Hate Speech: On the Subject of Change

Fact: Namco isn't afraid to perform radical surgery on Soul Calibur's core mechanics from one iteration of the game to the next.

This is perhaps most evident with additions like SC4's implementation of the soul gauge, but it's equally present in the ongoing metamorphosis of the guard impact system, the overall speed of the games, and the considerable retooling of characters such as Nightmare, Ivy, and Talim.

Even the bewilderingly venerated SC2 was a jarring departure from its predecessor; the "streamlined" guard impacts, guard break changes, and the addition of larger stages--not to mention walls--certainly demanded a period of acclimation.

Some people insist that change and growth are natural, even positive phenomena, but don't be fooled: change is the single worst thing in the world, ever.

Think about it. One minute sitting in your darkened basement decked out in a velour tracksuit, rocking back and forth with your knees hugged tightly to your chest while watching low-quality VHS tapes of Ronald Reagan's greatest speeches and worrying over the metaphysical certainty of a Soviet invasion is the model of sensible patriotism. Then a little time passes, change rears its ugly head, and all of a sudden people call me strange for all that. I mean you. Hypothetically.

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Exhibit A: Ice Cube

As I already mentioned, the perils of change apply just as much to our beloved games as to Cold War politics, and given Namco's track record I think we need to brace ourselves. In fact, Daishi already fired the opening volley on his Twitter feed when he announced a characteristically extreme retooling of several cherished mechanics. Frankly, I recommend panic and despair. If you absolutely insist upon being reasonable human beings, however. . .

The Serenity Prayer

The amount of influence we can exert over the system changes in SC5 is minor, but it does exist. We have far more control, however, over our reactions to changes as they are proposed.
What this means in practical terms is choosing optimism or pessimism, strategy or chaos, and while the former remains generally an open question, choosing strategy is ironclad policy here at Hate Speech. When confronted with proposed system changes or new mechanics, we obviously begin evaluating them in relation to what we already know, prompting four major questions:

Is this familiar?

We're all used to things operating in a particular way, and departures can be unsettling. The mere shock of the new can be enough to prompt a visceral negative reaction, which is why this is a piss-poor metric for evaluating anything.

Is this good?

Pretend for a moment, if necessary, that you're coming to competitive Soul Calibur for the first time. Without the bias and baggage of what you already know, examine the mechanic on its own merits and decide whether it contributes to a richer gameplay experience.

Is this better than what it's replacing?

Now we compare. Does the new mechanic objectively make the game more interesting than the old one?

How might this affect me?

Will play to your strengths? Will it necessitate the development of different habits or skills?

By way of example, let's take the new GI (4A+B+K, repels all attacks, costs meter). Is it familiar? Vaguely, at best. Is it good? Well, a GI mechanic adds depth to the fighting experience, so let's call that a yes. Is it better than what it's replacing? This is the tricky part. While the input is simplified, it costs meter, meaning it becomes part of a much larger meter management metagame that we only partially understand. Being able to bait an opponent into wasting meter on a whiffed GI--a likely scenario, given the simplified command will make people more inclined to attempt them--might be incredibly strong. Poorly implemented, however, this mechanic is a large step back. How will it affect me? Personally, I'll have to spend time unlearning some muscle memory and also experimenting with ways I can really turn this thing to my advantage. This will require thought.

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I know, it hurts.

When thinking your way through these changes it's important to retain an aggressive mindset. Be aggressively inquisitive, aggressively critical, and above all aggressively confident. Be like Mick, another renowned player. The man has an almost pugilistic faith in himself. When some of the earliest SC5 videos were released, he shared some of his thoughts on Pyrrha, which can essentially be boiled down to, "she might be a real problem for people." What's important here is that he saw a potentially strong character and immediately imagined himself using her to crush some skulls, not the other way around.

This sort of strategic thinking will ultimately pay dividends when the game is released; you should already have in mind several lines of experimentation to pursue. Just as importantly, well-reasoned discussion strikes me as having a far greater chance of actually influencing Namco. A compelling case for why mechanic X is superior to its replacement might actually sway somebody.

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Or we could keep doing this.

Homework:

Let's break this thing down. Given what we've been told (and seen) about SC5, pretend you have the game in your hands and have developed a reasonable mastery of these new mechanics. Rather than focusing on how they screw this or that character/playstyle, let's make a list of how these things might be used to the advantage of an intelligent player. How do they make you stronger? Alternatively, what's a change being discussed that is clearly inferior to the mechanic it's replacing? You call it.
 
The best remedy to online balance issues is to play in offline tournaments. ;)

What do we know about the specifics of how meter is built? Is whiffing a move enough, or does it require your opponent to block an attack? If the latter, I think there's potential for a significant meter advantage not for long range characters, but for string characters like Maxi, Natsu, etc.

I assume (probably a big mistake) they will be smart enough to balance it on a move-by move basis, a la Soul Gauge damage in sc4.
 
I assume (probably a big mistake) they will be smart enough to balance it on a move-by move basis, a la Soul Gauge damage in sc4.

If they do, let's just hope that they dig a bit deeper than they did with SG damage. They made some real stultifyingly ridiculous decisions in that regard...
 
