Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature may not be available in some browsers.
That's very true. It sucks but I am expecting more monetization this time around. I don't like em but I hope it'll rake in more. Hope it's not egregious and we get the only big coverage being a Tira sc6 situation again.after they sold a CaS pack with several stickers they saw that fans would buy any crap, so I fear what will happen in SC7, they kinda always manage to ruin the sc in some way trying to improve, I'm afraid this time it's the microtransactions. I can accept / understand exclusive costumes designed by guest artists and collaboration items with other franchises being sold T8 style, but imagine having to pay again for something like the french maid dress, which was sold in 5, LS and 6, this is almost an insult to the fandom, anyway, for me I would continue with the DLC packs, but they could do something better like separate the outfits by "classic costumes", "modern costumes"..
I'm going to leave my CV at SP, If I got the job, now instead of 10, we will have 11 employees..I think that the fact that the number of members who had the drive to keep the title alive, even if they had to jump through all kinds of pressure, decreased as the organization changed, and that is one of the aspects that weakened Project Soul little by little. I am not saying that is all But it was a big factor. Happened due to organizational policy, not individual problems. But from my point of view, I don't think the fire of Project Soul has been extinguished. There are still a few people in the company who have the will to do it. I would like to believe that they are just not united now.
Well maybe he was just that proud of it??Also Itagaki calling Harada to show him that he implemented guard button in his fighting game like it's a revolutionary thing? Dude is even dumb retarded than I thought.
Thanks for posting this, SSfox. What a wealth of insights; after decades of following such industry press and interviews as could be found on the series over the years, I don't think I've ever seen anything that, in a single source, provides so many direct observations about the development team culture at the company, even providing something of a timeline for when particular priorities changed, identifying key players in maintaining continuity for the franchise, and providing edifying details about the corporate culture and project governance at Namco. So much to unpack!
I just enjoy the idea that the lead developers of three of the four largest 3D fighter franchises of the time were actively talking shop and cross-pollinating. A shame there was not some random connection to Virtua Fighter dropped in there somewhere. ;) But I have often found it interesting (indeed, was thinking about it just the other day after reading something relating to the industry) that each major player in the subgenre adopted such a radically (well, relatively radical anyway) different approach to it's basic attack and defense mechanics. Not that there weren't a dozen other 3D fighters of note at the time (it was kind of a the heyday for experimentation in the genre), but when you consider what were undoubtedly the four most successful franchises in the longterm and arguably at the time too (VF, Tekken, SC, and DOA)--they all went out of their way to diversify the control schemes. So to hear Harada talking about his first hand experiences debating whether SC and Tekken should have forked in this or that way, is a real treat. If I read his side in recollection correctly though, I have to agree more with Yotoriyama: I don't see why different games from the same publisher can't diverge on just about any mechanic.Well maybe he was just that proud of it??
weapon demonstration >If there's ever a SCVII photo mode will be in.
I'd love to see this feature return, but doing a combination of mo-cap and animation and editing the final work product into a couple of minutes of demo for each character is a lot more work than adding a photo mode that is already a fairly easy feature to code and which they have already developed for one of their fighters anyway. It's not going to be a whole lot of cost for them to port that feature over. With all the corners they have cut in terms of content and modes, in order to make Soulcalibur economically feasible in the new industry reality of current market forces and production costs, I don't think that we can have much hope for the minor frills that we used to be able to count on, such as weapon demonstrations and similar featurettes.weapon demonstration >
I would expect something like the museum to show up in every entry. I think it has been since at least Soulcalibur I. Maybe the Playstation port of Soul Edge as well? Anyway, even I (as someone who wants them to take the preoccupation with low-quality story content down a few notches) recognize the value of having a story primer and art gallery feature. And it costs them so little effort to build it, compared against the overall development costs. They basically just have create a minimalist menu/ui and then port media into it. At this point in time, simple story summaries are probably already mostly written in the development documents, and you can repurpose concept, storyboarding, and promotional art. I think you're safe in hoping that feature sticks around.Well SC4 and 5 didn't have a museum, but even with a small budget SC6 recovered that, not as iconic as the others, but it fulfilled its purpose, bringing canonical information to the game, for me who likes it is useful.. returning to wd, I don't have much hope that this mode will return any time soon, I think the most we'll have back are the alternative costumes and I pray a lot that they don't end up being stuck in a possible "sc shop". If wd comes back, I hope they differentiate Kilik/Seong Mina, since it's the same animation, although some moves match Mina a lot, and canonically she knows some of "Kilik's moves", since she trained with Kong (SC1) and Edge Master (SC3), I would like something original, I'm also curious about what the ones of characters that never had them would be like, like Amy, Hilde, Groh..
