Soul Calibur VI: General discussion

Rusted Blade

[08] Mercenary
...wouldn't that strike you as foul? Wouldn't that make you feel slighted, as a dedicated fan? I'm not saying we're not jumping the gun with being defensive about our beloved franchise. I'm not saying that at all. I'm just thinking cautiously about our future if we "endorse" this behavior right now. What if it becomes normal? Would you be okay with that? I certainly wouldn't.
I have absolutely no problem with that, per the reasons expressed in my previous post. Ideally I'd like more CaS from the get-go, of course. But PS were virtually bullied by excessive fan demands into putting their eggs in other, less worthwhile baskets (the single player modes) to the detriment of other areas of content which are more valuable to Soulcalibur as a competitive fighter (roster size, stage selection) and as the specific fighter with a unique feature (CaS content). Considering the position they were put in by the combination of a limited budget and silly fan demands for those ridiculous single-player modes, I'm inclined to give PS a pass on the lackluster content selections in terms of roster, stages, and CaS content. I wish they had made the opposite determination on where to focus their resources, but having witnessed the frivolous, ill-considered whining about single player content during the SCIV and SCV years, I understand why they went in the direction they did. It hurt the game immeasurably in my opinion, but I appreciate why they felt they had to do what they did.

And I still don't think your explanation for why legacy content is undesirable or an insult holds any water: adding those items into the game still takes man hours, but if a larger selection of items is a priority for you as a consumer, you should be encouraging them to repeat items from previous games, since doing so is at least a little more efficient than creating new ones and therefore you are more likely to see an increased number of items over-all. And I still have not seen any compelling argument for why new items are better in general than returning ones. Indeed, insofar as I can tell, if one has an advantage over the other, it's the legacy items, since they allow long-time fans to return to the well to recreate old favourite creations. Of course in an ideal world every game would include every item that came before and then even more new ones. But in the real world, that's just not a reasonable expectation. It wouldn't be realistic even for a game that wasn't made on a budget and which wasn't forced, by fan responses to the last two games, to over-fixate on another area of content.

And Dante, I hope this won't be taken as too direct a criticism, because you really are one of my favourite people in this community, but you very consistently dodge confronting the realities of your positions in this area: you are one of the most ardent supporters for heavy emphasis on single player content and a defender of SCVI's story modes in particular, but you never want to acknowledge the heavy toll such modes take on the rest of the content in the game. You can't have your cake and eat it too, especially with a game that needed heavy effort and advocacy at Namco just to be made. I think it's more than a bit hypocritical to argue so forcefully for the value of these drawn-out and over-wrought story modes and then cry foul (literally) when the CaS is lacking, and PS have to fall back on legacy content to increase the overall number of items. Okubo's team only had so much money and man hours to throw at this game and I'm not sure what more could have been expected of them, working with the resources they had and the constraints of fan expectation.

And this is a very peculiar position for me to be in, defending this game when it is far from my favourite in this series, but there you have it: I think the fanbase is somehow simultaneously too forgiving of SCVI's design faults and yet also too critical of the amount of overall game they got for their money. I really pray that the next Soulcalibur game is more of an arena/tag battle type of entry that eschews single player content for a focus on competitive multiplayer and the deepest selection of characters, stages, and CaS content possible. But I somehow doubt that is what will happen.

This was my feedback:

