Turn Your Voice Into The New Game.

One thing I forgot to mention, some or well most critical finishes need to change:
Zas has one of the best which is fine but others like "Mr.Rugi" (Mitsurugi) aren't very good at all: In this next game they should really improve the finishers. This here is an example of how Mitsurugi's Finisher SHOULD have been:


Or how awesome would it be to see Amy or Rapheal do something like this here: (Now I only mean up to (0:57) not the bit after with the lightning, lets be realistic here.
 
SCV guest characters! Kenshin and his fellas, and of course Shishio! I wish the won't care about other countries and make the guests from Japan.
Look out for spoilers!
 
Okay i'm talking on Xbl with my friend i usually fight and were both gunna talk about what we would and wouldn't like to see in the next game.

First off, I cant stress how much we would love to see tag team in sc5.I know that a lot of people have stated this already ,but if it wasn't in the next game that would be a huge let down.

Characters in previous games that we would like to see are: Necrid,Olcaden,and Hwang.
Characters we would Really like to stay are(excluding ones that are obviously going to stay,however ones we would be highly disappointed about leaving we will still list): Cervantes,Zasalamel,Astaroth,yoshimitsu, and Voldo. Maybe have abyss as a bonus character.

Character creation mode was(in our opinion) one of the greatest things about Soul Calibur 3 and 4.however sometimes it is a little lacking in the creative side.Which in many occasions would force players to make very similar characters.Work in this area would definitely pay off seeing as how many players just make characters all day.

There is not much to say about the gold ,but getting money from player matches would be pretty cool.Some players may just let each other win for money but that is their decision.compared to the other things I have stated this is a minimal request.

This has been stated before but this character would be really cool. http://www.soularchive.jp/tmr/soulcalibur/illust/02_misiyou/07_kaihatu2/03.gif
He could have moves as strange as biting with the puppet, or as subtle as a puppet slash.

Story mode was basically arcade mode with 4 cut scenes and a scrolling page to tell a little story.you guys can do a lot better.

We spent countless hours in training mode ,and it was really helpful but a little lacking. doing something like exercise mode in doa4 would help a ridiculous amount.for those unfamiliar to this it would show how to do a move on the top of the screen and when you did it it would move onto the next until you were completely finished.

An option to change the difficulty in arcade mode would be sweet. I was really disapointed when i found out that you couldn't play hard on arcade mode

An option to skip your turn in lobbies would be nice.

If tag team is in the next game. maybe a cooperative story mode could be made. Or even better yet maybe a survival coop like the descend floors in tower of lost souls this would be extremely fun.Again a difficulty option would be great here.
 
Translation from French forum.

First, training mode.
It is one of the best training mode ever.
It should not change, except from some very specific points:
-To be able to practice as the second player (choose side just as in versus mode for exemple)
-Show the life bar with or without regeneration of life (as in SoulCalibur3)
-To be able to set counter hit only on the first move, and not on all of them
-To be able to display command input (as in Soulcalibur1)
-Add HitAnalyse, from Tekken.
-Set move's buffer on HitAnalyse, to avoid computer's move that start during a buffer.
-To be able to set computer's character moveset, and not only AA, BB and 2A.
-To be able to reset on training with a stick (R3 is not usable on a stick. Select+something for example would be nice.)
-Longer replay + and possibility to record replay + possibility to record a whole match.
-To be able to disappear the menu in training mode (as in SoulCalibur1)
-To be able to put opponent BackTurn.
-Add more customizable action (at least 3/4) and add more recordable action (at least 5).
All this, will improve training mode to perfection.

Then tutorial mode from SoulCalbur3, with Olcadan teaching the player how to learn the game, should be back. This tutorial was really perfect, and it would be a very good idea to put it again.
Remember that Olcadan learned the player to Gi Astaroth 22B on reaction ?! It was awesome !

Tower mode with Algol at the end is not... very good. Many players dislike it.
Whereas the campain mode from SoulCalibur3 or even the world mode from SoulBlade were really good ! A mix between SoulEdge and Soulcalibur3 would be perfect.

Now about the gameplay of the game:
-WhileLanding moves were very interresting. Why are they removed ? To put them back would be a nice idea.
-Advance and Retreat gard (as in SoulCalibur2) would be nice too. + gard move for characters with shield (as in SoulCalibur1).
-JustUkemi and Techtraps give the game a tactical dimension which is very interresting. They should remain as they are in SoulCalibur4.
-Same can be said about GardImpact.
-To ba able to delay standard moves AA and BB as in SoulCalibur1 would be interresting too.
-Many players don't understand why some autoGi can be reGi... This should be removed.
Also, when a player use an autoGi it should be hit in counter hit if autoGi misses. If not, some autoGi becomes too strong compare to others as Sophitia A+B or Amy B+K.
-Gard crush unsafe are.. strange. Why not remove such moves ? Or change them to safe at least.
-Gard crush as in SoulCalibur2 could be interresting for some moves (ex: Maxi's gard crush moves). In SoulCalibur2 some GardCrush gives A LOT of advantge, opponent was not able to block but was able to Gi. Many players like it cause it was more dynamic than current GardCrush moves.

About CriticalFinish and SoulCharge now.
Not everyone agree on this point. Some players like CriticalFinish, and some other don't.
With Critical finish, if you block well all moves you still can die. Without CriticalFinish, you can turtle your whole life without any risk.
Depending the way players wanna play, offensive or defensive then they like or dislike CriticalFinish.
About SoulCharge, a vast majority of players want it back. SoulCharge and SoulCharge cancel give another dimension to the game which is very interresting. Every add that can give some complexity to the game is interresting. Ex: some character should be able to use some moves which leave them in SoulCharge on hit (as Nightmare in SoulCalibur4, or Li-Long in SoulCalibur3AE).
However, CriticalFish + Soulcharge is something difficult to manage together. None of them should be useless or broken, which is very hard to balance.

An idea to balance all this :
Define some criteria of power, and give them to every character depending on their style/story/gameplay/whatever.
Then balance all this criteria in order to give any characters some unique characteristics. This should avoid to give some characters all advantages, and some others none. Typical example in SoulCalibur4 is Voldo who can kill easily with CF or damage or RO, whereas Seung-Mina specificity is CF, and even on this unique point she is weaker than Voldo...

An example:
Talim is the character of the wind. She is not so strong, but as the wind you cannot catch her. And as the wind, she is fast and hit you when you don't expect it.
Now let's look at some way to put this in term of gameplay.
-Fast moves, but not powerfull,
-Lots of evade move (probably the bests in the game) with great property to escape,
-some auto-Gi which allow her to pressure,
-great step/8wayrun and faculty to move on the area.
But on the other side she should not be able to CF easily, nor to RO easily, nor be able to press infinately, nor be able to punish hard, nor be able to zoning, etc...
It should be possible to balance every specificities of the game in order to make every character unique, and not concentrate all strentgh in one or two characters.
Ivy don't need to have one of the best CF game in the game whereas she already has the best zoning in the game and the best throws + a large variety of moves to face any situation. Rock on the other side really need it. etc, etc...

Last but not least: online.
There are no ultimate solution. Everyone know that online is what make the large majority of players play the game a lot. But it not an easy task to imprve something as the internet infrastructur in the whole world !
SoulCalibur4 buffer are very strict, which create a lot of difference between offline and online. Maybe some buffer as in SoulCalibur3 can tends to reduce the differences... But not delete it anyway.

Here is one of the result of discutions in the French community.
 
In relation to the above comment, I would like to add that Inferno should be the one waiting at the top of the Tower Mode.
 
Back
Top