Chose the styles for a reboot.

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.
 
I'm trying to wade through this PDF, but I can't actually find the SC sales number. A search for "calibur" has 0 results. How did IGN know it was over a million?

Also, on what are you basing your claim that the number of Japanese and Korean players have blown up so much? And where did they say the goal was 1 million?

I hope it's true, since it almost guarantees we'll see SCVI, but I'd just like to see it myself, you know?

Edit: I found the sales figures. but not in that PDF, they're here:
http://www.bandainamco.co.jp/en/ir/financial/pdf_bnh/en_20121102_2.pdf
http://www.bandainamco.co.jp/en/ir/financial/pdf_bnh/en_20120508_2.pdf

FY 2012, SCV sold 690K in Japan and Europe, and 6 months into 2013, they sold 680K worldwide.
 
Also, on what are you basing your claim that the number of Japanese and Korean players have blown up so much?

Activity, and official endorsement. I have been in direct contact with both scenes for years, since SC2. Tournaments actually happen for Soul Calibur now in JPN, Project Soul goes out to them, the whole 9 yards. 6 months into SC2, the game was dead in Arcades in Japan, and the reasoning was based on the mechanics from what I am told. Japan also sent many players to EVO, and has never done that before. All the JPN players I talk to on the regular say the VF community in JPN has cross influence now in SC5, as they seem to like the game.

In Korea it's much like in the west, a small dedicated contingent of players. In SC4 it was only about 8, and they send 2 to EVO. Now they stream SC every week and it's a larger group of dedicated players now that the people who left SC4 are getting out of the mandatory military service.
 
I haven't heard that before. Were did you hear that?

That's what I was told by PS.

Edit: TTT2's sales targets were 2mil; and their budget allocations seem to reflect this. Double the time for development, double the expected sales figures. This is just informed speculation on my part though.
 
But Soul Calibur V was already basically a reboot... And most people weren't happy with that... You want another one!? Lol
Clearly they do. It's Dienasty Warriors 6 all over again. Ugh!

I say they because I DO NOT want another reboot.
 
So in a case of a reboot, who would be the perfect styles for a new story, you can chose about 25 characters styles and the game where that style was best to you(No mimics). Keep in mind that you don't need to choose only 25 but it is somewhat the average per game, by the way just to let a little more fun put female or male in the style just to have a better idea how the character would look, oh try to put a maximum of two character with the same weapon, less clones better, if you want put some weapons you wanted to see.

Example and my personal list.
1-Patroklo-Male
2-Sophitia (SC 4)-Female.
3Tira-(SC V)- Female.
4-Xinghua-(SC 4) Female.
5-Astaroth-(SC V) Male.
6-Maxi-(SC V) Male.
7-Kilik-(SC 4) Male.
8-Amy-(SC 4) Female
9-Ivy-(SC 4) Male (>:D)
10-Voldo-(SC IV or V I dunno) Female (>:D)
11-Natsu-Female
12-Setsuka-(SC 4)-FEMALE with a bloody umbrella-
13-Z.W.E.I-Male.
14-Yoshimitsu-(SC V) Male.
15-Cervantes-(SC V)-Male
16-Mitsurugi-(SC IV)-Male
17-Siegfried-(SC IV)-Male.
18-Lizardman-(SC V)-Lizard (Just for the sake of he being in it.) ;P
19-Hilde-( SC V)-Female.
20-Talim (SC IV) Female.
21-Yun-Seong. (SC IV) Male.
22-Zasalamel. (SC IV) Female.
23- Twin Blades like Renevant-Male
24- Broad Sword-Male.
25- Crossbow and Bolts. Female.

Here's some of mines
* (name)= Character Skin Extras
Kilik (SC4) Male
*Xianghua (SC4) Female (Leixia)
*Maxi (SC4) Male (Li Long)
Mitsurugi (SC5) Male
*Taki (SC4) Female (Natsu)
Voldo (SC4) Male or Female
*Sophitia (SC4) Female (Pyrrha)
Astaroth (SC2) Male
Nightmare (SC2/SC3) Male
Ivy (SC4) Female
*Seong Mi-Na (SC3/SC4) Male or Female (Xiba)
Talim (SC4) Female
*Yun-Seong (SC4) Male (Hwang)
Zasalamel (SC4) Male
Raphael (SC2/SC3) Male or Female
Amy (SC4) Female
*Cassandra (SC4) Male or Female (Patroklos)
Rock (SC3) Male
Siegfried (SC3/SC4) Male
Hilde (SC4) Male or Female
Tira (SC4) Female
Setsuka (SC4) Male or Female
Lizardman/Aeon (SC5) Male
Cervantes (SC4/SC5) Male
Dampierre (SC5) Male
EdgeMaster (SC5) Male or Female
Algol (SC4) Male or Female
Z.W.E.I. (SC5) Male
Kama Sickles Style - Male
Aztec Sword Club Style - Male
Spear and Shield Style - Male or Female
Twin Chakras Style - Female
Sais/Twin Daggers Style - Male or Female
Shark Tooth Club Style - Male
 
