Soul Calibur VI: General discussion

TiraRules

[12] Conqueror
Are you familiar with Lovecraft? If so you've just stumbled on a key to cosmic horror, and like all cosmic horror it's scars the mind after seeing it. Be afraid of the unknown and keep your sanity intact.

I don't like horror stuff in general and i never heard of Lovecraft. if it's a PC game then i'm not interested. i prefer console systems. you can see why i upload all of my CAS from SC6 on PS4
 

Thylacine492

[08] Mercenary
I don't like horror stuff in general and i never heard of Lovecraft. if it's a PC game then i'm not interested. i prefer console systems. you can see why i upload all of my CAS from SC6 on PS4
Lovecraft was the horror author responsible for making the Cthulhu mythos and for the popularity of the cosmic horror genre. He’s considered to be one of the best horror authors and his works have been adapted into a multitude of other media.
 

KageKazenami

[11] Champion
I uh... I do hope this doesn't cause Masuo to quit. I know the community's been excessive, but if the pressure's that bad I'd hope he'd stop going too heavy into answering all questions. Losing him would be a major blow to things going forward most likely, especially considering how good the game otherwise has been, obviously in part thanks to him, and the rest of the devs. That's actually a bit worrying to see a statement like that, given the history the series has had as is.
 

Rusted Blade

[14] Master
I uh... I do hope this doesn't cause Masuo to quit. I know the community's been excessive, but if the pressure's that bad I'd hope he'd stop going too heavy into answering all questions. Losing him would be a major blow to things going forward most likely, especially considering how good the game otherwise has been, obviously in part thanks to him, and the rest of the devs. That's actually a bit worrying to see a statement like that, given the history the series has had as is.
I think it's possible that English being his second language has caused this statement to appear stronger than intended: I suspect what he is trying to say is something along the lines of "Given the fact that I have only so much time and energy relative to these circumstances, the only way I could answer every question is if I quite my job." And even if that read is incorrect and his intention is much closer to the precise words he uses, I can't imagine he would really opt to quite before instead choosing to disengage. I am curious as to what the deleted messages pertained to: this could shed some light on precisely what he meant.
 

SAPirata

[05] Battler
I've been back and forth on SC VI so far, because something has seriously been bugging me and I just figured out what.

I really, really dislike the flashy attack visuals in this game. I think it really distracts from the otherwise beautiful move animations that SC has always had, and makes the game look a bit childish/Street Fighter-esque.

But hey, if that's what sells eh...
 

Spanky

[13] Hero
I love the concept art sketches that they share. So much attention to detail and thought looks like it's put into these characters. I mean, no duh it is, but it's nice to see the creative process.
 

Pyrrus

[14] Master
Was there any release for the concept are of the game ? Also does anyone know where I can find the frame data for this game cuus i hate not knowing
 

LisaK

[14] Master
@Project Bokuho
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Rusted Blade

[14] Master
Its funny how high quality the facial model was for its time back in 2008, yet the weapon looks like its from PS2 days
Oh, I don't know--I suppose I see what you are saying about the disconnect in how much one improved compared against another in that entry, but not everything can be improved at the same rate in every title, and at the end of the day the weapon does look perfectly average to me, considering the hardware. But I'm just going to seize the opportunity to point out how phenomenal that game looks in general--that entry is truly a (if not the) highwater mark for visual design in the franchise. For all the complaints (many reasonable, many often exaggerated or just fanciful) drawbacks to that entry in certain mechanical details, it can't be denied that it is just gorgeous:

It best establishes the balance between the more animated and photorealistic approaches in models and textures; has a gorgeous application of colour with super-saturated highlights but brilliant gradient maps that keep those colours from making the image look flat and fake; some great character design (your mileage may vary on this ever contentious aspect, I know); and, perhaps the crown jewel, probably the best stage design of any Soulcaibur game--though it does get stiff competition from its immediate predecessor, SCIII--with brilliant staging for both aesthetic and mechanical purposes, lively interactive elements, background activity that is employed in a way that adds a sense of depth and being rooted in an actual environment without looking terribly fake as sometimes happened with SCV, and well considered details, all delivered in a crisp image with appropriate focal lengths.

It's just a beautiful game with visuals that never wore out their welcome and set a standard that I just don't think has since been matched by either SCV/SC:LS's Street Fighter- and anime-inspired designs or an approach in SCVI that I think can only be realistically called faithful but rather bland, overall.


