Turn Your Voice Into The New Game.

Okay... here is my advice... something I've said many times.
Jaxel said:
A single move can best FAST, POWERFUL, RANGED or SAFE; pick only two for a single move, no more, no less.
This single theory can make a more balanced game than any fighting game ever created, but no one follows it. Yes, there are other properties for a move, such as evasion and auto-GI (could be considered part of safety) and guard crushing (could be considered part of powerful). But those are simply additional modifiers. The important thing is the economics of balance I have created with this simple statement. If a move is fast and powerful, it should have short range and be unsafe. If a move is powerful and ranged, it should be slow and unsafe. If a move is ranged and safe, it should be slow and weak... etc.

more moves and cancels
The thing I liked most about Soulcalibur 2 was the freedom of the movelist; yes you mainly only used 10-20 of your characters moves, but the other moves were there. If you wanted to, you could use them. Not to mention, almost every move in the game was cancel-able. In SC4 you see certain characters playing exactly the same way, no matter who is playing it. In SC2, you could see varying styles within a single character from different regions.

more couch multiplayer options
While the majority of random players will ask for more single player options, I have to ask for more multiplayer options. Single player only lasts so long. But with multiplayer, you can add things like team battle, which adds a TON of re-playability. Here on Team Crooked Jester, we used to do Chess Team Battle. We would bring out a chess board and characters to all the pieces (weaker pieces had less health); when a conflict happened, we played it in game.

online conquest mode
In the arcade edition of SC2, there was something called "Conquest", it was reserved for a single arcade and wasn't online. Basically, anyone who came to the arcade could compete for one of three nations until one of the nations completely took over and declared victory. Then the game would restart. Not for tournament players, but for random players it was a lot of fun.

NO MORE INSANE JUGGLES
The influence from Tekken can not be understated. SC4 has a lot of long winded juggles ranging from 6 to 10 hits; its the reason why Hilde's Doom Combo even exists. Soulcalibur has never been a juggle heavy game, so it doesn't need to be taking this step towards Tekken territory. When you launched someone in Soulcalibur 2, you got at most 2 more hits before the opponent had a chance to play again. Yes, people like juggling, but getting juggled yourself is not fun. All you can do is sit back and wait for the juggle to finish.

the story needs to make sense...
SC3 and SC4 were unique from the rest of the SC series in the fact that their stories were NOT GOOD. While they were similar to most other fighting games, in that each character had their own unique ending, it was not how previous iterations worked. In previous SC games, it was not about which ending was true; ALL endings were true. It was about in which ORDER did the endings take place. Every ending intertwined together to create a grand story, a story that was both rich and interesting; this was lost in SC3 and SC4.

more options for the tournament scene
These are options that were available in SC2, but not in later games... The ability to turn off specific settings in the VS screen. You could turn off stage select, and health (soul) select. In tournaments, we always play random stage and stay at default health, so these settings are not needed. Sometimes someone changes their health by accident, or a new to tournaments player shows up and starts selecting the stage.

transferable character edits
I don't know how feasible this is; but people like to make edits to their characters, its one of the biggest draws to Soulcalibur. Then how come we can't take our edits with us? We could do it in SC3, where you could bring a memory card with you and select your outfit directly from it on the character select screen. It would be nice if we could do the same thing with USB thumb drives in the next game.

random select character needs to return
A character like Charade or Edgemaster would be awesome.
 
Story, balance in character (rock), a bigger/more free moveset, and the return of previous characters are things a lot of us agree on. I just have a few things that I would like to see. They may seem minor, but I think they would be very important.

A soul crush bar instead of a jewel only - maybe a little smaller bar under your health bar? When a player is flashing red it's really hard to tell when exactly you are about to get soul crushed/when you can soul crush your opponent. That will add a little more depth in the soul crush area.

The return of a moving soul charge - This was an awesome addition and I never understood why it was removed in SC2. Maybe the use of it would lower your soul crush bar (or specific characters weapons in special mode could increase your soul crush meter)?

Movements to be faster - One thing that always made me enjoy Soul Calibur over other 3d fighting games was the speed. However, the speed in Soul Calibur 4 decreased. An increase in speed would add a deeper technical aspect.

The appearance of Bangoo - Seriously, why has Bangoo been looked over for so long?! He's been there since the beginning, I think the introduction of him would be a nice addition, maybe a Native American hatchet type fighting style.