So in a case of a reboot, who would be the perfect styles for a new story, you can chose about 25 characters styles and the game where that style was best to you(No mimics). Keep in mind that you don't need to choose only 25 but it is somewhat the average per game, by the way just to let a little more fun put female or male in the style just to have a better idea how the character would look, oh try to put a maximum of two character with the same weapon, less clones better, if you want put some weapons you wanted to see.

I feel a deja vu coming on...

So with that in mind.

Santa.

I just want Santa.

Thats right.

Santa.

Possibly Rudolph

I'd settle for Yoda. (I love that sexy pooch!)

But Definitely Santa.

The plus side is that Santa is a totally New character.... who'd probably end up as yet another mimic.

<pouts>
 
Well I dont want skins for certain slots. Either they're in the game or not~ I dont see why some people still bitch that they're favorite didn't make it. Boo hoo, get over it :p My favorite was Cassandra but hey they cut her out and you dont see me crying about it in public. ( Sorry if I insulted some of you XP)

a-anyways...

I just want Pyrrha's style to be updated. :P I love Pyrrha and all but it can get a little dull playing her. Most matches end up like this : stab,stab,stab,G,stab,low,low,stab,low,grab, low, grab, random CE :P
 
That's what I was told by PS.

Edit: TTT2's sales targets were 2mil; and their budget allocations seem to reflect this. Double the time for development, double the expected sales figures. This is just informed speculation on my part though.

Since I dont play tekken, do character movesets even change that much between series ? Sure there is the rage mechanics and bouncing people off the ground, but my understanding is the strength of tekken is nostalgia and consistency. Same movesets (generally), same combos, and same costumes.

What exactly do they need to do for each game? TTT2 being the exception because I'm wagering they're devoting the majority of their resource on focusing on the tag combos.

Correct me if I'm wrong.
 
Since I dont play tekken, do character movesets even change that much between series ? Sure there is the rage mechanics and bouncing people off the ground, but my understanding is the strength of tekken is nostalgia and consistency. Same movesets (generally), same combos, and same costumes.

What exactly do they need to do for each game? TTT2 being the exception because I'm wagering they're devoting the majority of their resource on focusing on the tag combos.

Correct me if I'm wrong.

Well, I could provide you with the information and allow you to draw your own conclusion, but that really depends on how much you are willing to read. The general thing is, most of the changes are beneath the surface number tweaks and not nearly as large as the surface changes appear. For example, adding spikedowns to the combo system and extending combos really just built on the already existing meta of "launch and wall carry into favorable oki situation" gameplay which dominated T5.0 until now (that's 5 iterations, T5/DR/T6/T6BR/TTT2).

Anyways, what do you want to know, specifically?
 
So in a case of a reboot...
25 old styles

You are doing it wrong, as wrong as companies usually do. I'm totally for sequels and I don't have anything agaisnt reboots, but if you reboot the series...then DO IT.

I mean, reboot then bring old character and/or styles? No thanks, I know I'm greedy but if we hipothetically had a reboot I'd want a full new roster with full new styles.

What's the point of bringing out a new samurai with Mitsurugi SCII style or a new chinese girl with Xian Hua style, for that just bring again Mit and Xiang.
 
Well, I could provide you with the information and allow you to draw your own conclusion, but that really depends on how much you are willing to read. ?

The jG mechanic as a system was one of the most time consuming parts of SC5 ? I'm not saying less time should have been to implement an entire set of jG frames, jG related bug and balance testing rather than devoting time to single player story (whatever the game reviewers tend to emphasize) but I'm trying to pinpoint what exactly caused them to run out of manpower/time so project soul be forced to pop in so many mimics. That or they spent an inordinate amount of net-code improvement that somehow benefited tekken as well.
 
The jG mechanic as a system was one of the most time consuming parts of SC5 ? I'm not saying less time should have been to implement an entire set of jG frames, jG related bug and balance testing rather than devoting time to single player story (whatever the game reviewers tend to emphasize) but I'm trying to pinpoint what exactly caused them to run out of manpower/time so project soul be forced to pop in so many mimics. That or they spent an inordinate amount of net-code improvement that somehow benefited tekken as well.

It was probably that 2 month delay due to that Earthquake thing; as well as Namco pushing the initial release date from Mar to Jan.
 
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