Week 5 – 22/01/11 – 28/01/11
Absolutely. SF II to IV are all classics. It’s the grandfather of all fighting games. RT @UTekkenFanBoy: Do you like Street Fighter?
The more I work on fighting games, the more I realize the greatness of SF. I still play it.
Like most people who are interested in fighting games, Daishi seems to view Street Fighter as a cornerstone, if not a template. While mechanically separate from 2d fighters, Soulcalibur depends on positioning and range in ways that other 3d fighters don’t. Characters with different reach control space in different ways. Hell, Daishi says he’s the one who designed Algol, who controls space with projectiles.
Her difficulty. I like complicated characters. Maybe I’m an old school gamer (likes SNK). @Trace_afj: what do you like most of Setsuka?
Played all SNK games from Fatal Fury to KOF95. Mostly Real Bout FF and KOF95. @Nothinghan: what fight games from SNK do you like most?
New command for Silver Moon Combo: 632146a+b+k, a, a, k, k, b, b, b+k, a+b, 214+a+k.
Started SE in 97, so 12 years. Played SCI the most cos I was a student at the time. @UTekkenFanBoy: how long have you played Soulcalibur?
Was embarassingly crap at games when I first started SC.
Weird math aside, that’s a respectable amount of time to put into a fighting game series. At least he’s still a fan.
Also got hooked on Virtua Fighter 4. Just managed to get up to Champion rank. The skill level of VF players were super high in the arcades.
Many people remember that Virtua Fighter 4: Evolution shipped to the ps2 with the best training mode in the history of fighting games — it not only included a movelist, but also explanations for what the moves did, when and why they were used, and even the ideal followups. And that Soulcalibur 3 shipped to the ps2 with a mode that at least attempted to teach players what to do. Whenever a new fighting game is announced players reference the VF4:Evo training mode, and the developers never listen.
I’m willing to get my hopes up this time. Because why not.
Character design meeting. Art director Yoshie-san is part of the team since SC1 and chief Imura-san since SC2. http://twitpic.com/3th7t2
Kawano-san’s doing design too this time, for all Kawano fan’s out there. RT @ultimatesoll: What about Takuji Kawano or Akiko Watanabe?
Hideo Yoshie has credits as a character and weapon designer in Soulcaliburs 1 and 2, and as lead or directing character and weapon designer in Soulcaliburs 3 and 4. Tomoko Imura has character and weapon designer credits for Soulcaliburs 2-4. I’m assuming they both worked on Broken Destiny and Arcade Edition, but have no way of verifying that.
Neither of them worked on Soulcalibur: Legends.
It’s more and more obvious that the real consequence for breaking up Project Soul is the same team with a different leader. Fine with me.
Takuji Kawano is credited as character designer for Tekken 3, Tekken Tag Tournament, and Tekken 4, but also the character illustrator for Soulcalibur 2, Soulcalibur 3, Tekken 4, and Soulcalibur: Legends. So when we start to see concept art it will look similar to this. Everyone who got the Soulcalibur 2 art book remembers how beautiful it was, and a lot of that is his work.
Everyone was a hardcore gamer back in the day. Also played Crazy Climber, Kung-fu Master, Gradius, Final Fight, D&D and so on…
Because he seems like a nice guy, I’m assuming the D&D he’s talking about is the best D&D
If I find it I’ll upload it, but it’s so old. It’s nothing special by the way. RT @Trace_afj: do you have any videos of you playing SC 1?
Would be interesting to see, but I’m not holding my breath.
I like Random moveset characters (Mokujin) too. @BladeHero1: return of random moveset users like Edgemaster or Olcadan
I was thinking, the reason why Chronicles of the Sword is popular is because of the character creation fighting styles in the mode.
This is the sanest conclusion he could come up with for the inexplicable popularity of that awful mode. A few custom movesets would be an easy price for keeping Chronicles far, far away.
Two more comments he made to Japanese questions:
SC2’s character interaction before the fight and the Exhibition Theater were good. It was what made SC, SC
I’m from the arcades so I hate lag too. We’re doing are best to try and get rid of it.
Bringing back the pre-match grunts would be alright, but I’d rather a smoother transition. Let’s be honest: that stuff was there to disguise load times.
As for lag? I know it’s the hot feature in fighting games now, but I still feel indifferent toward the concept, and I just don’t enjoy playing fighting games online. It’s not fun.
That’s it for this week. Things are getting more interesting.