pipeline is going to look like.

You guys have to realize, that certain things are going to get cut in sequels - story cuts or otherwise. As long as you continue to want things like CAS, guest characters, netplay, and developed story modes, that's price you pay. You want your favorite character(s) in the game and in every game? Then either vote for them in popularity polls, or stop wanting tons of extra features like CAS, Team Battle, Guest Characters and huge 20 to 40-hour story modes. At best, you could probably cut half of those features out and maybe pick up a few extra characters, but I guarantee you, you won't get everything you want.
 
I won't comment on the ease of transferring content across engines as I have no experience in that, but it should be obvious that despite the recycling of certain assets every character is being visually redesigned from the ground up. Concept art takes time, modeling new outfits takes time, implementing physics takes time, and all of these things have to be supervised and approved by multiple layers of bureaucracy. Even if they did have a very efficient workflow, the amount of work alone would put the project at several moths. Notice how I haven't even mentioned gameplay—where the bulk of character development actually takes place.

And that's just the front-end. Before even getting to any of that, Project Soul had to learn how to work with Unreal Engine, analyze the market data and fan input, make a decision regarding the aesthetic and narrative direction of the series, and set up a project proposal for Harada and the higher ups at the company. Only then were they given a budget, which they had to allocate between 2D and 3D artists, musicians, programmers, writers, mocap actors and equipment, consultants, marketing, and those expensive guest-character licenses. And only THEN could they make decisions about which characters they want in the game and how many of those they can realistically pay to develop both visually and from a gameplay perspective.

So yes, transferring raw assets from one engine to another can probably be done in an afternoon, I don't know. But that doesn't mean anything on the grand scheme of things.
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Aside from that, remember that the game was originally going to be very different, continuing the story from SCV and featuring multiple fighting styles per character. Somewhere along the way it hit development hell and had to be rescued by Okubo, at which point most of the work they had done probably had to be scrapped or reworked into CaS crap. So in reality development time for the product we're getting this year is probably closer to a year and a half.
 
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To what Windstar says, even if you "only" add one feature to a game, it'll indubitably break it.

Adding the RE and SC to the game took a lot of time to be sure everything works fine in the end. Same for the cinematics in Story mode: after seeing it, will the fight launch? After the fight launches, will the challenges be activated? If they activate, will they play without bug? Etc. It takes a lot of time and resources to add even a tiny CaS part to fight on all characters.
 
Okubo has mentioned multiple times that the game will at least go up to SCII, also, let's not forget that this is a reboot! So, that means events that previously happened during SCII - SCIV in 1591 could possibly happen at a much earlier date.

The fact that in one of the first interviews Okubo said "The keyword here is reboot" shows that it's highly likely that later events could happen earlier and that the story could possibly change/go on further than what we know right now.

I was thinking of the same thing, but the limited amount of slots for characters and stages is concerning. As of the current build, adding extra slots would block the character models so I have no idea where they are planning to place dlc characters unless they overhaul the character & stage select screens. At this point, I'm not expecting them to actually add more slots.
 
In the current age, gamers will always want more because they compare everything to their childhood. There's no sense in really arguing with these people, as you're really arguing with their deep-seeded memories.

I think we're getting a beautiful game with a lot of heart put behind it, especially in comparison to a lot of the other somewhat recent titles in this genre. Some people like a fighting game as a game, some like it as a franchise and its mechanics, and some only like it for a single character. If the person you're debating with has a completely different ideology, especially on an internet forum, it's probably unlikely that you're going to get through to them.
 
Oh, I guess I should also mention that older Caliburs were developed twice: first for the arcade, where the only concern was making as many awesome characters as possible, and then for consoles, where they could focus their resources on things like single player and extras since the core game was pretty much 100% complete. Subsequent games were either unplayably broken or lacking in content, precisely because of this stretching-thin of resources between making a fighting game and making all the other crap.
 
Explain III? Apparently it was broken?
Unplayably so for many, to the point where the scene for that game evaporated within mere months. It was full of bugs, infinites, straight up physics-breaking glitches, and the roster was abysmally unbalanced—not to mention the memory card corruption issue. The game was clearly not playtested. Arcade Edition fixed nearly all of the game's issues, but barely anyone played that.
 
So I went to look up the definition of reboot and remake. So in my own words reboot is basically ignoring the previous canon and rearranging it while remake is retelling the whole story with some extra new details.

So far from what I have seen concerning the storymode for this game it just feels more of a remake than a reboot. We still haven't seen characters like Talim and Tira yet which they both would be very young at this time and Zasalamel is not out of place since he is immortal so it is logical for him to be there.

Also characters like Kilik, Xianghua and Maxi are still together. I know we are still half way for the full roster to be revealed, but seeing how things are right now at this time looks more like a remake to me.
 
Unplayably so for many, to the point where the scene for that game evaporated within mere months. It was full of bugs, infinites, straight up physics-breaking glitches, and the roster was abysmally unbalanced—not to mention the memory card corruption issue. The game was clearly not playtested. Arcade Edition fixed nearly all of the game's issues, but barely anyone played that.

I remember playing III... indeed, it was a hot mess.

I mean, I do like that game, but still...
 
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