ShadowZone
[11] Champion
Don't be a killjoy.
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BELIEVE!!!I still don't believe its happening. Soul Calibur is dead.
BELIEVE!!!
What about those that make no contribution at all? Besides, as far as I know, banning isn't your only option.If we banned every poster that made contributions we didn't like, there'd be a lot less people allowed to post. We don't silence people for being disagreeable.
I would prefer to avoid a big cinematic story as I feel most casual players would likely play it once and then possibly just drop the game. Soul Calibur 3's Tales of Souls kept me coming back because I enjoyed the format of picking a character and experiencing their story for the game while also picking what paths to go down (possibly even uncovering Night Terror, which blew me away the first time I encountered him instead of the usual ending you got). If we must have a story focused game I'd prefer having individual stories for each character. It's a much better format for a fighting game in my opinion because to me fighting games are very character driven experiences. Why do we need some big save the world event that focuses on a handful of characters (the "main characters") driven by an end of the world situation, when you we could get more out of character driven experience. Having smaller character focused stories for each group of characters would be a much more interesting experience in my opinion, and it would give you good insight on each character's personality and what drives them forward in the setting. Plus having branching paths to explore would add to replayability and keep people coming back. I mean... smaller text based stories could have the potential of requiring less resources for development too right? I don't fully know the costs behind developing this stuff so what I'm saying may not be the best, but I imagine cinematic stories requiring a lot of resources to add in right?
As I said before, I'd prefer knowing the full story than having a vague idea of it that I have to read the wiki to get a grasp of and wait for the sequel to confirm what was canon. Mortal Kombat 9 kind of revolutionized the concept of a story in fighting games, and now it seems like everyone is trying to do it. Though, you can have both, because MK and Injustice have story mode and arcade endings, just others are too lazy to do it apparently.I would prefer to avoid a big cinematic story as I feel most casual players would likely play it once and then possibly just drop the game. Soul Calibur 3's Tales of Souls kept me coming back because I enjoyed the format of picking a character and experiencing their story for the game while also picking what paths to go down (possibly even uncovering Night Terror, which blew me away the first time I encountered him instead of the usual ending you got). If we must have a story focused game I'd prefer having individual stories for each character. It's a much better format for a fighting game in my opinion because to me fighting games are very character driven experiences. Why do we need some big save the world event that focuses on a handful of characters (the "main characters") driven by an end of the world situation, when you we could get more out of character driven experience. Having smaller character focused stories for each group of characters would be a much more interesting experience in my opinion, and it would give you good insight on each character's personality and what drives them forward in the setting. Plus having branching paths to explore would add to replayability and keep people coming back. I mean... smaller text based stories could have the potential of requiring less resources for development too right? I don't fully know the costs behind developing this stuff so what I'm saying may not be the best, but I imagine cinematic stories requiring a lot of resources to add in right?
It's actually a problem I have with the Dynasty Warriors series. Having the faction focused stories lets us develop faction leaders yes, but then we get all these new characters who have almost zero character because of how little they appear or do in the story. Yeah they're fun to play (which is good enough for me personally) but certain characters just lack any personality out of a small archetype they fit into, such as Zhu Ran being "The Fire Attack Guy", or Huang Zhong being "The Old Guy" because whenever you meet him in battle he has to go on about his age.
I hope that made enough sense lol... sorry I'm not the best at conveying my thoughts, it's why I typically prefer to lurk : p Also sorry for that turning into a wall of text. I tend to ramble way too much when I want to express an opinion...
Any data based on usage, especially tournament usage, is heavily influenced by how the character performs. There's a lot of Natsu online because she's easy to pick up and win with against other new players, not because they necessarily like her, especially if you factor CaS into the equation.
Any character can be made top tier, but not every character can be made a fan favourite.
Agreed completely. The thing that holds SC is its direction and how extremely gimmicky the marketing has gotten. They need to do more to actually deepen the characters that they have, because as fast as they were to try and retire the old ones, most of them don't even have a coherent story for us to summarize off the top of our heads. I could just have bad memory but I don't feel like most of the characters have any depth representing them at all. The heavier marketing for dressing them up makes them feel no more important than just CAS parts.
I would prefer to avoid a big cinematic story as I feel most casual players would likely play it once and then possibly just drop the game. Soul Calibur 3's Tales of Souls kept me coming back because I enjoyed the format of picking a character and experiencing their story for the game while also picking what paths to go down (possibly even uncovering Night Terror, which blew me away the first time I encountered him instead of the usual ending you got). If we must have a story focused game I'd prefer having individual stories for each character. It's a much better format for a fighting game in my opinion because to me fighting games are very character driven experiences. Why do we need some big save the world event that focuses on a handful of characters (the "main characters") driven by an end of the world situation, when you we could get more out of character driven experience. Having smaller character focused stories for each group of characters would be a much more interesting experience in my opinion, and it would give you good insight on each character's personality and what drives them forward in the setting. Plus having branching paths to explore would add to replayability and keep people coming back. I mean... smaller text based stories could have the potential of requiring less resources for development too right? I don't fully know the costs behind developing this stuff so what I'm saying may not be the best, but I imagine cinematic stories requiring a lot of resources to add in right?
I think you're drastically overestimating the majority of online players of you think they can just pick up Viola without any effort.There's easier characters than Natsu to pick up and win with, there's several character in the game that are better than Natsu, and if someone was only concerned with winning, then they would pick Viola.
Raph cofirmed.I'm not telling people everything that I even know, and I'm only saying what they have given me the clearance to say. I don't know everything about it either, so things will be surprises to me, too.
If anything, I'm helping them indirectly. I've helped bring the community back together in preparation for the announcement and be able to talk about their passion for the series again. One that a lot have all but given up hope on.
SCV had some super strict axis issues. Also goofy stuff like Pat's BB just whiffing on Siegfried.The slow mo was an amazing feature for T7. Can you tell me more about the whiffing issues in SC though? In T7 there's a lot of times where a character would go under a mid, especially if Xiaoyu is involved. A lot of these whiffs end up feeling like BS.
Where does SC stand in that regard?
Wouldn't have a problem with it if it were more metaphorical or moifs or symbolism like Maxi's Dragon emphasis in his critical attack, or Kilik's Pheonix feathers in his, (or how Juri is about Spiders in her own) but I wouldn't want them to be personified as actual entities or calls for magic powers like EIN. I do think those motifs can help the characters stand out as we can associate them to those figures kind of like a Zodiac thing, but thats as far as I'd take it.It would be awesome if this new mechanic of swichting stances/weapons would give a character some sort of soul companion like Ivy - Snake, Siegfried - Eagle, Cervantes - Kraken, Kilik - Phoenix, Voldo - Spider, Mitsurugi - Tiger, Hilde - Griffin etc. What do you think of it?