Daishi’s Twitter – Round 17

Week 20 – 7/05/11 – 13/05/11

I’m breaking this down into different parts because I’ve been a little busy lately, Daishi has been tweeting a fair bit more, and general Soulcalibur 5 news has been all over the place. Still vacillating about this blog in general. But since some people still read it, and others have asked me about it, I’ll keep it going.

同士よ~(笑 We share the same vision! RT @VanishingAge: I like ring outs! Even if some people think they’re cheap…

遊び方は個人の自由だからね。まぁ気持ちは分かるけど。 RT @RonTailor: DON’T TAKE OUT RING OUTS! Hate when ppl compain about that. Key part of Soul Calibur’s gameplay.

Ring outs are one of the things that set Soulcalibur apart from other fighting games, even other 3d fighting games. Only Virtua Fighter shares the same format for ring outs, but the methods employed to get them are very different.

More than walls, ring outs emphasize the very thing that Soulcalibur uses to set itself apart from other fighting games: 8 way run, stepping, and many, many horizontal attacks. The balance between verticals and horizontals depends on more than frames, it depends on the each player realizing that the layout of each stage will eventually put one character’s back to the edge of certain death and how they’re going to deal with that. There would be a definite shift in how Soulcalibur played if ring outs were removed.

But there’s no reason to take them out anyway, and Daishi seems to like them well enough. But it would be cool to see some of the Soulcalibur 2’s wall jumps and wall moves come back.

そりゃそうだ。 No doubt. RT @MostEffectual: So long as the game is fun to play and Yoshimitsu is fun to play it is a guaranteed purchase

Of all the old cast who have a chance to return after the 17 year time skip, Yoshimitsu is at the top of the list. He’s got little to do with the story, he has no face that needs to be aged, and I’m sure the artists delight in coming up with newer and weirder Yoshi costumes for every game he’s in.

SC2の提案書にはそれが合ったんだ。一応、秘蔵だぞ。That idea came up in SC2. I’ll show you the docs @briancgiles: Perhaps ring out leads to new areas to fight in.

Dcuments from SC2 http://twitpic.com/4vuznn http://twitpic.com/4vuzny http://twitpic.com/4vuznu

Dcouments from SC2 cont. http://twitpic.com/4vv034 http://twitpic.com/4vv03g http://twitpic.com/4vv04a

Dcouments from SC2 cont. 2 http://twitpic.com/4vv0ch

もしかしたらね。Maybe RT @briancgiles: Any chance for more dynamic stages and stage interaction? Wall & obstacle throws, walls & barriers break…

It looks like Soulcalibur 2 had ideas for everything from tiered stages and breakable walls to uneven stage terrain and environmental hazards. While they’re neat ideas, I’d imagine they were eventually discarded not only for the extra work they’d require, but also because  everything there had been done by Virtua Fighter and Dead or Alive, and both of those games had already exposed some of the inherent problems these extra systems can cause. Not that they couldn’t have been fixed, but Soulcalibur is already a series with a reputation for weird, random hitboxes. Adding another layer of things that can go wrong wouldn’t have helped.

Uneven stages are probably never coming back. Tiered stages have been done so well in Dead or Alive it seems pointless for Soulcalibur to copy them now. Breakable walls and more interactive environments, though, those are things that have a good chance of making it into the new game. When Soulcalibur 4 was first announced there were going to be stage hazards, pillars and things, that could be used as temporary walls, and could be smashed into until they broke. We did get falling and moving walls that extended stages, which worked out well enough. The moving walls could be annoying, and they’ll probably go, but the extending, breakable walls worked very well and I won’t be surprised when we see more of that in Soulcalibur 5.

“Almost” all moves. Some do require practice. RT @broccoman: Part of what makes SC so attractive in the US is that you can do the moves without a ton of practice.

All great fighting games place importance on defense as well as offense. If it’s just all attack there’s less strategy involved RT @broccoman: There’s a large part of the community that believes fighters are neglecting strategy in favor of exceution.

Of course, the same could be said of Virtua Fighter. Overall, there are many things that make a game complex and hard to master, but a basic input barrier is usually the shallowest bit of depth, and the first most players have to get through. Extending this metaphor, if you want to get to the bottom, to find those pure and ripe pearls of competition, diving in at the deepest end will only get you so far. If you can’t do the moves you need to do then you’ll never penetrate the murkier depths, though you may see them from where you’re floating.

Terrible wordplay aside, Daishi is saying that he wants to make the game easier to play, but he’s also dropping hints that there will be things buried in there for people who want to dig them out. I hope he’s not using Street Fighter 4 as his model, though.

