Kayane's Video Interview with Tago-san!

As you know by now, Kayane had some hands-on time with Soul Calibur V at GamesCom in Cologne, Germany. In addition to the chance to be the first person outside of Namco to ever play the game, she also managed to snag an interview with the producer of the Soul Calibur series: Hisaharu Tago!
In the interview, Kayane and Tago talk a bit more specifically on Namco's future interest with the tournament community, including patching, arcade editions and how they will try to listen to the players. Tago also specifically calls out Hilde's "Doom Combo" as a point of shame for them in Soul Calibur IV. Kayane asks a lot of specific questions about returning characters: Tira, Maxi and Voldo.

Also... if you look carefully at the video, you can see 32 slots for characters!
 
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Jason Axelrod

Jason Axelrod

Owner and Operator of 8WAYRUN
Alright everbody, you the lady. Lets start sending Namco messages about what we want to see in this game and what changes we want.
 
32 sots eh? Well that's more than the 25 that was first being tossed around. Minus of course guests and CAS though I wonder if it's really up from 25. In any event it was a pretty good interview, asked some good and specific questions.
 
32 sots eh? Well that's more than the 25 that was first being tossed around. Minus of course guests and CAS though I wonder if it's really up from 25.
Also don't forget to subtract another 2 for the space that's already knocked out in the middle of the grid.
 
Great interview. I'm glad Namco is paying close attention to the community. I have faith that they taking this game in the right direction. The gameplay I saw of hilde is VERY promising. No more doom-ish combos and more strong charges, quick pokes and GBs.

And I saw more gameplay for Tira up there too. Although I didn't really see anything new yet, she is still under production.

I am hyped!!
 
Wow Maxi looks sick. Im loving his speed and im breathless over the new Hilde. She is like a whole new character.

Natsu vanishing looks like she can still be interrupted even when she isnt even visible :(

Zwei's game play left me shocked. I wonder if you can GI Ein.
 
I didn't know about this willingness to answer character related questions. Kayane, if you get the chance again could you ask why Pyrrha doesn't seem to have twin angel step? Is it too "inaccessible?"
 
Definitely loved the way Tira & Hilde's gameplay looked like!
I hope those "card vs" is only for the prototype....and when the game comes outs, we get vs screen taunts! the space looked big enough for that. *fingers crossed*
 
The video was a pleasure and a pain...

I have so much pleasure with the interview; very good questions and also good answers. I'm very hype! Thanks Kayane!!

I have a REAL GREAT PAIN trying to enjoy the gameplay! Namco where's my demo!! Please upload more gameplay videos!!
 
The video was a pleasure and a pain...

I have so much pleasure with the interview; very good questions and also good answers. I'm very hype! Thanks Kayane!!

I have a REAL GREAT PAIN trying to enjoy the gameplay! Namco where's my demo!! Please upload more gameplay videos!!

I say we won't get any until TGS, which isn't that long from now.
 
I'm glad you enjoy the interview !! Thank you for the messages. :)

I'm not a journalist at all, just asking questions as a SC fan for fans.
I tried to find questions that would please the most fans possible. If I could, I would have asked so much more ! :p But it's already 10min of interview, it's a lot ! :D

I'm happy to see you like the characters gameplay and changes. When I discovered them, I was as excited as you, and I'm still ! After the JG/GI debate, it's reassuring that you like that at least !

I really enjoyed this interview, I can tell you that Tago-san is so nice and friendly, always smiling, and willing to make the best Soul Calibur with Daishi Odashima. We're lucky to have them both as producers. :)

It was such a nice meeting. Project Soul is definitely too cool. :)
 
Does Kayane speak Japanese? I think I sensed some accent mix-up throughout the interview, which is common in 3-language dialogue. (not making fun of her, just curious).

So "accessibility" will be key. I think what Namco will do with the stance characters Voldo/Maxi is to make most of their moves and strategies easier, but keep a few select parts of their game harder. They won't need to do this with Ivy because her command throws will act as her advance moves.
 
Does Kayane speak Japanese? I think I sensed some accent mix-up throughout the interview, which is common in 3-language dialogue. (not making fun of her, just curious).


D matt ma : I don't speak Japanese, just know some few words. But even when i'm speaking french, some friends told me i have a small accent, but depends on the words I say. I was born in France but I'm used to hear my parents accent, maybe that's why. Don't really know. :)
 
I like how SC developers are close of their fans to hear what we have to say around the world, this is an unprecedented event.

Great interview, Thanks Kayane!!!.
 
D matt ma : I don't speak Japanese, just know some few words. But even when i'm speaking french, some friends told me i have a small accent, but depends on the words I say. I was born in France but I'm used to hear my parents accent, maybe that's why. Don't really know. :)

The few phrases you say in Japanese had a pretty good accent.

Anyways, thanks for the interview as always. Still waiting for Rock holding a cane hammer or Rock Jr. Bangoo and his baby mallet.
 
So "accessibility" will be key.
This is the thing i am most worried about with this game. The current generation of fighters all seem to go towards making the game more accessible to casuals and time after time this has shown to make the game worse.

Guilty Gear -> Blazblue
ST -> SF4
Melee -> Brawl (yes it counts)
MvC2 -> MvC3

Those are the 4 that come to mind right away. Whether it's tripping, horrible comeback mechanics (ultra/Xfactor) , or dumbing down execution and speed each new gen fighter listed is worse than it's predecessor for tournament play.

I am still in a good mindset for Sc5, hell just the thought of being able to play my favorite character without dealing with the stigma attached to it has me looking forward to it. However so far the same mindset that has ruined so many other fighters seems to be present in this series as well.

Why do you need to change Guard Impact to make it easier for casuals? One direction + Guard is about as easy as it gets. Making a universal high/mid/low GI seems to be taking that step into the wrong direction for the mechanic. I could be wrong with this but just hearing that has me on edge.

Just Guard actually don't have much of a problem with, it's one of the things I am familiar with from Garou and Guilty Gear. I'm not exactly sure how
the team plans to implement it so i'll let everyone else deal with that one.

I'm not sure if these posts are forwarded in any way to the dev team, but this is my view on it. Posting partial information about mechanics is just going to set fires for those of us who are invested heavily into the series. Even if you have not finalized thing's like Just Guard or Guard Impact there is one thing i hope the dev team will take into consideration.

Please start some kind of developers blog. Explaining the intent of a mechanic such as Just Guard would go a long way to calming down the community and producing more meaningful discussions. Is Just Guard meant to be a mechanic to stop strings from being used too often? Are frames in SC5 being made to give more advantage on block and therefore you felt that some kind of counter option should be present? Will there be more guard cancel options for strings that will provide a way to not be punished?

Well either way I enjoyed the interview and seeing some of the Hilde changes made me happy. Keep up the good work.
 
about tira.
you could implement the brave edge feature to change the mood of tira, as the player is setting up a combo. with this tira can combine the moves from both her jolly and gloomy side more often, so that more combos are created that dont involve random mood changes. especially since if we were to form a combo with both stances, she would have to hurt herself (i.e. with 66K, A+K, 66B). but thats just my take on it.
 
Why does Tira still hurt herself? You'd think that with all of the complaints about it they would have said they're changing it. Maybe they are I don't know. I personally think Tira was easier to play in SCIII because she didn't randomly change and didn't hurt herself. Trying to get to gloomy without being hit to low health by your opponent first is pointless because you'll do that much damage to yourself anyway. There should be less moves that switch you from gloomy to jolly, and more that switch you from jolly to gloomy. Anyway my opinion, don't hate TOO much. ;)

Great interview Kayane and I love your french accent. :) ♥
 

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