The best remedy to online balance issues is to play in offline tournaments. ;)

What do we know about the specifics of how meter is built? Is whiffing a move enough, or does it require your opponent to block an attack? If the latter, I think there's potential for a significant meter advantage not for long range characters, but for string characters like Maxi, Natsu, etc.
You can build meter by breathing. Basically whiffing. I was watching voldo do his up side down pelvic thrust while it built him meter.(I thought that was funny)

Noface had some concerns about Ivy looking weak so I looked at her current vids.

You build more meter on hit than on block. String based characters have JG to fear so it's harder for them to just spam things on block without consequence.

But Stryder is right, characters with long range attacks like Ivy's help build meter faster if they continuously zone you out. *looks at Noface*

And a correction on my previous post since I was merely speculating. You don't need to mix up anything. Once Ivy GIs your move you don't have enough time to avoid her CE. *Staring at Noface* :)
 
You can build meter by breathing. Basically whiffing. I was watching voldo do his up side down pelvic thrust while it built him meter.(I thought that was funny)

Noface had some concerns about Ivy looking weak so I looked at her current vids.

You build more meter on hit than on block. String based characters have JG to fear so it's harder for them to just spam things on block without consequence.

But Stryder is right, characters with long range attacks like Ivy's help build meter faster if they continuously zone you out. *looks at Noface*

And a correction on my previous post since I was merely speculating. You don't need to mix up anything. Once Ivy GIs your move you don't have enough time to avoid her CE. *Staring at Noface* :)

Where is this video of her CE fitting inside the GI window?
 
I Said that a long time ago, about GI and CE since it cannot be RE GI, but lets wait they might change it.
 
Ever wonder why people keep asking, "What is the meaning of life?"
Why is it so hard for people. The meaning to life is obviously Change! If you are not changing something, you are stagnant. If that's how you live your life, you might as well dig a hole in the ground and pick out your favorite coffin to be buried in. Change is good. But some people try too hard to force change, instead of letting it change naturally.
 
If something works in a wrong way, then you have to change it; if people complaints about, then you have to change it; if you find a better way to do the same, then you have to change it...

But if this system works really well, no one complaints, and nobody ask about it, then it looks like they think this new system is better; maybe the only way to balance the new game mechanics is to attach the GI to the gauge bar and give invincible properties to THROWS and CRITICAL EDGES... no GI can stop this; no guard can stop this; now try to combine a CE that is also a throw after a GI... free guaranteed damage.
 

I'm optimistic about the changes, but I still think that they need to change the GI, at least to high and low versions. I don't really care about the meter usage too much, because honestly, I don't think there is that much GI going on in a typical match to use up to 8 GIs in a round to deplete your meter completely. (not usually, anyway, unless the round turned into SC2 style GI volleyball)

But I already see this 'all-in-one' GIing becoming too easy. Take this example -- playing as Ivy, you try to be devious during a match which has been close by sitting on meter -- trying to maintain at least 125%. That way at the end of the final round, you get a free win by GIing ANYTHING your opponent puts out, and getting the free (seemingly, at this point) free CE afterward.

If you can still duck/jump it AFTER being GI'd, then hey, there's no problem. But if you CAN'T, I think it will be a big enough issue that it could help define tier lists. Those who get free CE after GI will have a big (unfair) advantage, especially with GI being braindead-easy
 
Well I am a pessimist, can't really help that.

So I can look at these changes from a competitive stand point and see my own selfish advantages. But for the overall game balance I don't see them as concrete mechanics that adhere to a stable competitive environment.(I don't think they're well thought out)

The damage output of the game currently is so high you don't need CEs to win. So yes you can stock up on your meter, still win rounds and deal the finishing blow with a GI and CE.

I am all for improving offense, and "GIs are an offensive mechanic," but currently there's a bit too much free damage going around. Throws and UBs aren't GIable, that's makes GIs very powerful(since those options aren't reGIable). In addition standard launchers can also lead into CEs and BEs.

I hope they buff WR moves to balance out the absurd power of throws. Make them fast launchers. :)
 
Granted I don't know if you have time to duck it, or if that actually matters.
At 03:16quote]

Dude, the Siegfried was clearly already in his blocking animation by the time the CE came out. That doesn't indicate that the CE fits inside the GI window. I'm gonna need more concrete evidence than that.
 
I'm optimistic about the changes, but I still think that they need to change the GI, at least to high and low versions. I don't really care about the meter usage too much, because honestly, I don't think there is that much GI going on in a typical match to use up to 8 GIs in a round to deplete your meter completely. (not usually, anyway, unless the round turned into SC2 style GI volleyball)

But I already see this 'all-in-one' GIing becoming too easy. Take this example -- playing as Ivy, you try to be devious during a match which has been close by sitting on meter -- trying to maintain at least 125%. That way at the end of the final round, you get a free win by GIing ANYTHING your opponent puts out, and getting the free (seemingly, at this point) free CE afterward.

If you can still duck/jump it AFTER being GI'd, then hey, there's no problem. But if you CAN'T, I think it will be a big enough issue that it could help define tier lists. Those who get free CE after GI will have a big (unfair) advantage, especially with GI being braindead-easy

On the other end, if Ivy whiff any GI, she lost that meter and cant do that again (if she's maintaining 125%) + she got punished for whiffing it. I'm not sure GI in any form could cause imbalance, it's still very risky to pull off.
 

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