The return of almost all of the music from the games is great, but it emphasizes one of the game's greatest weaknesses, that it lacks enough stages to properly use them! This game needs more stages for more variety of fights, The stages are also static, I miss the more dynamic stages of SoulCalibur IV and SoulCalibur V. Phantom Pavillion, Utopia of the Blessed, Ostrheinsburg Castle Throne Room, Penitentiary of Destiny, and Mt. Fuji the Holy: Hidden Dragon are great examples of stages that would be inspired. Seeing the return of the Secret Money Pit, Valentine Manor, and Seong Dojang would also be exciting.
I wrote a short paragraph myself that focused solely on stages, and noted the following as indications of classic themes/archetypes that I'd like to see return: a raft stage (Ostrheinsburg Castle - Battlement/Twilight, the various Mt. Fuji stages, Li Long's Soul Edge stage), a ship stage (Pirate Raid, Sailor's Rest, The Adrian), a feudal Japan stage (Jyurakudai Palace, Kaminoi Palace), a Mansion stage (Valentine manor, South France Mansion--Library, Toldero--Burning gallery), a Grand Labyrinth stage, a mechanical platform stage (The Money Pit, Clock Tower, Wolkfrone Monument) a coliseum stage (Lakeside Coliseum, Phantom Pavillion, Torture Chamber) a cathedral stage (Ostrheinsburg Chapel, Lost Cathedral, Tower of remembrance--Spiral of Time), a garden stage (Lotus Garden, Emperor Shenzong's Gardens, Thesmophoros' Imperial Garden), a battlefield stage (Setouchi--Battle in the Straight, Ancient Citadel: Under Siege, Romanian Valley--Castle Siege), and an Egyptian temple stage.

I also mentioned that more activity in the background and the atmosphere of the stage and/or elements interactive with the gameplay would be useful for breathing more life and style into the stages. Fingers crossed we here are not the only ones focusing on this deficiency now and that PS will perceive a need to act on this most serious of shortcomings for this game.
 
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DanteSC3

[14] Master
I'm not really trying to come across to be at odds with what you're saying, because like with some other things, I do feel like we mostly align with how we feel about this, but I guess I just want a little more across the board, to get us back to where we ought to be, back to the golden age of SoulCalibur II. I understand that SoulCalibur VI had a limited time and budget. I understand that they put a lot of time and effort into the two story modes. I understand that there's only a certain amount of money and hours put into the development of the game. I understand that sacrifices had to be made. I understand all of these things, and yet I still feel like we got shorted. I don't think it's one or the other.

We got some things that I would say are quite unnecessary, like Inferno being a non-mimic offline-only overpowered Nightmare clone with Night Terror-isms, especially with the nerfs in the latest patch, when Edge Master would have been a lot simpler and made a lot more sense, just a mimic, with no frills (except Kilik's one extra move, as he always has). I appreciate that we are getting more and more things post-launch, even the freebie extras such as 3p/4p costumes, very nice, and yet I still have criticisms for those things, like why these 3p/4p costumes aren't able to be selected as templates in customization. It's just like... I don't get the restriction. I don't want to come across as ungrateful, but that doesn't mean I can't also be disappointed. By the time we're through with the second season pass, should that happen, I have a maybe faith belief that we might possibly be in a position where complaints are minimum, but I'm only speaking of how things are at the present moment.

Between legacy content and new content, for customization, you're not wrong that legacy content is better, for the reasons you mentioned, as well as forming the baseline before getting new parts. But what I said before and I'll restate now, it's that we don't want/need to have just the same stuff every game, either, so some newness is expected and appreciated, to keep things fresh. There should be a balance. But even the legacy content we are getting, as has been pointed out in this thread, are the wackiest, limited use items, as opposed to core items that have multiple varied uses, like, I don't know... A LEATHER BELT. After almost all of the first season pass, we still don't have a standard leather belt. That is baffling on so many levels. So many other things, like varied full armor sets, footwear, skirts that don't clip through everything, the list goes on and on, things we still don't have, that we did have in both SoulCalibur IV and SoulCalibur V, but no, oh no, we needed the wonders that are the Shoulder Kitty and Komusou...

