Soul Calibur VI: General discussion

would you guys be annoyed if less developed characters get moves from guests (Aeon SC5) or do you prefer the devs grow their original style (SC3/4 Lizardman)
I am thinking there is a possibility that Rock could get moves from a previous guest character to fill out the movelist
Personally I'm thinking if Geralt's long sword moveset could have a legacy with a new original SC7 character. Scrap the Signs and him having to switch swords, but keep the abilty to 2-hand and 1-hand the long sword.
He has some really fluid animations.
The mo cap actor really makes some cinematic (admittedly exaggerated) animations that would fit into the anime/realistic hybrid project soul is aiming for aesthetically
 
Initially I felt that Kratos would have been a pretty decent choice regarding a guest character in SCVI, but I don't think either the licensor or the licensee would be interested in doing that unless his appearance were more based on the GoW soft reboot game of a couple of years back (with a moveset that, as I understand it, is a pastiche of his old chain blade stuff and his new Teutonic-inspired ice axe?). Unfortunately, if they were going to do that, they would certainly have done it ages ago, when there was real cross-promotional value. Unless there is another GoW sequel coming down the pike (and forgive me if there in fact is: I don't really follow the franchise), I don't think this is going to happen in SCVI.

I'd be pleasantly surprised to see it regardless though: I'm not really a GoW fan (though I am assured the newest game is excellent), but it seems to me the current iteration on the character would fit into this game like a glove, and I'd like to see a precedent of guests sometimes returning.
Well, with him specifically Sony would probably want him to be console exclusive. I dunno if Namco wants to go the console exclusive guest route again. Or with Steam I guess "platform exclusive" would be the proper term?
 
@Rusted Blade

The new GOW game is very good and a decent direction for the series to go in. My only gripe is that this new direction has fallen into the cookie clutter trappings modern games have fallen into like Assassin's Creed. I just want a solid streamlined experience that's fun with repeat playthroughs, not a grindfest that bores me from doing that.

@WuHT

I'd rather they keep the moves exclusive to the guest characters in SC6 because I would like them to return in a future game. It's not impossible, especially if my (current) assumption is right that the mystery woman at the end of Setsuka's chronicle is Shura.
 
@WuHT
I'd rather they keep the moves exclusive to the guest characters in SC6 because I would like them to return in a future game. It's not impossible, especially if my (current) assumption is right that the mystery woman at the end of Setsuka's chronicle is Shura.
yeah there's 0 chance of a new SC6 original character with a western long sword
 
Well, with him specifically Sony would probably want him to be console exclusive. I dunno if Namco wants to go the console exclusive guest route again. Or with Steam I guess "platform exclusive" would be the proper term?
That's true, and a detail I had frankly forgotten about with regard to Kratos. I think there is a (very) far outside chance that Sony could be convinced to license out a property like that--that is to say, it's at least more likely than say, Nintendo making an exception to allow Link to appear in any version of a game not running on a Nintendo console, but still not very likely in the grander scheme. It's a shame though, because in all other respects he's a great choice for a guest character.

The new GOW game is very good and a decent direction for the series to go in. My only gripe is that this new direction has fallen into the cookie clutter trappings modern games have fallen into like Assassin's Creed. I just want a solid streamlined experience that's fun with repeat playthroughs, not a grindfest that bores me from doing that.
Yeah, why is it that, increasingly, virtually every third person action game has to incorporate Ubisoft's cut-and-paste model as the base for its design?
 
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@Rusted Blade the goddamn ubisoft model is so prevalent now. I stopped playing ghost of tsushima because it felt like such a derivative kind of that collectathon 3rd person action genre.

I guess its so prevalent due to ubisoft making so many of these games and them selling so well...
 
Yeah, why is it that, increasingly, virtually every third person action game has to incorporate Ubisoft's cut-and-paste model as the base for its design?