I literally avoided talking about the story mode because we are very different, but okay, since you mentioned it again I will try to clarify my point of view. I can understand why many people didn't like Soul Chronicle, I say that I was disappointed with, for example, them not making a cut-scene showing Xianglian - Kilik, which would be something epic, but wasting time animating a battle between Groh and Kilik, okay I got the idea, that they are both the protagonists, but it was totally unnecessary, Maxi didn't even have an animation even though he spent more time with Kilik and far from has a story as sad as his, Xianghua had two pseudo rivalries with Taki and Ivy that are as memorable as Tira and Talim's participation in this game (I'm talking about the plot, not the gameplay). It's no secret that 5 was a failure and the result was the little money that Okubo must have received to make this reboot, since he himself said in an interview that if 6 didn't have an impact it could be the last game in the franchise, and if you're curious, look for the interview in this thread that will be on one of these pages, anyway, I don't feel good about criticizing Soul Chronicle in detail knowing how difficult it must have been for them to produce it, something that had already happened in SC5 where Daishi himself spoke openly about the story mode not having been finished, with only 3/4 of the story present in the game, but in his case I would say that the problem was time and not budget, returning to Soul Chronicle, even agreeing with the questionable choices of the concept of this story mode and some stories being poorly elaborated to the point of characters being just characters versus random extras (siegmare), characters that are at point a and go to d and then to point x, without having the slightest narrative logic (ivy) and the worst of all a story mode so long (hilde) / so short (kilik), I'm happy the game has a canonical story mode, being the SC5 was the first to do this, until then you had tutorials, arcade and a random mode that gives you several possibilities but none of these possibilities actually happen, that's why you see people here complaining about the existence of YS and Mina due to the plot but they believe that Cassandra was important when she has done absolutely nothing important since her debut, characters immune to Soul Edge like Talim and Voldo, Kilik and Xianghua fighting Nightmare more than once, in short, several false information being posted as absolute truth because the game never had a canonical story mode, when everything that happened was informed in the next game, information present in the characters' bios in this case. I would also like to mention that they had mistakes, but they knew how to do something decent with Setsuka and Hwang, both They managed to have a balanced Soul Chronicle, without being exhausting or boring, having supporting characters and rivals that really will/have/had relevance to their narrative.And again, I for one celebrate that kind of story content. It's the story modes (individual story lines and libra) with their unending hour upon hour of terribly voice-acted, cringely scripted, inane, meandering dialogue accompanied by nothing but cut rate visual-novel talking head psuedo-animations....that I could personally do without, and which are particularly obnoxious when you consider core features of SCVI that were underbaked, like stage selection. Personally, I'd have them go back to the balance between storymode content, core features, competitive qualities, and supplemental modes that was prevalent in what I would consider the two most successful entries: SCII and SCIV. But that would leave room for both a museum and weapons demonstration, among numerous other modes.
Well, as for Groh, I'm not going to say that I LOVE his design, but I think the disproportionate hate he gets is exaggerated, considering that the worst characters, Seong Mina doesn't even look Korean, just like Talim for some reason is dressing like a Turkish prostitute for no reason, I won't even mention the drastic changes of some characters, or characters with the same crappy design since their debut. Groh was created by a guest artist, maybe when he passes through the hands of the PS artists he will have a VERY different design, we also have to remember that taste is subjective, there are people who like Setsuka's design from SC4, I prefer the one from SC3, and there are people who will think that the design they took from Baiken for SC6 is the juice of the designs.Incidentally, Groh's concept is so simultaneously emo and nerdy that the only fair demonstration for him would be filling in as the front-man for My Chemical Romance.