Overall, SoulCalibur VI is definitely a step in the right direction, for sure, and I hope you don't take my criticisms as evidence that I don't believe that. It's lacking in stages, customization equipment, and modes. I would put the priority list in that order. Given my way, I would keep everything as it is going in to SoulCalibur VII, and then picking up the slack to create a fully-loaded experience. I don't find it unreasonable or impossible for such a thing to come to pass, I really don't. Sales of SoulCalibur VI were good, it hopefully showed that we still have interest and will give them our money as long as they deliver us a quality product. I've said it before, and I haven't changed my mind, that I will absolutely pick up Season Pass 2, and continue to support the game. I just hope that our efforts show in the next game, because if SoulCalibur VII is just an equal offering as SoulCalibur VI, without picking up slack, or with picking up slack but then slacking on other areas, then no, I won't be pleased. Will I still buy SoulCalibur VII? Absolutely. But with my purchase comes the right to speak my mind, and I feel like, for the most part at least, I am fair.
 

Rusted Blade

[08] Mercenary
I'm not really trying to come across to be at odds with what you're saying, because like with some other things, I do feel like we mostly align with how we feel about this, but I guess I just want a little more across the board, to get us back to where we ought to be, back to the golden age of SoulCalibur II. I understand that SoulCalibur VI had a limited time and budget. I understand that they put a lot of time and effort into the two story modes. I understand that there's only a certain amount of money and hours put into the development of the game. I understand that sacrifices had to be made. I understand all of these things, and yet I still feel like we got shorted. I don't think it's one or the other.

We got some things that I would say are quite unnecessary, like Inferno being a non-mimic offline-only overpowered Nightmare clone with Night Terror-isms, especially with the nerfs in the latest patch, when Edge Master would have been a lot simpler and made a lot more sense, just a mimic, with no frills (except Kilik's one extra move, as he always has). I appreciate that we are getting more and more things post-launch, even the freebie extras such as 3p/4p costumes, very nice, and yet I still have criticisms for those things, like why these 3p/4p costumes aren't able to be selected as templates in customization. It's just like... I don't get the restriction. I don't want to come across as ungrateful, but that doesn't mean I can't also be disappointed. By the time we're through with the second season pass, should that happen, I have a maybe faith belief that we might possibly be in a position where complaints are minimum, but I'm only speaking of how things are at the present moment.

Between legacy content and new content, for customization, you're not wrong that legacy content is better, for the reasons you mentioned, as well as forming the baseline before getting new parts. But what I said before and I'll restate now, it's that we don't want/need to have just the same stuff every game, either, so some newness is expected and appreciated, to keep things fresh. There should be a balance. But even the legacy content we are getting, as has been pointed out in this thread, are the wackiest, limited use items, as opposed to core items that have multiple varied uses, like, I don't know... A LEATHER BELT. After almost all of the first season pass, we still don't have a standard leather belt. That is baffling on so many levels. So many other things, like varied full armor sets, footwear, skirts that don't clip through everything, the list goes on and on, things we still don't have, that we did have in both SoulCalibur IV and SoulCalibur V, but no, oh no, we needed the wonders that are the Shoulder Kitty and Komusou...

Overall, SoulCalibur VI is definitely a step in the right direction, for sure, and I hope you don't take my criticisms as evidence that I don't believe that. It's lacking in stages, customization equipment, and modes. I would put the priority list in that order. Given my way, I would keep everything as it is going in to SoulCalibur VII, and then picking up the slack to create a fully-loaded experience. I don't find it unreasonable or impossible for such a thing to come to pass, I really don't. Sales of SoulCalibur VI were good, it hopefully showed that we still have interest and will give them our money as long as they deliver us a quality product. I've said it before, and I haven't changed my mind, that I will absolutely pick up Season Pass 2, and continue to support the game. I just hope that our efforts show in the next game, because if SoulCalibur VII is just an equal offering as SoulCalibur VI, without picking up slack, or with picking up slack but then slacking on other areas, then no, I won't be pleased. Will I still buy SoulCalibur VII? Absolutely. But with my purchase comes the right to speak my mind, and I feel like, for the most part at least, I am fair.
Not to sidestep all of your more relevant points there, but I rather like Shoulder Kitty. I'm not sure how she got in there before Shoulder Parrot, but I think she's as good an addition to CaS as anything. :D
 

