Soul Calibur VI: General discussion

it’s just like, why Egypt? Soul Edge hangs out in Europe.

The setting is pretty much all of Eurasia as this was the world at that period in time. It's easy to forget that places like Egypt, Persia, plus the Ottoman Empire were the nexus of trade, travel and power with the way current geo politics is.
 
why Egypt? Soul Edge hangs out in Europe.
I can't say why the producers decided to put him in Egypt, but the only thing I have is the alleged destruction caused by Nightmare.
Rumors of the reappearance of the Azure Knight have cast a dark shadow across Europe. This time, the damage he has wrought is even greater than before, reaching across the sea all the way to Egypt.

For the purpose of repairing numerous temples that have been damaged by unknown hands, people and materials have been gathered from across the land, but among these workers, rumors persist that the destruction was caused by sword.

In his pursuit of the Azure Knight, Yun-seong hears these rumors and sneaks into a temple under repair. He needs to see the damage before the repairs are complete. Will he find that it was in fact caused by the Azure Knight, as he suspects?
 
i just google Khopesh and it showed me this

Khopesh.jpg


look like one of Zasalamel's weapons!
Well it is a sickle, but its not a 2 handed polearm like Zas.
Khopesh is one of those early bronze weapons.
The convex outer edge is like an axe more than a traditional sword
Its got a thrusting point (not in that picture)
However, its also got a concave edge used to pry against shields to expose defenders.

I don't think Project Soul will bring in egyptian / middle east / central asian one handed curved swords, until at least Hwang or Yun Seong come in with a Dao.
However, I'm all for more traditional weapons rather than taking the anime fighter route that groh / zwei / viola / azwel / algol took
Since SC4, only Hilde is considered a grounded character.. it feels like a 5:1 ratio!
 
After watching those videos I remember what it was about Ezio’s theme in 5 that I disliked so much. It’s so damn underwhelming in comparison to Bipolar Nightmare (the song in the first Setsuka video) and Innocent Vision, not to mention almost every other Soul Calibur song.
 
Did anyone ever find out why so many moves were removed from the entire cast?
They trimmed down everyone to essentials in an attempt to make every move viable instead of having “useless” moves, I’m pretty sure that was the motivation. It was a design decision intentionally, not a budgetary restriction.

After watching those videos I remember what it was about Ezio’s theme in 5 that I disliked so much. It’s so damn underwhelming in comparison to Bipolar Nightmare (the song in the first Setsuka video) and Innocent Vision, not to mention almost every other Soul Calibur song.
I disagree a lot. As a fan of Assassin’s Creed music already, and as someone who already loved Venice Rooftops, I liked what they did to it in SoulCalibur V. It has a booming presence that makes it feel more appropriate for a fighting game, rather than the more adventurous feel in the original track.
 
I’m really hoping that Hwang’s stage is the interior of Seong Dojang, since it seems pretty likely that Setsuka’s stage would be the relatively open air Jyurakudai Villa, very possibly a summer variant to come full circle, since we’ve had spring in SoulCalibur III, winter in SoulCalibur IV, and autumn in Broken Destiny. A relatively normal but nice fully interior stage is something that we’re lacking.
 
They trimmed down everyone to essentials in an attempt to make every move viable instead of having “useless” moves, I’m pretty sure that was the motivation. It was a design decision intentionally, not a budgetary restriction.
I feel it would have been a bit better executed if some moves still had a purpose or weren’t completely outclassed by another that already does that but better. Aeon for example, there was no point to using his 3A when his 66A existed. Or for Voldo where trying to use WR/CR AA was a death wish compared to using WR/CR K which was a horizontal mid hitting kick that was safe with a Blindstance transition. Not to mention Just Guard also limited your selection even further with it’s frame advantage.
 
I feel it would have been a bit better executed if some moves still had a purpose or weren’t completely outclassed by another that already does that but better. Aeon for example, there was no point to using his 3A when his 66A existed. Or for Voldo where trying to use WR/CR AA was a death wish compared to using WR/CR K which was a horizontal mid hitting kick that was safe with a Blindstance transition. Not to mention Just Guard also limited your selection even further with it’s frame advantage.
Well yeah, the game still needed a good bit of work to bring everything into balance. Z.W.E.I. never got the buffs he desperately needed, and there were a good number of moves that weren’t really practical, despite that intention I listed above. They tried, didn’t quite nail it, then dropped the game before fixing it. But either way, I’m glad they realized this wasn’t really the direction the movesets needed to go, though I still think they went too far in the other direction, with the flashiness factor being too damn high in SoulCalibur VI. It is nice to have the variety of options back, at any rate.
 
They trimmed down everyone to essentials in an attempt to make every move viable instead of having “useless” moves, I’m pretty sure that was the motivation. It was a design decision intentionally, not a budgetary restriction.

yeah I agree but I don't recall if it was a community liason or the developers said it themselves.
SC2, while it has a healthy moveset list, undeniably had a lot of useless strings. Some may look cool but if you spend a bit of time you'll quickly trim the moveset out.

Regarding SC5, maybe they had to focus on streamlining the movesets because they KNEW they could not patch the game as much as they wanted to.
In SC5, you literally feel like you only had one combo path after any launcher / stun move so the game felt more stale to me (and I ended up basically only wanting to play my main and not branch out).

In SC6 you can have like 4-5 different combo followups for any launcher/stun, and due to clever dmg scaling, you usually end up with 2-3 sequences that end up with similar total damage so you have a lot of variety of playstyle (trade a bit of combo damage for oki /ro /splat / tech trap opportunity / character specific powerups). When attacks can string together successfully so you have a wide variety of guarnateed followups, then there's successful game design.
Maybe i'm not articulating it as well as I should, but SC6 gives each player a lot of individuality when using the same character, This may not be universal for all characters, but should fit the majority of the roster
 
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