Was there any release for the concept are of the game ? Also does anyone know where I can find the frame data for this game cuus i hate not knowing
Which, SCIV or SCVI?
 
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Pyrrus

[14] Master
Oh, I don't know--I suppose I see what you are saying about the disconnect in how much one improved compared against another in that entry, but not everything can be improved at the same rate in every title, and at the end of the day the weapon does look perfectly average to me, considering the hardware. But I'm just going to seize the opportunity to point out how phenomenal that game looks in general--that entry is truly a (if not the) highwater mark for visual design in the franchise. For all the complaints (many reasonable, many often exaggerated or just fanciful) drawbacks to that entry in certain mechanical details, it can't be denied that it is just gorgeous:

It best establishes the balance between the more animated and photorealistic approaches in models and textures; has a gorgeous application of colour with super-saturated highlights but brilliant gradient maps that keep those colours from making the image look flat and fake; some great character design (your mileage may vary on this ever contentious aspect, I know); and, perhaps the crown jewel, probably the best stage design of any Soulcaibur game--though it does get stiff competition from its immediate predecessor, SCIII--with brilliant staging for both aesthetic and mechanical purposes, lively interactive elements, background activity that is employed in a way that adds a sense of depth and being rooted in an actual environment without looking terribly fake as sometimes happened with SCV, and well considered details, all delivered in a crisp image with appropriate focal lengths.

It's just a beautiful game with visuals that never wore out their welcome and set a standard that I just don't think has since been matched by either SCV/SC:LS's Street Fighter- and anime-inspired designs or an approach in SCVI that I think can only be realistically called faithful but rather bland, overall.



Which, SCIV or SCVI?
SC6

and imo the best looking game is SC5 for me. I liked the shaders for that game. Looked very unique
 

RyujiSakamoto

Premium Member
I like the stage design for SC3 and SC5 best but I think the graphics for SC6 are the best in certain scenarios.

For whatever reason the stage design in SC6 feels mostly uninspired and I can’t put my finger on why that is. Perhaps the mechanics of this game require simple stages as a necessity?
 

WuHT

Premium Moderator
the weapon does look perfectly average to me, considering the hardware.
Its less than average, unless the golden spearhead socket was meant to be octagonal instead of a cylindrical. I'm not talking about the lighting/shading engine since Hideo said it was a work in progress at the time of the screenshot so it wouldn't be fair.

Granted the weapons when in motion (and at 720p) will be very hard to notice with any detaill, but keep in mind this is a game about a weapon-based fighter and the weapon itself needs to be as iconic and distinguishable as the wielder.

Cranking up the resolution greatly improves the details in the facial models, but cranking up the resolution for the weapons only exposes the lower triangle budget/low res weapon texture.

Maybe the dev team had a lot of foresight and planned to have at least 3 releases to recycle the facial models, so they had to do a lot of work on them, but wouldn't the same apply to the weapons??

I can understand the hands/feet of the character models being lower quality (since how often do you actually put focus on them) but imo they should have considered making 1p/2p weapons to be higher quality (and not something that belongs on a PSP).

The reason I come off as really obsessing over the quality of the weapon models is that I actually thought that eventually DLC bundles for weapon skins would be a popular thing as an easy way to get cash to support the developers after release. I was thinking about this possibility but was not confident considering even the iconic 1p/2p weapons didn't look that good.
 
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WuHT

Premium Moderator
I thought it was obvious that the reason they're uninspired is because the generic meadows, desert, forest, mountains can be anywhere, which means they can be conveniently used for multiple locations in Libra of Souls.
yep

SC5 you really get the feeling of an epic battle, since there's a lot happening even in the background:

1) War elephants in the battlefield,
2) Archers
3) humans struggling against a giant malfested
4) malfested with battering ram
5) civilians fleeing a fire

etc...

Even setsuka's new stage.. the city scape is actually very sterile and feels drab despite looking technically better, is more dull aesthetically.
SC6's infinite training mode-only stage really sums it up.

SC5 achievements:
• amazing stages (arguably best in the series)
• amazing music (arguably best in the series)
• relatively more cinematic cutscenes (even though the story mode was 1/4 of what they really wanted to do)
• introduced in-battle super moves

SC5 failures:
• everything else