Heniek

[10] Knight
As much as I would love seeing more stages (dunno why my thoughts strayed to burning Toledo, perhaps it's Cassandra) I kinda doubt we will recieve them. Considering how much time we're waiting for mostly recycled items and how much more work is required to create a stage it's kinda dubious we will see any of them. Unless Namco drops some extra funds on season 2 but I'm not convinced we will even get S2 in the first place
 

Rusted Blade

[08] Mercenary
As much as I would love seeing more stages (dunno why my thoughts strayed to burning Toledo, perhaps it's Cassandra) I kinda doubt we will recieve them. Considering how much time we're waiting for mostly recycled items and how much more work is required to create a stage it's kinda dubious we will see any of them. Unless Namco drops some extra funds on season 2 but I'm not convinced we will even get S2 in the first place
Well, at the right DLC price-point, extra staff to accelerate the process becomes viable. But you raise a valid concern nevertheless--not only does a stage take probably more man hours to complete than a whole customization pack, you also have to generate music for it (though this can be gotten around by simply using a legacy stage and assigning the original music). On the other hand, a character with a unique moveset is a comparable or larger investment of man hours and we seem to have plenty of those coming up. It is a concern that we've never heard a peep out of PS on the possibility of extra stages, but then it hasn't even been at the forefront of fan discussion until recently. And Season 2 hasn't even been confirmed as an official matter as yet, so there's no reason to expect them to hint at any stages that might have been considered as a part of that deal. Then again, if Season 2 does have six characters, and they want to keep the same price-point as the first season pass, it's hard to imagine them adding much extra content on top of the characters, other than the SCIV and SCV music and other such bonuses which involve very little work.

But in any event, our best odds are if we make our qualms about the current dearth of stages well known to Project Soul. We may have dilly-dallied on this too long as is, since Season 2's basic offerings were probably determined some time ago, but as i see it, there's still every reason to try and agitate for this content and no reason not to.
 
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Starringrole

[05] Battler
As much as I would love seeing more stages (dunno why my thoughts strayed to burning Toledo, perhaps it's Cassandra) I kinda doubt we will recieve them. Considering how much time we're waiting for mostly recycled items and how much more work is required to create a stage it's kinda dubious we will see any of them. Unless Namco drops some extra funds on season 2 but I'm not convinced we will even get S2 in the first place
I mean, we have some hope, we got as far as learning Season 2 was at least in a planning stage. (Hopefully they go ahead with it).
We also know that in some capacity Season 2 is already been made, the music has already been prepared.

That and us getting ports is even more reason for us to get stages, SCIV/V are filled to the brim with stages that can be ported to this game.
No doubt in the SCVI environment with the current visual direction they'd look a million times better too. I don't think the majority of the content being ports is a reason to loose hope with the stages. If anything, its the only reason I can still hope.

If they were clever though if they go the route of porting stages I hope they port them regardless of story context. Especially since the general models in SCVI follow the style of the last two games it wont be a nightmare for them to refine them a little bit. I seriously think if we press for it we have got hope.

I might be delusional, but if we don't get new stages then I do hope we get every single stage from SCIV/V.

But in any event, our best odds are if we make our qualms about the current dearth of stages well known to Project Soul. We may have dilly-dallied on this too long as is, since Season 2's basic offerings were probably determined some time ago, but as i see it, there's still every reason to try and agitate for this content and no reason not to/
We have to be very persistent at this point. While I don't think they would be doing it intentionally to spite any of the fans, I do expect them to want to abandon the game post season 2 if it happens. Hopefully by Season 2 we'll be getting the stages though.
While it might not be a super reliable comparison, what takes away my hope is the way Tekken 7 stages were put out.
 

Starringrole

[05] Battler
I still have not gotten around to buying T7; what is it about their approach to stages in that game that discourages you?
Essentially their new stages were reskins of previous ones (after home release to my knowledge). So essentially the same map but Night/Day to get the general idea across.
Its not a bad thing per say, but its more it being all they added in general when it came to stages. While it would be nice, I'd be quite disappointed considering SCVI already has a time of day system on some maps.
The only true new stage they got I believe was the Walking Dead one, which I would equate to Soulcalibur VI getting 2B's stage.

