Speculated Changes...

SC4 sold pretty well, enough to make it VERY noticeable. (Can someone please post the updated official numbers? ) And so did SC1 on DC (system seller) , SC2 on all 3 consoles as well. Only SC3 bombed and I'm sure it was the word of mouth that spread that it was buggy and glitchy as hell with only 2 weeks of release. That was lethal!!!

There is a demand for Soulcalibur, which doesn't justify the sloppyness of Project Soul in handling it.

And if anyone say that of course there is a demand, that's why the PSP release, FUCK YOU!!!...that's not what I'm talking about and you know it.

Project Soul should care more for the hardcore base, period, as does the Tekken team.
 
SC4 DID get a patch. Actually, two patches, I guess. And Tekken 6 was in the arcades, and the ones they're releasing is T6:BR anyway. If you look back, SC2 was at version D in the arcade before it hit consoles, SC3 was released without an arcade version, but got ported to the arcade later, and AE got a patch as well, if I remember right.

No arcade release = bad news.

SC4 sold ~2 million in the first 2 weeks, and by all reports it helped Namco have a profitable 3rd quarter in '08. It was pretty much their best selling game of the whole year, beating out Naruto and Dragon Ball games handily.
 
Page, yes we had just one gameplay patch which was 1.03 with SC4. That's it! And the game still has problems. Not enough or even close to it.

SC3AE got patched 3 times, Ver A, B and C (which were extremely good versions) but they weren't available for console later on so we lost there.

I think they're trying to do a repeat here with the same scenario but PSP instead of arcade or console.

Their decisions are confusing to say the least.

And BTW, if I'm not mistaken, the SC1 and 2 team aren't the same development team from SC3 and 4.

Thanks for the selling numbers as well. ^_^
 
Page, yes we had just one gameplay patch which was 1.03 with SC4. That's it! And the game still has problems. Not enough or even close to it.

SC3AE got patched 3 times, Ver A, B and C (which were extremely good versions) but they weren't available for console later on so we lost there.

By definition, SC3AE ver. A was the original version, not a patch, and we don't know if it was ever sold to the public. B and C exist in the wild, but we don't know what the difference is between them. They may just be the versions for System 246 and System 256 respectively, with all the same move properties; just as the first few updates to SCIV were unrelated to game balance.

In short: We do not know whether SC3AE ever got its own balance patch. Personally, I doubt it.
 
Well, even so, SC3 PAL was not the same as NTSC, then there was the AE. Even if that wasn't really patched that means 3 different versions (PAL and NTSC were only a little different, while AE was completely reworked). And that's for what most consider the worst game in the series, AND the one with the poorest sales.
 
Damn. Sorry. I watch all these videos, and I don't see any new moves for my favorite characters, but they just look... different. Mostly faster.
 
I heard somebody mention it, but I didn't see it. That notation doesn't make sense though, because his 22B and 88B are flip-flopped depending on which way he's facing, so those moves should be described as SSrB or SSlB.

edit: Oh, that was you. No, and I didn't see a grab break any armor either. That stuff was in the live feed, eh?

edit again: You're right. They archived the feed, and Siegfried definetly does something unfamiliar at 8:28 and 8:33. It's similar to SSrB, but he advances and lifts his forward foot instead of stepping to the right. I think it looks more like Nightmare 4A+B, but there is a GB flash to it. That's neat. I'm happy about that.
 
the movement of the game looks to have changed a little bit.......doesnt seem as free as sc2 but definetly not as limited as sc4. sc4 has the stiffest movement of the last four caliburs. the developer did confirm that the 8wayrun was tweeked so it will be interesting to see how the "movement" in this game feels.
 
Notice, too, that Hilde goes from green to flashing red in like 4 moves that last round. Whatever that new Siegy move is, it packs huge SG punch. Maybe they're upping gauge damage or something.
 
I wouldn't be surprised if they made Soul Gauges weaker for the E3 demo, to encourage more flashy CFs for journalists to see and write about. That's the kind of thing they can tweak easily and endlessly until launch, though, so I wouldn't take any current footage as hard data.
 
In the long interview vid it looks like Mitsurugi's 2K knocks down on normal hit without the B followup (o_O). It's about 12 minutes in against Raphael.

Siegs new GB looks like it has the same animation as Nightmare's 4A+B without the long windup at the beginning.
 
I'm quoting Andur, since he provided the link to the video in the "Gameplay Videos" thread.

andur said:
Link to the gamespot e3 interview with plenty of gameplay in it (though noobish gameplay) http://e3.gamespot.com/video/6211378/?hd=1&tag=live-schedule

For those who were curious (as I was), Sieggy's new guard-break comes in at about 7:46 in this video. He does it again at 8:27 and 8:32, and twice more at 8:59.

The player seems to have a basic understanding of Sieggy's movelist (for instance, he throws out an a+kA, which you wouldn't assume someone would do by accident on a PSP, agA, and uses the 3KKB chain,) but never initiates *any* stance shifts on purpose (in fact, never once doing 3, despite heavy 3B use , and the same with 4A.) It's all very weird.

I've seen people compare the new move to a charged 22_88B type move, but to me it seems to be more of a forward step than a sidestep. To me it looks like he does a pirouette, then takes a forward step with a big swing - I don't know if this completely makes sense, but the animation (at least in the swing part) reminds me more of his SC3 CH A+B than his 22_88B swing or 3B. I'm thinking it might actually *be* that animation, with the pirouette to mask the motion of getting his arm behind his back. It comes out too fast to be a manually input CH transition and then the move out of CH. I'll need to rewatch the video before I'm 100% sure, though.

[oops PhilBond, I didn't see the edit to your post where you threw up the link. Interesting stuff, I just wish the Sieg played around with his stances more.]
 
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