Daishi’s Twitter – Round 2

Week Two – 01/01/11 – 07/01/11

Which SC BGM do I like? I like them all but SC1 BGM is my fave. Reminds me of when I used to play at tournaments. Especially SC1’s THE NEW LEGEND, BLOOM AND HARVEST, DUELISTS, WING OF FAITH, IN THE NAME OF FATHER, BRED FROM THE GAP, UNBLESSED SOUL. Also SC4’s THANATOS (for personal reasons). They’re all great!

As Daishi already established in his Twitter profile, he played Soulcalibur 1 competitively. He likes the music as well. I don’t care about video game music. Do your own speculations.

I really think Nakatsuru-san and Yano-san’s works are awsome. Needless to say, they are joining the project.

Junichi Nakatsuru composed music for Soulcaliburs 1-4, while Yoshihito Yano worked on Soulcalibur 1 and 2. Could mean anything.

Daishi also attended to his annual shrine visit and managed to snag an “excellent” fortune.

That out of the way, Daishi starts his first week working on the new Soulcalibur by fielding questions about characters. Which are his favourite?

Sophie: It matches the atmosphere of SC. Setsuka: Toughness to master is the fun factor. Ivy: Awsome! Dan Pierre: Unique Characterlistic.

Xiang-Hua: My main character in SC1. Algol: The Boss. …. These are simply my impressions. Try not to be too suspicous!

Not to mention Cervantes. He is cool, also.

The Soulcalibur developers have admitted to character bias influencing balance in the console release of Soulcalibur 3, with Sophie and Xianghua being at the top of the list. Fortunately, they were both toned down in Arcade Edition and Soulcalibur 4, games Daishi worked on. Algol and Dampierre’s good standing with the project leader points toward their inclusion in the next game.

My personal opinions on what to expect from guest characters; It’s popular(from any genre), Uses weapons; Matches the SC atmosphere.

There is still a chance that the guest characters people suggest might make it into the game.

Whether we will have a guest character at all this time is undecided tho.

Matching the atmosphere of Soulcalibur has been the biggest complaint about guest characters in the past, and Soulcalibur itself has changed over the years, incorporating more mystical and absurdest elements. Daishi making coy, indefinite statements brings nothing new to the table, and couldn’t; coy and indefinite is all we have right now.

There is a solution to the dilemma of guest characters, one that’s already been demonstrated in Soulcalibur 3 with KOS-MOS. Add character creation parts and weapons that can be used to recreate licensed characters. For example, combine a spiky blonde hairstyle, a zip-up, polo-necked long jacket with a little lion’s head, and a buster sword and you’ve got yourself Cloud Strife. He’ll be borrowing another character’s moveset, but it’s still Cloud. Any number of characters could be recreated with this method.

It’s easy to project the effects of custom parts for licensed characters into the rest of the game. Using Cloud again, his most recognizable signature move is Omnislash, which isn’t fit for a normal moveset, but would be a perfect Critical Finish. By tying the Critical Finish animation to the equipped weapon, Namco could add extra visual flavour and variety without impacting competitive play. It would work for the regular cast as well, since they all have at least 2 different weapons for their 2 default costumes.

I’m getting a lot of request for the arcade version from North America, Europe etc. I never knew there is a market for that overseas.

Thanks! I’m excited there are players from so many different countries! RT @merdenomss: There are thousands of players around the globe.

No matter where you are from, if you like SC, I want to include your ideas in the game.

Every country is important. It might be hard to include every single request, but I’ll try my best.

I have to think about the business side of things as well… but as a creator I don’t want to base my decisions solely on business.”

After all, Daishi is working for Namco, a company that reported losses for the last 2 years. Their last profitable year was 2008, when Soulcalibur 4 was released. Coincidence?

But I digress. The point is that Namco needs money, and they know that the foreign market loves Soulcalibur. They also know that the foreign market doesn’t buy many arcade machines. A cynic would say that the revival of Soulcalibur comes down to pleasing shareholders, but a cynic would also have to say that no shareholder would be pleased with an arcade release.

Continue to cross your fingers and hope for an arcade release, but my nearest arcade is too far away for me to indulge in wishful thinking.

@zeonizm: I agree, the story and world setting is a very important aspect of SC. I thought the same when I was a player.

A return to the more personal and episodic nature of Soul Edge and Soulcalibur 1? A lot of people liked those games in particular for their stories, which were well above what Virtua Fighter, Tekken, and Street Fighter offered. But people liked Mortal Kombat for the story.

Then there are a bunch of pictures of Daishi and his coworkers having a party at some dude’s house.

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