I haven't kept up perfectly with T7 (so if I'm wrong, anyone feel free to correct me). But I'm pretty sure that's how it worked there.
 

CaoCao

[03] Disciple
It is a concern that we've never heard a peep out of PS on the possibility of extra stages, but then it hasn't even been at the forefront of fan discussion until recently.
Okubo made a tweet a few weeks back about wanting to put more stages in while it was being developed so he at least knows it's an issue, i can't find it right now but it should still be in his replies.
 

Nyte

Fu-ma's Shadow
As much as I would love seeing more stages (dunno why my thoughts strayed to burning Toledo, perhaps it's Cassandra) I kinda doubt we will recieve them. Considering how much time we're waiting for mostly recycled items and how much more work is required to create a stage it's kinda dubious we will see any of them. Unless Namco drops some extra funds on season 2 but I'm not convinced we will even get S2 in the first place
Why?

Namco stated multiple times that SCVI was a success that increased their profits. For reference, BBTAG sold much lower and still got a second season.
 

Spartan_363

[09] Warrior
Untill we will have official info I preffer to stay pessimistic about the idea of season 2 or at least not treat it as given
I'm a bit more optimistic since the base game has sold well and now with this new poll asking our opinions reinforces my optimism for at least another season of DLC.

In case we get nothing further, I'm currently playing around with trying to port CaS parts from both SCIV and V but have mixed results so far. As you can see, I ported over the Tiger Lily Stockings but you can see a seam slightly above the stockings. So it's going to be a bit more complex to simply port things over since I'm an overall amateur who had to seek FluffyQuack's expertise and help from other modders to get me started. I'm going to be trying to export more CaS content to replace the boring parts I don't use. For the most part, the SCV things seem to be a perfect fit at first. For this exercise, I replaced the Night Butterfly Socks since it allows for two colors while if I would have replace the thigh highs, I would only be allowed to color with one color. The downside to using Amy's stockings is that I can't apply stickers on the stockings themselves. I'm still messing around with replacing other things but it's a bit time consuming and work gets in the way a lot, lol.

Soul Calibur VI Screenshot 2019.05.21 - 20.45.13.45.png

But once you begin trying to mix and match, you run into issues, so it's not as simple as swapping the meshes and textures. Here, you can see two major issues that I have ran into so far, one is that there is a seam slightly above the top of the stockings, so the skin textures of SCV are different I believe. Then, since they are using Amy's stockings, the stockings disappear and this is the result.

Soul Calibur VI Screenshot 2019.05.21 - 20.43.36.76.png


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Soul Calibur VI Screenshot 2019.05.21 - 20.43.46.16.png

With that said, that doesn't mean it's entirely a failure, since I replaced Amy's stockings, that means you can create some interesting combos with the undergarments. Some parts look good while others, the clipping makes it look out of place. With that in mind, it does open the doors for those really creative and wanting to achieve certain looks. For example, the Tiger Lily Stockings makes the the Seraph's Armor look a bit less awkward and blends in pretty good once you color them to your choice.

Soul Calibur VI Screenshot 2019.05.21 - 20.48.34.13.png


Soul Calibur VI Screenshot 2019.05.21 - 20.48.42.28.png


Soul Calibur VI Screenshot 2019.05.21 - 20.49.47.88.png


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Soul Calibur VI Screenshot 2019.05.21 - 21.06.11.91.png



So with my experimentation I've done so far, it's not as easy as swapping textures and meshes that many here are complaining about not being in the game. It takes time to properly make them work and that must be true for all CaS parts from SCV needing to be reworked nearly from the ground up. With the game's small budget and small team, they have done well because you saw the issues I ran into with just this lone CaS part, imagine having to rework all the others..... It takes time folks, so hold your horses and see for yourself that it takes time to simply bring over the CaS parts from both SCIV and V......
 

