Soul Calibur VI: General discussion

Custom variations is one of the few things i dislike about MK11, the characters feels incomplete like 25% of themselves or something. At least in MKX it make sens the way it was done and that's why i though it was ok, but in MK11 it's really wack the way they done it. And if i find it that bad in MK i can't imagine how i would not like it in SC.
 
at least soon is better than never..
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Yes! So much yes! Hoping this means a season 2 is guaranteed. With this game's low budget, and Namco turning a solid profit on it, there's no good reason they wouldn't allow a season 2.
 
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Hopefully they have something more substantial to show us to make up for it. Perhaps a stage or two?

I want that to be the case. Even if they do vibrant ports of the SCV/IV stages they need to gives us something, with those games we could have some very lovely updated looks plus new ones coming to keep it very fresh.

But I feel like stages may not be a thing until Season 2 if it happens. I really hope I'm wrong, deeply wrong.
 
unless they add more stages in a free update i cant see us getting any since the dlc pack is titled CAS Set B :/

I would pay for them, but ideally a free update is the way to go, that way its in rotation in ranked etc. It would botherme to have stages that never are on cycle like 2B's, though apparently that one is only for lag so I suppose I don't know what approach they'd prefer to take with stages.

Best thing is to hope they add more stages, this game needs them badly.
 
I would pay for them, but ideally a free update is the way to go, that way its in rotation in ranked etc. It would botherme to have stages that never are on cycle like 2B's, though apparently that one is only for lag so I suppose I don't know what approach they'd prefer to take with stages.

Best thing is to hope they add more stages, this game needs them badly.

I really feel that the Soul Calibur fan community should be prepared, the next time Namco puts out one of their requests for feedback web surveys, to respond with "More stages. Dynamic stages." heavily and prominently in the feedback. It's the type of simple thing that will get through the translators to the devs pretty clearly, and it's very arguably the single most significant deficiency hurting this game and its sense of connection to the series aesthetic. I hope as many people as possible will make that the first recommendation of their feedback.

The roster is important and I'm thrilled that Namco seem to have at least half committed to continuing support in that area, getting this game closer and closer to being one of the stronger entries in terms of roster variety, rather than one of the weaker, where it started at launch. But to put it bluntly, there's not one but two elements of the game/art design that the player has to look at every match, and when your stage selection is both 1) the smallest of any main entry game in series history since Soul Edge (even the first Soul Calibur, made nearly two decades ago has more...) and 2) also the most uninspired, non-engaging, non-interactive, sterile and un-lived in selection of stages of any game in the franchise, including Soul Edge, the game just gets a little bit more tedious and a little less infectious, even (or especially) for the hardcore crowd.
 
What would yall make of more stages with npcs in the background ala tekken? 🤔 They had this on the bridge stage in sc5 iirc

I'm not a huge fan of this, personally--it's difficult to simulate movement of large crowds of people in a way that doesn't look artificial and break immersion pretty badly. There are methodologies for improving how clean these elements look (SCIV's Phantom Pavillion and SCV's Luoyang/Grand Festival stages put the crowd at quite a distance on balconies and seen only through the haze of distant torch lighting, while also making the fighting arena not the sole focus of attention and action, with various other entertainment in the background, so that not everyone is seen just gaping at the action and pumping their fists in generic, repetitive gestures). Some other developers have simply gotten better at animating this kind of action and generating it organically from randomized seeds.

Anyway, while I think the crowd approach can sometimes add some vibrancy and character to backgrounds, it's a delicate balancing act between creating a feeling of an environment around the fight and keeping things from becoming too hokey looking. Personally, I feel like Soul Calibur has always excelled (for a long time, well beyond any of its competitors) at finding other ways to make the stage look alive and like an actual part of a moving, living world. And honestly, given the budget this game is produced on, I think simpler elements that can add some dynamics to the play and/or a sense of movement to the backgrounds are more in order here than anything that's going to require huge attention to detail across many assets, as is required for a crowd stage. Lastly, a lot of the stages archetypes I believe are probably most desired for replication (a manor/mansion/library, the Money Pit, a raft stage) are not super amenable to the concept of a crowd. I guess if we see a return to a "ship in a storm or a battle" stage, it would be nice if we actually saw the crew that ought to be manning those vessels! Although, again, hard to do without making the moving parts too obvious and clumsy as they stay away from the fight and repeat tasks.
 
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