Soul Calibur VI: General discussion

Speaking as someone who has taught complete newbs how to play fighting games, and as someone who would like to see more complete newbs play SoulCalibur...

People who are just mashing buttons while at a party with friends might like it, because it looks cool. But the fact that it's a rock-paper-scissors game with SEVEN different choices is going to make people new to fighting games think one of two things.

1. It's all just luck. I guess I shouldn't take this game seriously.

2. There are 49 possible outcomes? And I need to know the match-up, my opponent, and all my possible follow-ups in order to know what button to press? Eh, maybe I'll just stick to random guessing. At least that way I'll be unpredictable.

The other problem is that RE is super effective against how new players approach the game. Side-stepping isn't their first instinct. They typically rush forward and attack (or throw if they know how). RE counters all of this. And RE counters RE. I saw button mashers at PAX doing it all the time. (If you don't have any meter, I think pressing A+B+G+K might read as B+G.) Adding to this: RE builds meter really well, so eventually players will mash out Critical Edges as well. Those ALSO look super cool and beat lots of attacks. So it's almost as if the game (at low levels) is designed to be a series of RE clashes and Critical Edges, mixed with brief interludes of SoulCalibur.

Basically, I think RE makes the game flashier, but far less friendly to players who want to learn how to play fighting games and get better.

Here's a question, do we know how RE interacts with Soul Charges? Does the SC timer continue to drain while the RE clash is going, or does it freeze until the engagement is complete?
 
speaking as a viewer

I do think it looks cool but I understand it is a rock paper scissors mechanic. I don't think it will be a huge problem because it's not something that will win you a match if that's all you use, it could very well cost you a match. It will be attractive to casual players and a situational tool for competitive players.
Problem I have with that is that its like a gimmick that interrupts the fight.
 
Problem I have with that is that its like a gimmick that interrupts the fight.

I mean, sure, but not for long. Not as long as say, Tekken, where if you get hit by a launcher you can literally put down your controller, go for a smoke break and basically get back just in time for your character to land on the ground. Somehow that game still manages to maintain great energy in fights, so I don't really see the RE as a huge stopgap in fights. I'd say it takes about the same amount of time as most throws, assuming it doesn't go to a 2nd run.
 
I think you're misidentifying who's complaining. I very much doubt most of the complainers are doing so because they got what they wanted but lost more than they could handle as a result. I think that's you and people like you taking people complaining and projecting on them a status as being those people in order to say "I told you so."

Take me, I want CaS and more single player content. I don't have my main, which is Amy. I'm still ecstatic that I'm getting more single player content. I'm bummed no Amy and downright depressed that the rumors are she'll be Viola from now on, but I appreciate that in order to get some things, compromises need to be made.

I'm more than happy to have more to do in the game than mindlessly fight the computer repetitively or compete online. It gives me more ways to play the game, practice in ways more exciting than repetitive contextless slugfest, and express myself creatively. These are all thing other fighters typically suck at, or don't even attempt to provide.

I believe this gives people more ways to play and learn the game and keep people interested. Especially as most people who buy the game aren't going to be elite badass hardcore online tournament junkies and need other things to do they enjoy after the potential frustration of getting their asses kicked over and over by hardcores.

Also there are a lot of creative people out there who love to create character's and such who get bored by pregens and want to use their own, but still like games of various types. While they can enjoy pregens, games that allow them to create their own character to play are what gets them truly excited and they are more likely to buy/flock to. This is a niche Soul Calibur now fills better than any other fighter of this type. I fall into this category myself. I'm a CaSaholic, and I like fighting casually with my friends. I am, however, not good enough to compete online, and get bored playing Arcade over and over. This is why I love the current changes. It makes the game more accessible to a broader range of players than other fighters do. It gives people like myself, and other types of casuals a game that allows them to enjoy a fighter even if they aren't the best, while still allowing for all the competitiveness of other fighters, even if it sacrifices a bit in terms of roster size.

I'm just having trouble believing the complainers are people like myself who wanted more single player content but lost their main, or don't get their second outfit for their characters. They all sound like hardcore online players that want the game to be nothing but an online slugfest with a huge roster and nothing else. They want 2p costumes cause they want variety that's one click so they can get to the action of fighting online with as minimal fuss as possible. They want their main over anything else because they want to win, and their main is who they play best and have grown an attachment to. These are the people complaining.

I dont think i'm projecting anything, its just what the majority of comments i see entail. Then consider the generalizations made between what is "casual" and "hardcore". There are plenty of people who i'm sure were vocal about the return of CotS but because the nature of youtube and twitter comments dont include follow-up questions such as "what about at the expense of X, Y or Z?" we will see that the demand for single player content might not have been as strong as everyone thought.

You might want to make it your business to correct them on the issue rather than just allowing them to pile the blame onto PS for not including whatever it is they demanded.
 
I dont think i'm projecting anything, its just what the majority of comments i see entail. Then consider the generalizations made between what is "casual" and "hardcore". There are plenty of people who i'm sure were vocal about the return of CotS but because the nature of youtube and twitter comments dont include follow-up questions such as "what about at the expense of X, Y or Z?" we will see that the demand for single player content might not have been as strong as everyone thought.

