Hate Speech: The Review

When I talk about speed, I'm really talking about the average length of the match feels so much shorter partially because of the new Brave Edge and Critical Edge moves that can end things pretty quick.

Ah-HA! I did misunderstand. Yeah, rounds and matches are resolved very quickly now, and I've actually been involved in a few serious discussions as to whether this is a good or a bad thing. I like it, to a point, especially from both a practical and an aesthetic perspective; faster matches means tournaments run quicker, and it certainly ups the ante in terms of giving people a sense of drama.

Conversely, however, there are definite design consequences inherent in this choice. I'm deeply curious as to what your average top-level match will look like in a month or two. Fighting games are always about emergent behavior, and there's no way to predict just yet whether a semi-mature SC5 will be tons of fun or tons of frustration.
 
my ONLY dissapointment is the removal og the GI/JI. sure you can still do it...but you need meter! however, this is only a small gripe, i really do love all the changes that went into this game though.

the speed is by far my most favorite, games become more intense with the quickened pace. after playing for 2 days straight, i concluded that some characters wouldn't even want to be here because of the very nature of their playstyle. defensive characters don't really seem to have a place here (like seong-mina or zasalamel) because they wouldn't be able to keep up. even IF they raised their speeds as well.

even old characters fell fresh again. i first headed to voldo (since talim wasn't in) and tried to play him as i normally would. he feels so different from his previous iteration even though most of his moves have returned but with different inputs/frames.
 
Conversely, however, there are definite design consequences inherent in this choice. I'm deeply curious as to what your average top-level match will look like in a month or two.


Yeah that is the real question. The brave edge and critical edge moves add more of the "fantastic" to the game, but ironically it may result in the matches being more realistic. I'm also playing the deadliest warrior game. Which is a serious weapons based simulation. Not a whole bunch of sword clanging in that game. One wrong move and its over. It seems like that's where SC5 is going but its getting there a different way. If your opponent is really coordinating his combos with his BE and CE, you can only afford one maybe two mistakes during a round and its over. With top-level play the loser will probably be the first to make any mistake. Although that's not a big departure from how things are now, its just the matches have the 'potential' to be even shorter. LOL

But the more I play the game, I'm absolutely lovin the changes made to customizations, the new patterns, stickers, the photo mode, the ability to customize the special effects and color trail of the weapon. The new license /statistics concept is awesome too. The more you play the more you appreciate it. Also that online mode is simply the best I've seen for any fighting game with the exception of UFC games, their online is pretty good. The new player match lobby with the option to split screen or see the full screen , with in room chat and the new search modes is just awesome. Namco did an excellent job on the online upgrades. And the replay feature justifies the price of the game by itself. I was involved in some epic matches last night, (or at least epic at my level of play) and now I can watch them over and over and learn as well as gloat.

The new hardcover strategy guide is worth every penny. I highly recommend it to anyone that is even remotely serious about SC5. Its well done, has all the information you could ask for. And stuff that you probably won't see anywhere else, at least no time soon.
 
I actually like the critical edge thing. It adds to what the characters can really do as emphasized in their stories, but not overexaggerated like the CF's.

SCV is very good IMO, It brought life back to SC for me after SC4 bored me to death.
 
this is my experiece with SCV pointing the goods and the bads from my personal point of view. i realize it may have no impact or effect whatsoever to anyone, but this comes out of the passion and love for the game. perhaps there are people like me who takes some of their games, SC in particular, a little too serious.

- Story: dear Project-Soul, Story matters. it's true that Namco never were good at handling stories in their fighting games but, it's the story that added this extra depth and attachment each to his favorate character. Cervantes the ruthless pirate gone mad in his desperate pursuit to regain his former glory, Mitsurugi the brave fearless warrior in the longest journey to improve his skills and meet his match helping those on his way, Astaroth, Ivy, Seung-Mina, Hawrang, Taki, Raphael, everyone. some of us race to finish each new game to see the ever confusing ending of his favorite character because it fulfills a spot even if it doesn't have an impact on the gameplay. simple as they are, nontheless significant to many, it has been taken from us in SCV for no reason.

- Modes: SinseiPo has fulfilled this section in full in his reply i thank him for it. what i can't understand is, why? why some of the most popular of these modes are not included.

i'm still unable to accept why they removed the "infinite time" in offline Vs.!
in our whole lives we always played our fighting games setting the timer to infinite because we love psyching, pressuring and testing ourselves knowing that the only way out is by winning or losing the match relying only on skill. the timer may be justified online but offline i want to have this right. how an incredibly stupid decision.

- Music: one of the things the Soul series been known for is its epic orchestrated scores, if anything to be said about V is that its music, with the exception of Maxi's and perhaps couple others, pale in comparison.

- Gameplay: i have no regrets for getting rid of the Critical Finish from SCIV, it was almost completely useless and most players who focuses on pulling out one ends up losing consentration and eventually lose the match. Brave Edge and Critical Edge are on the other hand a welcome addition or should i say, welcome return to Critical Edge, after all it was part of Soul Edge back in 1996. anyway, these two serves their purposes quite well and adds new depth to the challenge, i like it.

the combination of Speed and Combos implementation however, is a disaster. in the past the game was slower, not by much, just about enough to provide us the freedom to plan and excute our attacks with smooth and style. the series had various changes in speed pace, you had to link your moves faster and your attackes will hit faster but the core gamplay remained intact. you were still able to carefully plan your next attacks and most importantly is; you will know when you must back off from attacking and you could also predict when your opponent will do the same. it was a bit similar to a chess game to me.

SCV picked up the pace again, however; the introduction of some predetermined combos combined with the game's speed has brought woe to what i consider was a sublime and chess-like gameplay in SCIV. anyone who memorizes a set of moves or combos can spam them sending the mightiest of strategic veterans into oblivion within seconds. if you made more than 2 mistakes, you're out.

Simply put, SCV's new approach isn't about fair play and skill, it's about who unleashes the longest combo first while the other watch his health bar depleting in frustration and despair.

Project-Soul forces you to get into the mix but it's not my style, it's not why i loved this series. i'll stop here.

a note worth expressing; i'm not certain yet if the problem is the speed or the new game engine, but i'm leaning toward the engine.

little Suggestion:
who remembers Soul Edge vividly? do you guys remember the weapon loss? then you'll have to CQC your way through the remaining of the round. what about the weapons clash? that was truly awesome. all that came from Samurai Shodown to those who don't know.

when you used to lose your weapon in Samurai Shodown you'll feel panic and try hard to pick it up again, it's difficult to stand a chance without a weapon against a strong player. some players will allow you pick it up in show off of their honorable side, some out of pitty, some will just seize the chance. few hubris players would put down their weapons and try to humiliate the opponent winning without it. it was awesome and the competition was fierce with lots of heart.

if Project-Soul had to borrow new technics they could've borrowed from what made this series a success initially, reinvent it and build on it. i don't mean to turn the game into Tekken but i'm sure the idea can be implemented in ways that can add back the depth lost in the part progress part regress that SCV is.

thank you for reading and please accept my apology on this long post.
Sadly to myself, after IV, the Soul has stoped, frozen, maybe ended.. but one thing remains true, and that is; "The Legend Will Never Die".
peace.
 
Back
Top