An Action-rpg type story mode - This was done in Tekken, but I think it would be better in Soul Calibur. Soul Calibur has more freedom of movement than Tekken so I think this would be awesome. So similar to Wii's Soul Calibur Legends, but you use a controller and not frantically swinging the wii stick.


I also would LOVE LOVE LOVE to see the introduction of a character that used a double bladed staff, similar to Wei Yan on the Dynasty Warriors series. That would rock!

Aside from these additions, things I would like to see return:

An indication that you pull off a just frame - The flash addition to jf's was pretty cool, I wouldn't mind seeing this again, or another indication that you pulled off a just frame.

Create a Soul - I know it may seem cheesy, but the addition of armor mix-ups was a pretty nice addition. But this time, leave out the armor breaking this time. There's nothing better than seeing the addition of someone's nice custom design only to find a disturbing fusion victoria secret lingerie under that plated mail.
 
bring back moves from past games and fill those input blanks for some characters. (e.g. setsuka's 33A input from SC3 was replaced with her regular 66A move, which is kinda pointless).

the ToS had treasure boxes you could open by completing tasks or you could simply buy the CaS parts you liked. i personally would like a story mode similar to the edgemaster mode from Soul Blade/Edge where you really had to EARN weapons (or in SC5, maybe even special CaS parts or costumes from past games) as a reward instead of buying them with money you got along the way with little effort. Also, i particularly liked the miniature tasks you had to fulfill in that mode like "beat your opponent using kicks only" etc. these should be character-specific.

an example for Ivy would be "beat your opponent while exclusively remaining in whip state etc", for cervi it would be "beat your opponent by only employing gun attacks/flying attacks etc"...--> huge replay value and it also helps/forces you to learn certain aspects of your specific character. the tower of soul only had general, unspecific tasks that wouldn't let you take advantage of each character's characteristics, so you'd barely use some of the chars who were not able to fulfill the tasks. change that and bring back some kind of edgemaster mode!

concerning the weapon models in SC4: some of them look ridiculous. most of them, other than 1P and 2P and ultimate/fun weapons, being ports from SC3... this should not happen in a next generation game! the worst example would be Setsuka's octagon umbrellas that didn't have different textures for the inner and the outer part of the weapon. please fix this and take your time in designing and modelling each charcters outfits and weaponry. this is also true for ported CaS parts.

new weapons:
Iron Fan (folding fan or japanese Gunbai fan)

Chinese Hookswords (starting at 2:10)

Mandarin Duck Axes/Knives:

LARGE chinese broadsword:

these are unique weapon styles that either haven't been portraited often (if at all) or rather inappropriately (e.g. Mortal Kombat). especially the hookswords are interesting since they enable to fight at various ranges, as can be seen from the video clips.

also: FIX TRACKING and unnecessary whiffs.

UPDATE: please revive this guy from your concept art books:
http://www.soularchive.jp/tmr/soulcalibur/illust/02_misiyou/07_kaihatu2/03.gif

he could use his puppet for biting, punching, clouting, the puppet could be wielding weapons itself or the character could use the puppet as a whole for slashing!
 
One weapon/style I'd like to see introduced in Calibur universe is three-sectional staff (well, PAL version of SoulBlade kinda had that).

I agree about Bangoo, it would be great to have him as a playable character. Also it'd be nice to see Hwang and Edge Master again.

I would also love to have more cancellable moves and bigger movesets (if possible).

And please, not too many small arenas like that seesaw in SC4.

Some sort of Calibur tutorial would be nice. That could help to get some people to appreciate the system a bit more.

Aaand that's about it, of course I'm hoping for balance and minimal amount of bugs and random whiffs and all that jizz
 
while i would agree with most of everyone's posts, I'd Like to keep it short and simple.

Take the best aspects of every soul calibur game and implement them into this game.

Sc1: Music, stages
SC2: Cancallable moves, unique soul-charging, unique movelists
SC3: Combo system, Speed
Sc4: Soul gauge system (deterred SC2's turtling gameplay)

Of course there's more, but i believe those are my key points. However, if the SG system could be tweaked it'll be a better system overall. Because a massive overhaul really isn't nescessary.

It's really hard to determine what's the "perfect" SG style of play because of course the character's style of play is different.

JF's should be rewarding for performance, not punishment. They should also have a more strict timeframe instead of a "mashing" timeframe. Grant it, people here (TX players) do say i make JF's look easy, but there should be some REQUIRED practice just to get the timing down. Not a few hours of practice and the player can perfect the frame.

Oh, and a character wielding a Double-Saber would be nice :)
 
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