Soul Calibur VI: General discussion

Speaking of those masked Cervantes designs, am I missing something in not getting why he's got those outfits despite being a pirate? Like I don't expect him to have armor. Especially metal armor when you're a pirate. You can't swim in that stuff.
 
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Speaking of those masked Cervantes designs, am I missing something in not getting why he's got those outfits despite being a pirate? Like I don't expect him to have armor. Especially metal armor when you're a pirate. You can't swim in that stuff.
To be fair, you also can't fight in most of the cast's outfits either. PS is all about aesthetics, logic be damned. Thus, armored pirate.
 
Speaking of those masked Cervantes designs, am I missing something in not getting why he's got those outfits despite being a pirate? Like I don't expect him to have armor. Especially metal armor when you're a pirate. You can't swim in that stuff.
To be fair, you also can't fight in most of the cast's outfits either. PS is all about aesthetics, logic be damned. Thus, armored pirate.

Yeah, honestly, I can't decide which of these comments to endorse more. On the one hand, everything about Cervantes' design since the earliest games has failed to make sense. Apparently he is supposed to be an intimidating demon-possessed pirate who was already a sociopathic murderer so.....obviously let's give him neon-shaded skin that oscillates between every colour of the rainbow and dress him like he is about to attend a masquerade ball...but occasionally we'll give him armor...but it's coverage has to be patchy. I mean the general contours of the face and his moveset are well-designed to sell his murderous psychopath identity, but everything else about his design has always been pretty off.

On the other hand...it is Soulcalibur: if we begin to ask about the practicality of Cervantes' armour, where on earth would we stop the nitpicking on the utter lack of basic sense that suffuses virtually each and every element of the game's artistic design and goofball narrative?

But if one is looking for a more down-to-earth, thematically appropriate take on Cervantes, there's always my 2P effort. ;)
 
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Then again, he was never given freaky ass armor or even a mutant arm. And Nightmare became blue even though in Siegfried's ending he's red.

My headcanon is that a Soul Edge mutation occurs depending on how weak the wielder's sanity is. Cervantes was already villainous I think by the time he possessed it so no demonic arm. Just a bit unhealthy looking. As for the armor, maybe the Nightmare armor forms in that fleshy material before it hardens and becomes blue? I dunno.

Siegfried had... issues. But then he got cured and probably has the willpower to fend off Edge's corruption.

Pyrrha just got an arm but no fancy armor. In the end she still has the freaking mutated arm but she's been shown to have a frail personality. Plus she already had her blood tainted by the sword.

Tl;dr I'm guessing malfestation hits harder if you're less evil or lack the willpower to resist the weapon's effects. Or I'm just trying to make sense of something that's not really relevant.
 
I’m just surprised it took them this long for the developers to get characters such as Mina and Raphael right.

I still don’t find Mina that fun to play as or fight against in 6, but that’s just me.

A lot of people may not remember that Amy in SCIII (PS2) was worst than Raph. Then 6 months later, in SCIII: AE Amy became much better by being a complete different character, but Raph got nothing. SCIV Amy is slightly better. Raph saw a good improvement, but his punishment compared to SCVI was terrible. 6B being i10 vs i13 is a huge difference in speed.

At least Mi-na has some usefulness & stands out more compared to previous games.
 
A lot of people may not remember that Amy in SCIII (PS2) was worst than Raph. Then 6 months later, in SCIII: AE Amy became much better by being a complete different character, but Raph got nothing.
Well, that's a bit of a false analogy: Amy got much more work than Raph between the two versions for a pretty obvious reason: she (as with all of the "bonus characters" from the console version of SCIII) had about 60% of the total moves that the average member of the regular roster (such as Raphael) had at that point. There was vastly more work needing to be done to make her into a true competitive style. In fact, while all of the main roster characters that were included in SCIII:CE got a small amount of touch-up work to their moveset (in an inverse of what had usually happened in games in franchise up to that point, where the game would be released to arcades and go under several rounds of refinement in that context before a more comprehensive and polished version was released for consoles) the lion's share of the work between SCIII:CE and SCIII:AE was spent in fixing the former's notoriously heavy number of balance issues and outright glitches that destroyed even a hint of potential for competitive play. Some of that balance work went (as always) into tweaks for existing moves, but a lot of it went into just fixing blatantly broken aspects of the universal mechanics for the game.

All things considered, AE did a pretty phenomenal job (albeit too late to save the reputation of SCIII in general) of making a balanced final product out of the initial offering, and there's nothing much surprising that Raph (or any previous SCIII:CE main roster character) got fewer changes than Amy (or any of the three bonus characters promoted to the main roster) got: because again, Amy, Li Long, and Hwang were not actual competitive characters before that point, but rather just kind of placeholder "bonus" proof-of-concept content that got left in the console version because the team for that release had a "everything and the kitchen sink, even if it's half-baked and doesn't allow us enough time to properly balance this sucker" approach to development of the original version of the game.

Which was, of course, a colossal mistake, considering SCII had arguably been close to the gold standard for competitive fighters just a few years earlier. If SCIII:CE had 1) omitted 14 of its bonus characters and made Amy, Hwang and Li Long fully fledged characters from the start, and 2) dropped a mode or two from its single player content in favour of kicking more man hours into balance and basic programing, it would probably be considered one of the golden entries of the franchise, rather than one of the black sheep--and the entire course of the franchise (which went downhill for some time following that entry) might have been very different indeed.
 
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Li Long was kinda cool in Soul Edge, but I never liked Maxi's gameplay and I like nunchakus.

SC3AE Li Long was perfect for the style with the dual nunchakus and fun gameplay.
And regardless, whichever nunchaku wielder people prefer, it’s always good to know that they went ahead to differentiate their gameplay and movesets even though they share some similar animations.

 
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