Hate Speech: Extra Extra Credits

I really enjoy your speeches, Hates. I went back and looked at the gameplay. And I must say I'm content with all the changes. Well Not so much with grab breaks taking life or guard impacts taking meter (if anything, I should build meter).

I enjoyed watching the gameplay, but after awhile I kept seeing the same moves used over, And I lost interest. I can honestly say, I like watching some fighters over others. I became bored really fast watching Mitsurugi, Siegried, and Tira fight (opinion of course). I felt like, I didn't see anything new from them. And these new red & blue flashes aren't keeping my attention either. And what is up guard crushes now? I see a guard crush, and the other person BB to punish. As beautiful as the stages are, I was hoping for more interactions. This might sound like a bad idea, but what about a stages where your surrounded by a crowd. As u get closer to them, they back up or a stage that has water that comes to the ankles.

Now to stop whining. the new camera angles they are doing, really adds to the excitement. A meter in the game is looking like a great idea to add suspense. The game pace has picked up, and that a good thing. All in all, is fun to watch for a while. I just really hope they can bring more to the table. And by far Patroklos has the best cinematic super out the cast, and I expect the others to change over time.
 
The brief pause in the action combines with the violently zooming camera shifting to an exotic angle to let us know that things are about to get nasty.

I love this line...

Anyway, to comment briefly: The game is flashy and gorgeous to watch without hindering the core Calibur play we've come to love. The Critical Edges, the Brave Edge moves, just-guarding, and the Guard Burst that gives the attacker like +30 frames for breaking someone's guard will surely inspire plenty of crowd pleasing OH SHIT! moments. I also love the development team encouraging more offensive and faster-paced fighting in designing the new game.

More importantly, it still looks and feels like Calibur. The new soul gauge doesn't make the game into Mortal Kombat, or even Street Fighter. The meter management in Mortal Kombat is extremely important, and leads to game-losing decisions if you manage it wrong at all. As opposed to Soul Calibur 5, where (at the moment) is very easy to gain meter and serves to aid a player to make good decisions in a fight.

Feels like the mind games in Calibur will now be taken to another level. I embrace these changes to the game. It's looking to be the best Calibur yet.
 
FG's definitely need to be designed more against spectators to be successful. At the very least, this seems to be the trend of modern-day FG's anyway.

Almost every single FG that came out since 2009 has been about easier inputs, flashy visuals and as much as I hate to say it, the comeback mechanic. If it's cool and generates hype, it is viewed by most casual players and spectators as a good thing, while earning the ire of hardcore competitive players.

Fortunately, or unfortunately, this type of content is what gets eaten up by players even outside of the game itself and into the metagame. The fact that I can look badass, beat the snot out of noobs while still having hope against a player leagues better than I am sounds really enticing to me. This is probably one of the reasons I began and continue to play Marvel. A lot of players bash XF, and rightfully so because these negatively contribute to balance and the importance of skill. However, I daresay that people will keep playing Marvel because they have the hope that they can win in every match that they play, and will strive to even marginally improve so that they can increase their chances. At least, this is how I personally see it. In really "scientific" games as VF5, if you're better than me, you're better than me. And no one would argue that it would be a boring match for both the players and the spectators.
 
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