Soul Calibur V announced

Discussion in 'General' started by Colorful_Tengu, May 11, 2011.

  1. def

    def Well-Known Member

  2. CJA

    CJA Well-Known Member

    PSN:
    IzunaDrop25
    XBL:
    CJA25
  3. Shoju

    Shoju Well-Known Member

    You get them so much cheaper than us. We usually have to pay double that sort of price.
     
  4. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    I'm planning on getting one of these because that was the first stick layout I learned on. It's also just plain comfortable.
     
  5. zakira

    zakira Well-Known Member

    woooohooooo, the character I submitted for the SCV npc contest is actually in the game [​IMG]
    [​IMG]

    Now if I can only remember what was the prize [​IMG]
     
  6. def

    def Well-Known Member

    Congrats,that must be so cool, I take it this is the kind of character that u will face in certain modes, sort of like the ghost data or human-made computer characters or whatever it is properly called, u know where u create a character in the arcades and the game's company picks a handful to put into their game?
     
  7. zakira

    zakira Well-Known Member

    @def

    yeah, as far as I remember, the character will be fought in the story mode. So that is pretty interesting for me.
     
  8. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    Congrats zakira! What did you actually submit apart from a name?
     
  9. zakira

    zakira Well-Known Member

    Thanx Myke.

    There were question regarding the personality of the character and what type of weapon will he be using.

    Aside from writing the name of the character the rest was just choosing answers for the questions regarding the character.
     
  10. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    Ah, nice. Were your answers in free-form text, or did you have to select from a list of choices?

    This kind of reminds me of the promotion SEGA held to get ring names and PR messages from the community for use in Quest mode.
     
  11. zakira

    zakira Well-Known Member

    yeah, I just had to select a list of choices.

    I hope SEGA will do the same again. But not just that, they can encourage people to participated to get actual awards of sort instead of just having their character being selected.

    Myke, are you interested in getting SCV?

    I love SC. It's my 2nd favorite 3D fighter but the moment VF5FS lands on console the moment my free time is gonna be dedicated to it XD. Having said that, if SCV turns out to be really balanced, I might dedicate my play time to it while playing VF5FS occasionally till VF6 comes out that is [​IMG]
     
  12. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    zakira, SCV doesn't really appeal to me on a superficial level. There doesn't appear to be enough subtlety in the attacks, which makes everything appear as a one or two strike BASH-BASH type affair. Also, the "physics" don't really appeal to me either, for example, the way a character can swing a massive weapon that looks like it would weigh a tonne in something like 2 frames, and then snap back to guard instantly. Of course, I'm making up frames here to illustrate the point that the physics aren't convincing "enough" for me.

    Other things that kind of annoy me:

    • The whole "air control" thing seems like a lazy way to regulate combo damage.
    • The general movement animation, particularly dashing and running seems very jerky, and running looks "unnaturally" fast!
    • There's something about the way characters get knocked up, down and around that just looks strange to me. I can't really describe it, but it's as if the animation is being fast forwarded.
    But having <span style="text-decoration: line-through">bashed</span> said all that, if I had the spare time I would honestly like to play SCV for myself and give it a proper go. But as it stands, there isn't enough to draw me in, and realistically I'll be lucky enough to keep up with FS once it drops!
     
  13. zakira

    zakira Well-Known Member

    @Myke

    u have a point or two that I agree with. But Animation and physics are really up to taste in this manner. What you find to be annoying, I find to be nice which I totally understand. I remember one of my friends when he saw VF, he said the characters are moving like Muppets. I was a bit upset at first but I came to the understanding that every person has his/her own preference.
     
  14. jinxhand

    jinxhand Well-Known Member

    There's the "conventional" method of moderating the amount of damage in a combo. This was perhaps their form of "nitaku" in which you either had to move to avoid taking further combo damage, or move to avoid a possible ring out. This also makes the game less "Tekken-esque".


    <div class="ubbcode-block"><div class="ubbcode-header">Quote:</div><div class="ubbcode-body">The general movement animation, particularly dashing and running seems very jerky, and running looks "unnaturally" fast!</div></div>

    I think that's the case with most 3d fighters though. VF's dashing isn't as smooth as the next, especially crouch dashing. The majority of the game's animation is good, but sometimes watching the movement can take you back to the VF2 days. But that's the case with Tekken also.


    <div class="ubbcode-block"><div class="ubbcode-header">Quote:</div><div class="ubbcode-body">There's something about the way characters get knocked up, down and around that just looks strange to me. I can't really describe it, but it's as if the animation is being fast forwarded.</div></div>

    Characters in VF fall slower imo, even the bounce combos seem that way to me. Things seemed to change when in 5R it went from bounce to that crazy slam effect that still extended combos. That new bounce effect where the opponent "stands" up sorta seems slow, too, imo.

    At the end of the day, you can't knock one's preference about something. When playing one game for so long it can be hard to see how certain mechanics work, or more so why did the devs decide to use this instead of something else. In terms of physics between Tekken, VF and SC, there's really not one game that's more realistic than the next.

    Anyway, my beef with SC is that they still use loan moves from Tekken. Sure, Fighting Vipers had some loan moves from VF (Bahn is the best example of that), but Last Bronx didn't have any loan moves from either game.

    I'm so glad Algol's back!!! I hope his combos and setups are toned, but still fun.
     
  15. akiralove

    akiralove Well-Known Member

    XBL:
    JTGC
    All right, who's playing?

    I know Tricky is as well. I haven't played since 2, but I like it so far. Some stuff takes getting used to, like most Namco fighters getting up without getting wasted is a learning process.