I think it's a way for game companies to cheaply pad out content as a sales tactic, plus gaming is filled with lots of people who have some level of autism, so they enjoy the thrill of completing a checklist of small, short burst activities, hence why so many people ask for grinding sections and skill trees in games rather than without. I understand why they're so prevalent, it's because a lot of people get their dopamine fix by the idea of getting stronger, but the reality is that it's just an illusion that they're getting stronger. It's not like fighting games where playing them develops transferable skills, not only to other fighting games but other skill based games. It's just a real sad state of affairs that I can see the greatness in these games, but get so bogged down with this mundane grinding (especially Yakuza. I love the series but grinding for abilities in each new entry can go fuck itself).
 
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Current generation is the open world generation, PS360 generation was the FPS generation. It seems the upcoming generation seems to be heading towards co-op generation (Avengers, Suicide Squad, Gotham Knights).
 
I think it's a way for game companies to cheaply pad out content as a sales tactic, plus gaming is filled with lots of people who have some level of autism, so they enjoy the thrill of completing a checklist of small, short burst activities, hence why so many people ask for grinding sections and skill trees in games rather than without. I understand why they're so prevalent, it's because a lot of people get their dopamine fix by the idea of getting stronger, but the reality is that it's just an illusion that they're getting stronger. It's not like fighting games where playing them develops transferable skills, not only to other fighting games but other skill based games. It's just a real sad state of affairs that I can see the greatness in these games, but get so bogged down with this mundane grinding (especially Yakuza. I love the series but grinding for abilities in each new entry can go fuck itself).

It's more than that even, though, when it comes to how prefabricated the design has become. Increasingly, again speaking about third person action games here, they also all borrow the Ubisoft approach to level design where you have to approach a mission from exactly the path you were directed to take: deviate too much (or more often than not, even a little) and you fail the mission. It's so arbitrary and destructive of good flow, freedom, creative and enjoyable gameplay, and basic suspension of disbelief/engagement with the game world.

I just think it's atrociously the worst possible approach to game design and yet it is becoming increasingly bog standard. You want to know the best stealth-action experience of the last couple of generations? Dishonered, hands down. It encourages you to live in the world without a break or resets or firm rules and gives you bajillion different options to approach each little situation, making for a completely unique experience for each player. It's a first person game, but there's no reason its achievements and brilliant design couldn't be translated to a third party game. But instead everyone (in every thematic genre, so long as the game is third person and action based) is going with ubisoft's approach.. For me, it's the most confusing development since Bushido Blade failed to develop a second style of approach to fighting games. Sometimes a game comes along that should have completely transformed its genre and is loved by players, but developers give a collective shrug and just seem to implicitly embrace the notion "Nah, think we'll just keep doing things the way we have been, because it's just easier."

I recently just played Horizon: Zero Dawn since it finally came to PC, and yeah, it's definitely an Ubisoft-inspired game.

At least Horizon has so much more going for it that it that it can carry that formula somewhat. I do remember hearing that the developers for that game, in the promotion period lead-up to release, liked to talk a big game about how their open world missions were less predictable, artificial, and repetitive--and then I played it and couldn't help but think "Are you kidding me? This is exactly the same kind of artificial filler, paint-by-numbers quest / task log that you claimed you were trying to avoid..." But that sentiment was hidden under heaps of "Ohhhh yeah, f*** you giant robot stormbird that one shot me last time I came through here. I got binding cables, blast arrows and an electric bolt thrower now, and its time for a reckoning!"

Seriously, it's such a well developed and polished game in terms of gameplay (particularly combat mechanics), presentation, and even one of the very, very few genuinely well-composed sci-fi stories in the genre--as regards the main narrative, anyway, and less-so the fetch quest stuff, as per the above--that I was more than happy to fill the skill tree and wander the map using those random tasks as an excuse to engage with more robot fauna foes. it was the first open world game that I had played in some years and probably the first in a decade and a half that I played with an outright completionist bent: I scoured every inch of that map and did every subquest, bonus area, trial, item search, collection task, and skill or equipment grinding milestone the game had to offer--and then wasted a bunch of time just honing my methodologies--before I even finished the second half of the main quest line. And enjoyed pretty much every minute of it.