Ave

[13] Hero
That’s all true, but the people working on these CAS parts aren’t amateur modders. They’re professional game designers, programmers, etc, who actually know how to do these things on a base level, rather than just replacing meshes that are already in game. We already knew it was more complicated than just copy & paste, and I never thought it would be easy, but they’re supposed to be professionals, and I’m sure they have access to a butt load of loopholes around the issues modders have with this since they can work in engine with all of the tools that they used to create the game, the models, etc.
 

Starringrole

[05] Battler
That’s all true, but the people working on these CAS parts aren’t amateur modders. They’re professional game designers, programmers, etc, who actually know how to do these things on a base level, rather than just replacing meshes that are already in game. We already knew it was more complicated than just copy & paste, and I never thought it would be easy, but they’re supposed to be professionals, and I’m sure they have access to a butt load of loopholes around the issues modders have with this since they can work in engine with all of the tools that they used to create the game, the models, etc.
They actually have control of the slots and tags so it should be vastly easier for them since the pieces have already been made anyway. We're sticking stuff in slots that have their own compatibility rules.

Or at least I assume the community hasn't found a way to modify the rules etc.

While it may be petty, it wouldn't surprise me if quite simply the developers found the process to be quite irritating.
 

FluffyQuack

[14] Master
I'm betting the disappointing amount of CAS items is due to budget. We don't know how many people they have working on these Creation Sets, but I wouldn't be surprised if it's a tiny amount of staff. Considering the low budget of the main game, there's no way they allocated a lot for DLC. Maybe season pass 2 will have more content than season pass 1 now as Namco sees SC6 as one of their main successes from their last fiscal year.
 

Rusted Blade

[08] Mercenary
I'm betting the disappointing amount of CAS items is due to budget. We don't know how many people they have working on these Creation Sets, but I wouldn't be surprised if it's a tiny amount of staff. Considering the low budget of the main game, there's no way they allocated a lot for DLC. Maybe season pass 2 will have more content than season pass 1 now as Namco sees SC6 as one of their main successes from their last fiscal year.
At the pace the DLC (the characters in addition to the CaS) are being released, and considering what we know about the production of the core game, I'd say that a tiny amount of staff is virtually certain. However, I'm not sure that's the most sensible way to evaluate the "fairness" of the deal that the CaS packs (or DLC generally) represent; we're buying from Namco as the publisher, not Project Soul, the internal development team. If those teams are undermanned, that's Namco's own choice and it doesn't really effect that analysis of what we get for our consumer dollar (though it can, of course, effect the cost-benefit value of the content that they ultimately put on the market).

All of that said, am I the only one here who feels like what we get actually represents pretty incredible value when compared against the competitors? So not all of the items are to everyone's taste or have featured in previous games. For the same amount of money that, in this season pass, buys you four new characters, dozens of music tracks, and 120 dynamic objects that have to be carefully developed for a feature-rich character editor that no other fighter even attempts to offer you, you would get maybe a dozen static, uninspired, non-personalizable outfits that each could only be used on one character in DoA. I mean...that's a pretty drastic difference in value, and it's comparable to the kinds of skins you are offered as DLC for similar prices in just about every other fighter. On top of that, Namco have been dropping free content with every other update in recent months--they aren't huge drops, but there too, I can't think of any other publisher of fighters that gives you anything for free right now, post release.

In any event, lay people who have never worked with modellers are definitely, definitely under-appreciating the amount of work involved here in their assumptions. Even with Namco's library of assets, development tools and skilled labour pool, this stuff takes time. I suspect that Namco's profit margins on this DLC are actually pretty thin at the prices they are selling it at (and certainly narrower than what their nearest genre competitors are making on their DLC). And their staff could definitely be used elsewhere on more lucrative IPs (Project Soul is an ad-hoc development team that is constituted for new entries of Soul Calibur games with staff that must eventually be re-absorbed into other higher profile teams, not a permanent studio). I think the only reason they are pursuing this is because it synergizes sales with the base product and they expect they can move enough units of both that it makes sense under a variable sales model.