    Manual is worst thing ever, doesn't even touch on major gameplay elements & big parts of the system. FuturePress book is amazing, probably best english fighting game book I've ever seen, has frame data for execution & guard, and other useful stuff like how much Guard Guage (which is invisible) damage moves do

    anyway, probably play this until FS drops, online feels pretty good to me, and the lobby system is sweet!
     
  16. Gernburgs

    Gernburgs Well-Known Member

    How's this game? Worth $60?
     
  17. Feck

    Feck Well-Known Member Content Manager Akira

    I've read mixed reviews, gameplay sounds tight despite there being a few things that make no sense like recieving chip damage when you escape a throw. Single player is well short and will probably upset a lot of fans, the multiplayer features sound nicely designed though, no idea about the netcode.

    GamesTM summed it up like this ...Better than SCIV, worse than VF5.
     
  18. MarlyJay

    MarlyJay Moderator - 9K'ing for justice. Staff Member Gold Supporter

    PSN:
    MarlyJay
    XBL:
    MarlyJay
    Hahaha, was that actually how they summed it up? I have a copy in my bag. Just waiting an opportunity to play.
     
  19. Darrius_Cole

    Darrius_Cole Well-Known Member

    PSN:
    Darrius-Cole
    XBL:
    Darrius Cole HD
    The reviews are mixed.

    Here is my take on it, my mini-review.

    THE BIGGEST MISTAKE/PROBLEM - ROSTER CHANGES

    I think the biggest mistake that Namco made was to replace lots of the traditional characters with new characters that are supposedly related accordingly to the story and definitely feel like clones when you play them. That pisses people off. I'm no different. I've been playing SoulCalibur since SC2, and have been playing the same 2 characters, Taki and Sophie, the entire time. Well, both Taki and Sophitia are not in this game, not even as unlockables, wtf. I get basically the same gameplay, but not having the character I have been using for almost 10 years rubs me the wrong way.

    What is in the game however, is Taki's apprentice, who handles <span style="text-decoration: line-through">much the same</span> exactly the same. The game also has two of Sophie's children, a son and a daughter. The daughter handles almost the same with a few exceptions, the biggest of which is that she is missing a stance, the twin-angel step.

    Moreover, Xianghua and Kilik are gone, replaced by two identical characters who I assume must be their children because they call each other by name when the characters meet. Cassandra is also missing, cut she basically a Sophie clone to start with.

    What is a much bigger deal is that Talim is missing with no replacement WHAT - THE - FUUUCK!!! I have a couple of friends who have been playing Talim since SC2. That was 9 years ago. So they're pissed, and I'm pissed for them. We used to have good matches, now I'm going to WTFPWN them because they have to learn a new character from scratch.

    NEXT BIG DIFFERENCE - MECHANICAL CHANGES

    Guard impacting is out. There is a new mechanic called just guard where you tap the [g] button at the last second and you can block any attack, even an unblockable, and gain an advantage. I don't know how much advantage yet. Attacks with guard-impact properties are still in.

    Apparently there is also a gage that measures how often we block and knocks the character back on the next attack after the meter is full.

    There is an SF styled super meter. It fills up, you launch your super attack. BTW, Knightmare's super attack is a bitch. It takes, like, 60% - 75% of your health.

    It appears that the movelist has be simplified. I know the Taki clone and the Sophie clone have shorter movelists than Taki and Sophie had in SCIV. I suspect that this is game-wide and is part of a deliberate move to simplify the game in attempt to attract new players.

    I suspect that simplified movelist rubs old players the wrong way. While it probably doesn't do much to add new players but I could be wrong. I can't see their sales stats.

    SUMMARY

    Going from SC4 to SC5 is a much bigger change than going from SC2 to SC4. It is the biggest change that I have felt in the SC series. The game still clearly feels like SoulCalibur, but it has made major changes.

    Changes to the defensive system of a fighter is a big, effin deal. Changes to the roster are not normally a big deal because it normally means the addition of characters. The removal of characters is GIANT EFFIN DEAL. For example, what would be the reaction if Capcom took Ken and Chun-Li out of the SF? Even though Ryu, Ken, and Akuma, are basically the same character, it would still rub people the wrong way.

    P.S.

    The netcode is good. And the I like the changes to the lobby system.
     
  20. Feck

    Feck Well-Known Member Content Manager Akira

    Yep, they did [​IMG] They always have a little box that quickly summarizes games up in that way, I guess it's for the folk who are to lazy to read the actual review.

    VF5 pops up in the main review a few times too, when talking about SCV's single player modes they mention that the Quick battle mode is the only mode to provide any longevity for single players, but the modes appeal and the reward you gain from it pales in comparison to VF5's Quest mode.

    VF comes up again when they talk about the new sidestep for SCV, they liked the idea of the sidestep and it improves on the 8 way run but they felt it needed more definition like VF5's system does, as SCV's sidestep seems to be easily stuffed by deceptive AoE attacks and annoying auto tracking moves.

    EDIT: Evo even gets a mention too when they bring up the tutorial mode in SCV and their disappointment in it, they say...

    "VF4 Evo got this so right that it's almost embarrasing for every subsequent fighter to have overlooked so important a feature, and while the trial mode in Street Fighter IV and it's ilk at least teach basic to intermediate attack strings, Evo's all-encompassing training educated in terms of genre rather than just game. SCV teaches nothing in terms of mix-ups, option selects and pressure, seemingly content with offering generic advice along the lines of A+B is a good move."

    I also like this quote "There's a lot Soul Calibur could learn from VF in it's Pinnochio-esque quest to be a real fighting game." [​IMG]

    @Darrius_Cole I read Kilik was still in, though he is a Mokujin/Edge Master Style character now? I don't get why they've done that but to be honest I won't miss him. I'm more miffed about Zasalamel and Setsuka being removed.
     

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