Crash X
[14] Master
No kidding. Moves like Asta’s 22B still have some whiff issues from time to time. And then there’s Cerv...Oh so I am not alone with the feeling of randomness in this game
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No kidding. Moves like Asta’s 22B still have some whiff issues from time to time. And then there’s Cerv...Oh so I am not alone with the feeling of randomness in this game
Still 4th best behind Soulcalibur I,II & III, it has better character graphics, bland and blurry stages with overdone depth of field effects.
Inferior gameplay with oversimplified control inputs, 1 button triggered super combos & constant cinematic interruptions due to RE & CE.
With the added content of Season Pass 1, it is a good & funny game with flaws that prevent it from being a masterpiece.
Agreed as to the ranking: I still place this game fourth best of the seven mainline games (although my top three are SCII-SCIV). Still, if we see three season passes (which would, when combined, move this game from having one of the smaller rosters and CaS content loads, to being largest in those classes), the stage selection is substantially improved, and RE/CE get neutered/countered a bit to improve match pacing to be closer to the continuous rapid-decision exchange that the series is known for, I could -easily- see upgrading this game into the 1st class tier. But that would especially hinge on the improvements to stage selection and pacing via mechanics, personally.
There are also some smaller tweaks that I feel also add to some optimism: the expansion of GI mechanics, and the fact that you can perhaps now combo through soul charges? If nothing else, I'm generally liking the direction they are headed in. I believe they recognize at this point that the blue ocean sales phase is over and now it is about catering to the hardcore fans who are going to be most likely to continue to buy new content at this point.
This is still kinda dumb that it's a thing. It's not a thing on PC (or it was easily disabled? I forget exactly...), and the stages do look quite nice with the blur filter turned off, so there was work put into them, so it's just wasteful to hide them with the filter. They should remove this from consoles, too.blurry stages with overdone depth of field effects
I'm going to say third best for now. I love SC6 to death, but for me SC2 and especially SC3 were completely untouchable.
This is still kinda dumb that it's a thing. It's not a thing on PC (or it was easily disabled? I forget exactly...), and the stages do look quite nice with the blur filter turned off, so there was work put into them, so it's just wasteful to hide them with the filter. They should remove this from consoles, too.
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Anyway, as for my own personal rating, the game has certainly improved, but if it's actually changed spots, I'm not entirely sure. My ranking before was:
1) I and II, tied
3) III
4) V
5) VI
6) IV
I think I may be able to change it to:
1) I and II, tied
3) III
4) V and VI, tied
6) IV
Which is, admittedly, not a really large change, but I acknowledge that VI has gotten better, and it has the potential to usurp V, but it hasn't yet. It still has some things holding it back, such as Reversal Edge, even with the nerfs, it's still just a literal showstopper, and I don't think I'll like that type of thing in the middle of a match, really ever. I look forward to the gameplay changes of season 2, which may alleviate this concern a bit. I still preferred the Critical Edge attacks from V overall, because they were quick and to the point, instead of also being a let's stop and watch for a bit moment. I also still miss Brave Edge, though it appears that season 2 may be bringing this back, if not something very similar, so that has me excited.
The addition of Amy and Cassandra to the mix has definitely been a good move, but both of these characters also exemplify, to me, everything wrong with the team's newfound (with this game) need to make almost every character magical or gimmicky special in one way or another. I don't really care for Amy's roses, and I'm not sure why they're necessary. Amy is/was already different enough than Raphael without them, and adding that extra level is more tedious than anything else, like Tira going for Gloomy Coda, you're not fully prepared for the fight from the start, you have to work for it... literally every match. Cassandra's isn't as pervasive, but I don't like the yellow lightning effect basically nullifying the weapon designs, forming a solid color sword/shield with a vague design. Sure, you can be on top of it, using the Divine Force abilities as soon as you have the ability to do so, but it's still just a bit of an eyesore overall, and I wish it was just the lightning, without the yellow aura.
Which is another big complaint of mine since the last time we talked about this, the visual effects being turned up to 13. I don't know why this is necessary, or even if what the expressed purpose seems to be (making it more exciting to watch?) is working. When I was watching EVO, I was not wowed by these effects, and if anything, they get in the way sometimes, if you're looking for something more technical, to see what's going on. I looked at some SoulCalibur II footage a few days ago, and yearn for those simpler times, without a fireworks display happening on my screen while I fight.
