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I couldn't care less about the characters on the roster.. as long as there are a lot of options; the only interesting ones to me were Nightmare and Dampierre. If you really dislike 6 so much, you should give 5 a try if you can; it's really not that bad if you let go of your attachment to specific characters that you feel should be on the roster. The biggest and main problem in SC5 was the lack of any detailed ingame guide explaining each mechanic..explaining buffering and things like that. The just-guard mechanic was "perfect," but most players overlooked it because it was never explained in a way that allowed them to effectively practice and use it.
Anyway, this all seems like a well thought out review.. a bit biased, but a review none the less. You should post your review on the review section of the store page if you haven't yet.. maybe the devs will see it and decide to make some changes.
as for where setsuka is, at this point in the timeline, she's a baby. a literal infant.
You can clearly notice by the graphics and the OST (Which still good, it is not that memorable though) that this game had a very limited budget. Considering that, I'm happy with what it is.
Namco decided to use the cheap & terrible unreal engine to reduce costs & minimize financial risks, that resulted in eternal loading times for everything in-game, the elimination of tag matches and characters that could use multiple movesets like Edge Master or Olcadan, Inferno also lost the ability to mimic movesets and had to be given an all together different moveset derived from Strife's moveset in SC3
Game assets are reused from SC IV and SC V for the base game and Season Pass 1, we're still missing lots of armor parts from those games, they're probably going to be recycled as well and sold as Season Pass 2.
What little new content has been created for SC VI seems to be below average, look at the sterile & blurry stages, new armor parts are uninspiring & quite inferior to those from previous releases.
All of the above can be forgiven, but the major flaws in Soulcalibur VI reside in the Capcomized gameplay system with copycat energy meters & lesser movesets.
Gameplay-wise, the new mechanics have been poorly received by most players, the problem lies in wanting to provide instant gratification for a new audience by means of automation and dumbing down the gameplay system.
Here are some examples:
-Automated super finisher moves (CE) bound to a single button with cinematic interruptions.
-Reversal edge with auto-blocking and auto-attacking, everything bound to a single button, crowned by more cinematic interruptions.
-Automated fake multiple-hit combos that can be easily "requested" via command input buffering reducing the need for synchronized inputs & timing, you can literally drop the controller, grab a beer & watch the automation execute the combo job requests.
-Grab moves bound to a single button as well....
A regular match feels like half the time you are actually controlling the action, while the other half of the time you are just watching a cartoon animation with pink lights.
The pure and rewarding gameplay balance that Soulcalibur used to have, has eluded Namco for quite some time.
In spite of all the previous flaws and poor design choices, SC VI is still a good game, I believe we should thank Motohiro Okubo for trying to resurrect a dead franchise and produce a new game with the meager resources he was given.
Nevertheless, imagine the possibilities for improvement and additional sales that Namco can get if they actually eliminate the automation, fix the gameplay system, and move cinematics to story mode instead of being used in the middle of a match.
I'm still looking forward to Season Pass 2.
Ima call a massive troll here off the immediate site of "SC4 60fps HD emulator".
Please just be quiet lol
I like 'IV' because it's a good overall package, and its GI system -- the series escutcheon -- was still intact back then. Each to their own, however (obviously).
Yeah... The "supers" in modern fighters have gone from the "desperation" attacks, or "spirited" abilities that were earned, to casual titillation: no command inputs, thus, overpowered (relative to their efficacy); overly stylised mini cut-scenes that, as alluded to, complete destroy the flow of play (esp. in a game like SCVI, with those awful "Reversal Edges", on top of the multiple "Critical Edge" supers landing in any, one bout); stupid move properties that allow for abuse (armour, start-up)...
I once actually advocated for more stylised "super" moves in fighting games... But, that was before the gameplay of this genre became so dumbed-down, that any scrub and his poodle could mash out a "Critical Edge", "Fatal Blow" or "Issen"... To say nothing of awarding the only resource these abilities require -- meter -- to the losing or worst player 🙄
The fighting game genre took a wrong turn at Albuquerque, and I fear it hasn't the fuel left to U-turn and make its way back to Respectability Town...
---
Yes -- you are the malignant tumour that is metastasising throughout the FG genre, and killing it 👈
SC6 is far from being better than SC3, it is better than SC5, but that game was crap to begin with.
Reversal Edge & Critical Edge are the worst mechanics in the franchise, a waste of development time & resources.
Yes I do, I have played it quite a bit, I did finish the story mode 1607 A.D., Arcade & Legendary Souls, I even bought most DLC except Dampierre and the modern outfits for CaS, heck I still have my X360 with it, and just as yourself I still play it, but mostly for comparison purposes and to check armor parts that are present in SC5 and still missing from SC6.
Some things SC5 does better than SC6, like better stages, no in-match cinematics, even better command inputs, for example Brave Edge has a decent double semi-circle motion, superior to the dumbed down, one button triggered super combo critical edge that we currently have.
So I get to play all Soulcalibur releases (1 to 6) in their original hardware.
The original PS2 release had balance issues, those were fixed in SC3 Arcade Edition.