And yes, despite all of that praise, it still was very formulaic in the way its world and activities were designed. But it also brought in a lot of features from other genres and synthesized them in a compelling and polished fashion, had some of its own unique innovations on top of that, and, most importantly, was just enjoyable on its own terms. I think, without disagreeing with you in the least that H:ZD is significantly of the Ubisoft-derived model we are criticizing here, its also an illustrative example of how that's not always a problem in itself when the activities you are being asked to repeat feature depth and variety in how you can approach them, merely by virtue of breadth of the tools you are given and the fact that the experience is firing on all cylinders on a technical level.

The problems arise when a game doesn't present enough novelty, polish, and in-the-moment enjoyment (as opposed to "gotta do it all" OCD motivations). When it's just, as styus framed it, pure padding for an experience that really can't carry the investment on experiential merits, but just taps into a the needs of a certain type of player looking for that artifical, arbitrary task-reward response and checklist obession. I rarely felt that way playing Horizon though, right up until the point I exhausted things to do. But I admit that it's extremely rare that I feel that way about a massive open world game: Red Dead Redemption is maybe the last such game where I was just having too much fun playing it too much care that many of the tasks boiled down to the same seven or eight activities, over and over.
 
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She a redhead in SC6 ?
anyways might have to scrap the full plate armor else she'll be a bit too similar to Hilde.
It’s more orange than red but, but technically:

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And she’s always been well-armored, so I couldn’t really see that changing. Her having Schwarzwind styled plate instead along with her use of the longsword would be enough to differentiate her, I’d say. Bandit armor is a bit different than royal armor.
 
It’s more orange than red but, but technically:

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And she’s always been well-armored, so I couldn’t really see that changing. Her having Schwarzwind styled plate instead along with her use of the longsword would be enough to differentiate her, I’d say. Bandit armor is a bit different than royal armor.
But when was the last time a background lore character was bootstrapped to full roster status? Amy? And that may be literally the only instance it's ever happened..Predictions showing any degree of actual confidence that Salia, or Lucius, or any member of Dampierre's crew, or Gel-o-fury or [insert two dimensional lore character who was once aid-de-camp or other generic relation to a roster character who may or may not have shown up as a lazy CaS clone i some random story mission] will be promoted to the main roster is about on the same level of seriousness as most fan fiction: it may appeal to some on hardcore cannon nerd level, but the likelihood of what is imagined actually coming to pass in the real game is remote to say the least.
 
But when was the last time a background lore character was bootstrapped to full roster status? Amy? And that may be literally the only instance it's ever happened..Predictions showing any degree of actual confidence that Salia, or Lucius, or any member of Dampierre's crew, or Gel-o-fury or [insert two dimensional lore character who was once aid-de-camp or other generic relation to a roster character who may or may not have shown up as a lazy CaS clone i some random story mission] will be promoted to the main roster is about on the same level of seriousness as most fan fiction: it may appeal to some on hardcore cannon nerd level, but the likelihood of what is imagined actually coming to pass in the real game is remote to say the least.
I think Bangoo is the only one who stands a chance of becoming a main character in a future entry. I believe PS said they were interested in adding him in to SCV at one point.
 
But when was the last time a background lore character was bootstrapped to full roster status? Amy? And that may be literally the only instance it's ever happened..
Amy probably was the last, but I think the first is technically Cassandra, since she showed up in her sister's Soul Blade ending. That's about as background as you can get without being just a name in a bio.
 
I'm not saying "with confidence" that Salia would make the roster for SoulCalibur VII, I'm just saying that if we needed someone to keep Geralt's style alive, she's a perfect candidate for it, considering she's shown with a longsword in her art and semi-canon appearances. Like in Broken Destiny's Quick Battle, she used Amy's style instead of Siegfried's style to show her as using a smaller sword, and there wasn't really much of another option for her, maybe Mitsurugi's two-handed sword, but they wanted to give her more feminine flair, so they went with Amy, was how I saw that.
 
Without much news, Patroklos and Pyrrha are other examples of 'minor character' who became main characters.
He is not a fighter, just like Leixin (Leixia's brother), I believe they will still continue with these statuses.
Dampierre's crew
I don't say that they can be playable, but let's remember that they debuted on Broken Destiny and Project Soul decided to do the timeskip, maybe if they didn't do that they could be playable, remembering that they are bosses in Unbreakable Soul.
 
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