That being said, if they do improve on the gameplay, and the new moves added to each character are useful/substantial, the next batch of characters is maybe a bit less gimmicky, standing on their own merits, the new stage (not Haohmaru's, which may be nice in its own right) bringing something interesting to the table to set it apart from the other stages, and just in general, continued support of the game, it may be able to actually rise up in rank. For now, though, it's just gotten closer to an overall match for V, all things considered. VI has more things I like, but V was more fun to play.
How do you feel about Meter and RE? I feel as though these games simply need "supers" in some form to appeal to casual audiences and streaming viewers.
Though I understand a lot of effort has gone into tweaking characters based on meter usage, soul charge exclusive moves and Reversal Edge options.
Should the series go back to the SC1/2/3 method of gameplay without flashy meter usage? Or should we try refining what 5 started and 6 continued?
I still view this game as 3rd best in the series until more content comes out and balance changes.
This is still kinda dumb that it's a thing. It's not a thing on PC (or it was easily disabled? I forget exactly...), and the stages do look quite nice with the blur filter turned off, so there was work put into them, so it's just wasteful to hide them with the filter. They should remove this from consoles,
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Which is another big complaint of mine since the last time we talked about this, the visual effects being turned up to 13. I don't know why this is necessary, or even if what the expressed purpose seems to be (making it more exciting to watch?) is working. When I was watching EVO, I was not wowed by these effects, and if anything, they get in the way sometimes, if you're looking for something more technical, to see what's going on. I looked at some SoulCalibur II footage a few days ago, and yearn for those simpler times, without a fireworks display happening on my screen while I fight.
Inferior gameplay with oversimplified control inputs
I find this quite baffling when the only thing that I would say comes close to oversimplified is that there has been a unification of command inputs across all characters. 3B is a launcher, A+B is break attack, B+K is special moves such stances and a rejigging of moves so say 1B is universally a low vertical. The philosophy of the mechanics is IMO the best in the series as it has a logic behind it plus characters like Ivy no longer have a bloated moveset, her whip moves are no longer behind a stance but are activated by holding the attack buttons making it much like the core mechanics of having logic behind it. If you're saying that past games like SC2 are superior with it's control inputs then I say are you out of your mind. I've been studying pretty much all the characters moves across all games and I can say the commands for the inputs look like they've been cobbled together. Not only that but a lot of characters have more moves that are unique to them than ever before. Stuff that I think need adding is advance guard and more wakeup attack options but overall for most characters they're feature rich.
As for me which is the best in the series I can easily say it's SC6 but only it's gameplay. It's flawed with RE but all the new stuff has been fantasitc even if in so areas there's been a few misfires. Past games have done a better job with single player content but SC6 isn't the worst in the series, I would say it's third as the character arcs are well executed with how budgeted they are but in terms of stages SC6 is bottom tier with only four stages being memorable.
That still applies to most of the series. I can’t say anything for Soul Blade (never played it), but every console edition game I’ve played has allowed for button mapping.Previous installments of Soulcalibur were tested & refined at the arcades, command inputs had careful consideration to balance the potential damage, risk & effort associated with any given move.
To attempt any grab two buttons had to be pressed simultaneously, a subtle difference that made players actually commit 2 fingers.
The current design philosophy favors minimal effort & low risk one-button triggered uber moves.
Command inputs have been oversimplified in a bad way like this:
RE - Pull a single trigger + cinematic
CE - Pull a single trigger + cinematic
Grabs & holds - Pull a single trigger all day long.
Pick Nightmare, charge up, press A+B twice, now drop the controller, grab a beer and watch as the automation takes control & delivers a fake multi-hit combo that can take half the life bar of your opponent, with a good chance of forcing a ring out.
There is absolutely no reward in performing the aforementioned fake combo and winning a match.
Previous installments of Soulcalibur were tested & refined at the arcades, command inputs had careful consideration to balance the potential damage & risk associated with any given move.
To attempt any grab two buttons had to be pressed simultaneously, a subtle difference that made players actually commit 2 fingers.
Command inputs have been oversimplified in a bad way like this:
RE - Pull a single trigger + cinematic
CE - Pull a single trigger + cinematic
Grabs & holds - Pull a single trigger all day long.
Pick Nightmare, charge up, press A+B twice, now drop the controller, grab a beer and watch as the automation takes control & delivers a fake multi-hit combo that can take half the life bar of your opponent, and has a good chance of forcing a ring out.
There is absolutely no reward in performing the aforementioned fake combo and winning a match.