Anyway, I just feel if what we are getting here is seen as not decent value, we're all getting pretty damn spoiled. Development costs have skyrocketed and it's not just the demands of more technically complex games and concordantly larger teams that have gone up--think about the increase in basic wage rates, company overhead, and licensing costs over the same thirty years that the cost of a new game has remained static. If $30 for what we got in this season pass seems bad, some people are in for a super rude awakening regarding what is coming down the pike as the industry standard. But as with most products, most people today just don't recognize the basic real costs of the stuff they buy, or appreciate the basic reality of inflation. Honestly, this is as good as its gonna get. Good lord, how did I end up the one defending this, my fourth most favourite Soulcalibur game against people who mostly say that it is one of their favourites? This is so weird.
 

FluffyQuack

[14] Master
All of that said, am I the only one here who feels like what we get actually represents pretty incredible value when compared against the competitors? So not all of the items are to everyone's taste or have featured in previous games. For the same amount of money that, in this season pass, buys you four new characters, dozens of music tracks, and 120 dynamic objects that have to be carefully developed for a feature-rich character editor that no other fighter even attempts to offer you, you would get maybe a dozen static, uninspired, non-personalizable outfits that each could only be used on one character in DoA. I mean...that's a pretty drastic difference in value, and it's comparable to the kinds of skins you are offered as DLC for similar prices in just about every other fighter. On top of that, Namco have been dropping free content with every other update in recent months--they aren't huge drops, but there too, I can't think of any other publisher of fighters that gives you anything for free right now, post release.
The season pass has been worthwhile for me (2 characters I really like, and I really like how much music they've been adding from old SC games), but I'm having a hard time getting excited about the CAS items. They're nice additions, but CAS in the base game is 99% identical to the CAS system in SC5 but with far fewer items. And now we're getting DLC items which are also mostly ports of items from SC4 and 5.

But well, that's mostly nitpicky for me as I'm just glad the game is actually getting supported. I would have been a bit sad if the base game was all we ever got.
 

Rusted Blade

[08] Mercenary
The season pass has been worthwhile for me (2 characters I really like, and I really like how much music they've been adding from old SC games), but I'm having a hard time getting excited about the CAS items. They're nice additions, but CAS in the base game is 99% identical to the CAS system in SC5 but with far fewer items. And now we're getting DLC items which are also mostly ports of items from SC4 and 5.

But well, that's mostly nitpicky for me as I'm just glad the game is actually getting supported. I would have been a bit sad if the base game was all we ever got.
That's basically how I feel as well (although I don't mind legacy CaS items as much as some). But then, I was always going to buy every single character, so it just made sense for me to buy the season pass--in that light, the CaS packs are virtually free bonuses to me. And in any event, I'd have bought them even if I thought they were all trash, just to do my part to increase the odds that Namco will mebrace this continuing support model and get more and more characters out in further seasons--movesets are where it's really at for me. Plus they even added in the old music as a bonus.

So doing the math, buying the season pass saves you about 17% on each item--or put otherwise, you pay about $5 USD per DLC marketplace item. And each CaS pack includes not quite 100 items, if you include both CaS parts and music. That means one pays about 5 cents for each DLC item within the pack. Even if I'm not doing cartwheels over each and every piece of equipment, that's pretty good value, particularly when you compare it against (to use just one example) the fact that DoA's best value DLC pack sells you 83 items for $53, or 63 cents per item. Or in other words, customization content on Soulcalibur's closest competitor costs nearly thirteen times as much. And I don't know about everyone else, but I'd rather have customization content that I can mix and match in an editor to create my own somewhat unique content than two dozen bikinis for Hitomi. So yeah, I think it's awesome value--even if we are talking in real value terms, but particularly so if we are considering it relative to what other companies offer you for your dollar right now. Plus my money goes to boost the chances that I will see the single most comprehensive roster of any SC game to date.
 
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