Soul Calibur Thread

Jyakotu

Well-Known Member
Standard Donor
Well if they just improve on V for this new release, it should be pretty good, I thought what they did with V was really great despite it being rushed.
The only problem with SC5 is that a lot of the characters didn't get developed enough due to Story Mode being cut back. A lot of the new generation of fighters don't have enough to go on for people to judge them. Some of them might be more likeable if Namco was able to flesh them out a bit more.
 

SilverForte

Well-Known Member
I personally don't consider that a problem as characters being developed in a fighting game pretty much means nothing to me.
 

Jyakotu

Well-Known Member
Standard Donor
SCV had more issues than its boring cast. Lots more.
Gameplay wise, SC5 is great. That netcode is awesome. But a lot of the complaints came from missing characters, the new characters not having enough development, obvious rushed development, etc.
 

Brute

Well-Known Member
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Gameplay wise, SC5 is great. That netcode is awesome. But a lot of the complaints came from missing characters, the new characters not having enough development, obvious rushed development, etc.
Until they ditch the fucking meters I am not ready to call SC's gameplay great.
 

Dior

Member
I personally don't like the meters, but it added more options to gameplay, besides, just guards instead of infinite GIs are good options for experienced players, it's hard to play SCV on a high level and it's good.

But I just want the next game to be simple again (SCII ;d), SCV isn't bad, it's better than HildesCalibur IV ;d
I don't mind if the meters stays on the next SC, but I want my character back, lol ;d
 

Force_of_Nature

Well-Known Member
Standard Donor
Overall, I'd say that SCV's gameplay is the most solid and balanced out of all the SC's with an underrated amount of depth. The meter system, guard bursts and the inclusion of JG's adds a lot of depth to the gameplay. I like that GI's require meter now, because games like SCII were just GI spam fests. A lot of the flack that SCV got was on stupid shit that has no bearing on the overall competitive gameplay. Stuff such as, so-and-so character getting replaced, the weak story mode and the relatively reduced movesets. The movesets were reduced because SCV is not intended to be played the same way as previous SC's, which had no meter management and spammable GI's (SC4 had guard bursts too, but the Critical Finish system was awful). If you give SCV a proper chance, it is a pretty damn solid game competitively.

I can't really say the same for its offline offerings though. Nothing will beat SCII's or SCIII's offline offerings!
 

SilverForte

Well-Known Member
Gis were always useless to me in earlier soulcaliburs, the window was really small, and you didn't even get anything really after it.
 

SilverForte

Well-Known Member
In all honesty I didn't really start playing soulcalibur seriously till IV, so I dunno truly how effective gi was before that. I do know that gi was pretty useless in IV, I never saw it used.
 

Brute

Well-Known Member
Standard Donor
Oh I'm not saying I didn't play the earlier games, it's just that I played them casually given the only competition I had was my brother.
Same. And it was still a far more exhilarating, competitive experience than SCIV.

I also had some people from school I played with, and this one guy at the arcades
 

Jyakotu

Well-Known Member
Standard Donor
Guard Impacts were more useful in SC2, but in SC5, they're not as useful. IMO, SC5 emphasizes the 8 Way Run system way more than any of the previous SC games. While true that in any 3D fighter spacing is important, I feel that SC5 emphasizes on it more.
 

Force_of_Nature

Well-Known Member
Standard Donor
Spacing and movement is crucial in SCV or any SC. Your character lives and dies on their spacing. Well unless you're Viola, LOL: 44A BE. That's what makes SC stand out from other fighters. The emphasis on horizontal and linear movement, particularly backstep & sidestep. Every other 3D fighter looks like it's being played out on a 2D plane 98% of the time.
 

Project Bokuho

Lady Helena's Pet
Premium Donor
I love the spacing and dashing in SCV. Project Soul did a great job on that. By the way, does anyone play SC on XBL here? Please add me.
 

SilverForte

Well-Known Member
Guard Impacts were more useful in SC2, but in SC5, they're not as useful. IMO, SC5 emphasizes the 8 Way Run system way more than any of the previous SC games. While true that in any 3D fighter spacing is important, I feel that SC5 emphasizes on it more.

I play Patroklos, GI are integral to his game and he thrives on them. And personally, I'd rather take the V gi where you can get something guaranteed rather than the old ones.
 

SpellBound

Well-Known Member
Overall I enjoy soul cal 5. I'm not at all trilled on the story and introduction of the "new" cast, outside of Viola. I do like how it looks and the meter system and customization. I feel Namco let it die too quickly though.
 

Jyakotu

Well-Known Member
Standard Donor
Overall I enjoy soul cal 5. I'm not at all trilled on the story and introduction of the "new" cast, outside of Viola. I do like how it looks and the meter system and customization. I feel Namco let it die too quickly though.
It's no secret that SC5 was rushed out of development. The fact the story mode was supposed to be 4x longer makes the game feel incomplete. Had the new characters (and returning ones) got some development in the story mode, I think people would have warmed up to them better instead of seeing them as inferior replacements of missing characters. There are a lot of things we don't know about the newcomers because they literally have no story aside from what is given on the Project Soul website and SC Wiki.
 
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