IdleMind
BANNED FOREVER
That's more what I thought was implied... Obviously, there are elements of each character's style that changes between games. It's what keeps each game fresh and interesting. Some of these elements are good (Kilik/Mi-Na style divergance), and some aren't (Relic stance removal).
Hi. Mitsu tournament main since SC1. Removal of Relic was necessary to fit the new role the game gave him. He's different because it's a different game.
The point is that there is a core principle to each character that should remain between games. I bothered to indicate the games by the names because that is what I felt the character should retain more visually, both artistically and in their moveset. Of course you have to tweak the properties/moves for a new game, but there were things missing between titles that felt... unneccessary.
Character competencies are only relevant with regards to the basic system. For example, is there a point to giving a character rushdown specific focus in a game in which the emphasis of the core engine skews heavily towards turtling, or would it make more sense to re-tool the character to fit within that niche? That is what happened with designing SC5. The core engine changes to the engine had to inform the character changes.
Sieg could've been a bit faster, Mitsu could've kept Relic and had his SC5 2KB moved to it, Cervantes could've remained a zombie, etc. It's entirely possible that there'd be some imbalance... but it's a fighting game. There's never proper system balance outside of a mirror match.
See these general terms are pointless, as well as the last statement is definitely a very short-sighted point of view. "It can't happen so why try" is how we get shitty games in general.
While I liked Tekken 4 and wish they would have continued on that track, regarding SC I disagree. When you're doing a multipart math problem and you realize you made a mistake in one part, blindly pushing on ahead with your incorrect sum isn't going to help you get the right answer. You'd be most progressive to go back to the last correct step you did and build on that, forgetting the mistake you made.
The problem is, this *isn't* a math problem because the game being a mistake certainly isn't supported by sales or marketing data. So that can only mean it's a subjective opinion. I'm inclined to side with the fact that the active community playing the game in NA stayed the same or grew slightly (i.e. was never very big), they expanded their userbase titanically in JP and KOR, where literally nobody gave a shit about the game since SC1. EUR, I'm unsure of, but I'm gonna count it as a negative. Overall, this is a net positive from the perspective of the creators.
But what of the casuals you say? Well shit, they bought the DLC, and bought the game, so I mean... how else do you measure the staying power of a game for casuals? It's sort of pointless.