You might want to make it your business to correct them on the issue rather than just allowing them to pile the blame onto PS for not including whatever it is they demanded.
Let's see the big demands I see.
"I want my main!"
"How dare you put my main behind a paywall and not in the main roster before everyone else!"
"I want 2 player costumes!"
"I want more stages!"

Am I missing any?

It seems to me that it's all hardcore "Fighters are fighters and nothing else" type complaints.

I've also learned long ago, not to trust in the vocal minority.

Just cause some people are screaming loud doesn't mean much.

I could be wrong, but we'll see how it does.
 
Problem I have with that is that its like a gimmick that interrupts the fight.
well sure

that's a tool in and of itself.

maybe the easiest way to throw your opponent off is to break the momentum. tbh though, i think this complaint is just kinda petty, the reversal edge lasts at most 7 seconds and at least 4 and unlike supers you can actually effect the outcome and come out on top with a combo and unlike with supers it's not the same animation every single time. That 4-7 second window could be just the thing you need to clear your head and think of a strategy if you're getting dominated in a fight. not to mention the chain into a super certain attacks gives on a per character basis turns it into a huge mind game.

it's a flashy casual gimmick for sure, but it's not like it won't have its uses. I'm not a purely competitive player but I'm not a casual player either. The worst thing I can say about reversal edge is there is no "neutral" option for people that don't want the RNG, something that just lets you say "Nah" and back out of it with both players gaining or losing nothing except the user inflicting the little damage the reversal edge does to the other player.
 


I don't know if anybody else noticed this, but if you pause at 2:32 and move frame by frame (by pressing the period or comma keys on the keyboard), Ivy's arm disappears for some frames. I hope they have fixed that.
Nice walking animation as Ivy tries to balance herself after blocking the attack.
 
I think that as more and more people realize that reversal edge is sidesteppable and easily reactable, Reversal Edge as a mechanic will be little more than a tool used to potentially throw off an opponent's linear offense.

It'll be nice for casuals, but I don't particularly think we'll be seeing RE as much as we are now in the future.
 
I put in effort to learn the mechanics and focus on the game but i'll be the first to admit i'm not good. So i can see RE being an issue for me.

You know how it'll work? People wont be particularly good, or even know how to take full advantage of the RE. They'll just know they can randomize an otherwise not random situation and spam it on that basis. People have varying degrees of intelligence for things like this. They wont use it constantly, but just enough for it to get completely annoying and difficult to react to. Of course it would be easy if you can predict when and how it'll get used but lets not pretend every RE will be stepable. It is afterall very strong in that it counters a sizable portion of moves. GBs and UBs are not something you throw out regularly.

It just ... appears to completely shut down all offensive strategies. Imagine a sports game where a defensive team has unlimited timeouts to force a coinflip to decide if they can take the ball or not, because this is how i see RE. I'm surprised others dont see this.
 
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The whole thing is like Dragon Rush from DBZ Budokai 3
I'm glad it was removed in Infinite World, never liked it to be honest, as it's a straightforward Rock-Paper-Scissors of pure randomness.
RE, even though I'm still not sure what exactly to think about it, is much-much better than that.
 
Speaking as someone who has taught complete newbs how to play fighting games, and as someone who would like to see more complete newbs play SoulCalibur...

People who are just mashing buttons while at a party with friends might like it, because it looks cool. But the fact that it's a rock-paper-scissors game with SEVEN different choices is going to make people new to fighting games think one of two things.

1. It's all just luck. I guess I shouldn't take this game seriously.

2. There are 49 possible outcomes? And I need to know the match-up, my opponent, and all my possible follow-ups in order to know what button to press? Eh, maybe I'll just stick to random guessing. At least that way I'll be unpredictable.

The other problem is that RE is super effective against how new players approach the game. Side-stepping isn't their first instinct. They typically rush forward and attack (or throw if they know how). RE counters all of this. And RE counters RE. I saw button mashers at PAX doing it all the time. (If you don't have any meter, I think pressing A+B+G+K might read as B+G.) Adding to this: RE builds meter really well, so eventually players will mash out Critical Edges as well. Those ALSO look super cool and beat lots of attacks. So it's almost as if the game (at low levels) is designed to be a series of RE clashes and Critical Edges, mixed with brief interludes of SoulCalibur.

Basically, I think RE makes the game flashier, but far less friendly to players who want to learn how to play fighting games and get better.


We get things like RE and simplified moves because most new or casual players are okay with not being serious. Nothing is gonna make folks be better than them putting in effort and reaching out. The RE mechanic was made to benefit both sides of the fence and it's linear so folks will get blown up for overreliance. I felt like Namco was trying to push mindgames through all the new stuff.
 
Would be nice for tgs if they'll reveal a trailer that showcase all the characters that are in the game then it will end with Raphael or Cervantes (or both) entering the ring, to give an example something similar on how Dhalsim was revealed in SFV.
 
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