Artilust
[10] Knight
Out of all the things that could be negatively said about Calibur 4, if Calibur 4.1 was released tomorrow that improved upon everything (hypothetically speaking) what would the general opinion be about the BIGGEST DOWNFALL regarding Soul Calibur 4?
I would say because of the new Soul Gauge the idea of defensive playing and turtling has been killed. Soul Calibur 4 rewards mindless bulldogging and aggression that takes a bit of the tactical edge away from the structure. Agree to disagree but I am whole-heatedly convinced.
So some, this is a good thing. To others, who are comfortable playing like that, and to a greater extent, characters who are lesser equipped for high-level gameplay. . ie .. particularly unsafe, this is bad news.
Often times I find myself playing the game, and before I know it I'm eating a critical finish. Not because I stood stoic holding G, but because in the process of whittling down my opponents life to the point where a standing A would end the match, my near full life gauge is dismissed at the hands of a well placed meaty attack that sends my armor flying and costing me the match.
I heard this a lot in the beginning days, but it all seemed to quickly die down. I have reason to believe this is still very much relevant tho, looking at the various "soul crush study" threads littered in the character forums. Not to say the entire game is now about getting a win any way you can, but I do believe that Soul Calibur (and not ONLY Soul Calibur but fighters in general) is/are doing away with the traditional "KO" in favor of flashier or more dramatic and interesting ways to finish the match.
This is why im slowly gravitating toward 2d gaming. No destructible environments that cause damage. No multi-tiered arenas . .etc. Im still warming up to the idea of ringing out, and Virtual Fighter came out HOW many years ago?
Im not flat out "hating" on critical finishers here, but what I am do is thinking deeper into how the critical finishers really affect the game. And the way the game is now played. Have you FELT your opponent TRYING to break your soul gauge in desperation? I dont like that. What happened to footsies? Calibur has even gone the route of being "combo-based" which rubs me the wrong way as well.
Some say that the pace of SC2 and 3 could get a bit dry with two equally skilled players causing time outs and draws, however, is SC2 still not toted as the best in the series?
The idea of having a variety of ways to go about playing a fighting game was an enticing element not too long ago, and now days it seems as if the new thing is to pullout all the stops just to win. You used to have your characters with heavy mindgame mixups, very stance oriented, rushdown/pressure, turtling, spacing. . now much of that takes second fiddle because of the new system, or plays in sync with the system instead of being #1. A system implemented into a game that REWARDS an aggressive player who eats many a counter hits and rushes to hit the opponent only to get knocked right back . .and a system that takes all that good guarding and anticipation, subliminally wearing down on the opponents tactics because no damage is being inflicted in vain, when they lose a match full with health because they did what you are SUPPOSED to do . .guard is something that makes me weary of what they may come up with next in games.
Or have I gone over the deep end?
I would say because of the new Soul Gauge the idea of defensive playing and turtling has been killed. Soul Calibur 4 rewards mindless bulldogging and aggression that takes a bit of the tactical edge away from the structure. Agree to disagree but I am whole-heatedly convinced.
So some, this is a good thing. To others, who are comfortable playing like that, and to a greater extent, characters who are lesser equipped for high-level gameplay. . ie .. particularly unsafe, this is bad news.
Often times I find myself playing the game, and before I know it I'm eating a critical finish. Not because I stood stoic holding G, but because in the process of whittling down my opponents life to the point where a standing A would end the match, my near full life gauge is dismissed at the hands of a well placed meaty attack that sends my armor flying and costing me the match.
I heard this a lot in the beginning days, but it all seemed to quickly die down. I have reason to believe this is still very much relevant tho, looking at the various "soul crush study" threads littered in the character forums. Not to say the entire game is now about getting a win any way you can, but I do believe that Soul Calibur (and not ONLY Soul Calibur but fighters in general) is/are doing away with the traditional "KO" in favor of flashier or more dramatic and interesting ways to finish the match.
This is why im slowly gravitating toward 2d gaming. No destructible environments that cause damage. No multi-tiered arenas . .etc. Im still warming up to the idea of ringing out, and Virtual Fighter came out HOW many years ago?
Im not flat out "hating" on critical finishers here, but what I am do is thinking deeper into how the critical finishers really affect the game. And the way the game is now played. Have you FELT your opponent TRYING to break your soul gauge in desperation? I dont like that. What happened to footsies? Calibur has even gone the route of being "combo-based" which rubs me the wrong way as well.
Some say that the pace of SC2 and 3 could get a bit dry with two equally skilled players causing time outs and draws, however, is SC2 still not toted as the best in the series?
The idea of having a variety of ways to go about playing a fighting game was an enticing element not too long ago, and now days it seems as if the new thing is to pullout all the stops just to win. You used to have your characters with heavy mindgame mixups, very stance oriented, rushdown/pressure, turtling, spacing. . now much of that takes second fiddle because of the new system, or plays in sync with the system instead of being #1. A system implemented into a game that REWARDS an aggressive player who eats many a counter hits and rushes to hit the opponent only to get knocked right back . .and a system that takes all that good guarding and anticipation, subliminally wearing down on the opponents tactics because no damage is being inflicted in vain, when they lose a match full with health because they did what you are SUPPOSED to do . .guard is something that makes me weary of what they may come up with next in games.
Or have I gone over the deep end?