Interesting but not very realistic. @StrykerDR: gather famous SC players around the world and make consensus about balance and gameplay

This is the sort of thing that’s done with arcade location tests, or private betas. The problem here is that Soulcalibur 5 isn’t getting an arcade release, and testing it online is unreasonable. They could simulate arcade testing with beta builds on consoles, but it would be unfeasible to distribute them outside of weekend-long conventions, and then you have the issue of most people playing simply to play a new game. Actual testing and balancing requires hours and hours of playing and fiddling.

The best we can hope for is solid post-release patching, but that seems like a dubious proposition, since even with Mortal Kombat 9’s hotfix patching, which they advertised as being the newest and best solution for patching on consoles, the patches need to be tested internally and obvious problems can still be left in the game for weeks or months after they’ve been discovered.

As much as I generally dislike it, I think dlc may be the best answer. If Namco is still making money off the game 6 or 9 months after the release then they’ll still have a reason to balance it, and, crucially, they’ll have a way to get the updates in.

Without enough profit the company won’t give the money to make it. RT @adercader: it seems like soulcalibur on arcade isnt taken as seriously as tekken on arcade… why?

Are we supposed to blame this on Soulcalibur 3 as well? Soulcalibur 2 had a successful arcade release that went through 4 versions before the console port. Soulcalibur 3 was released directly onto consoles and ended up full of bugs and questionable balance. That was Namco’s decision, and probably had something to do with the failing arcade market outside of Japan, and that Soulcalibur was more popular outside of Japan as well. When Soulcalibur 3: Arcade Edition was released it was way too little and way too late, but if that game’s lack of success is to blame for Soulcalibur never getting another arcade release then I don’t know what to say.

Actually, I do: it’s business as usual for Namco. Release a game with ridiculous expectations, and when its success is only relative declare it a failure and abandon non-Japanese fans. That’s Namco’s basic game plan, except in this case they’re doing it in reverse.

That would be too difficult for many reasons. RT @uniongrahamaker: Is there any chance you can bring back the old voice actors from SC1-3?

You’d think the number 1 reason would be that they’re all much older now, and their voices have changed. But then you realize all the characters are older as well. But that also gives them an out when they hire new voice actors. That, and who knows how many of the old cast will actually make it into the game.

少しなら。 Just a little bit. RT @yin22: @Daishi_CALIBUR have you played the new mortal kombat?

It’s very well made. RT @Pixel_Kaiser: @Harada_TEKKEN @Yoshi_OnoChin Have you tried the new Mortal Kombat game? What do you think of it?

There are a few lessons to take away from Mortal Kombat 9, but I don’t think many of them apply to Soulcalibur. There’s the patching and the story mode, but most importantly there’s how to promise one thing and deliver something else. And that people will still bitch about bosses.

Mortal Kombat 9 is a decent game, and the story mode is alright. Good for a fighting game, which is a backhanded compliment. At least it’s better than Mortal Kombat Legacy. That series is abysmal.

For everything it does right, it still gets most things wrong. And while many people found the story mode compelling I still haven’t forced myself to finish it — and the only reason I wanted to finish it in the first place is to unlock Quan Chi. The story itself is not very interesting, and becomes less and less compelling as it proceeds.

As I keep saying, the unlockables should never be tied to a single mode (and especially not a single player mode), especially with something as important as characters. I do not want to finish the story mode, but I do want to unlock Quan Chi. This is a dilemma I’d hoped to never be in again.

Me too. I’ve been with the game for 2/3 of my life. RT @CameronWisher: I love soul caliber. Good arcade memories.

俺はAC版がベスト. I like the ARC ver. the best! RT @jcgonzmo: @Daishi_CALIBUR please go back to basics, the best SC was the first on DreamCast!

The ARC ver. shocked me but the DC ver. was even better RT @Saitoh92: Hell, one of the only game that was prettier on console than arcade

In fact, Soulcalibur’s release as a launch title for the Dreamcast effectively killed Virtua Fighter 3’s North American release when that game was delayed and ended up with slightly worse graphics (and much longer loading times) than the arcade version.

You must really like the original voices. RT @kakeruddr: Not just one freak. Me and at least one friend I know also change ALL the voices to Japanese. ALWAYS.

Good to hear some people like playing the game in it’s original language. RT @Pulsahr: @OfficialAPM I change voices to japanese since the option exists (SC2? SC1?), and all my SC friends do the same ^^

Both are usually fine, but it would be nice to be able to toggle between the different voices on a character by character basis.

Classic line for the series. @nanotechnician:”Transcending history and the world, a tale of souls and swords, eternally retold”

And as we saw, it came back in the new trailer for Soulcalibur 5.

Yeah. Any one who likes fighters that camw after SFII, would come up with the same spec. RT @Marc_Buckley: hey have you guys ever considered having strangling moves where the opponent has to mash out like sophitia and iv’y’s throws

Actually, Yoda does have a command throw that his opponent needs to mash out of. Of course, it’s really easy to mash out of it, so it’s a bad move and you’ll rarely see it used.

When I made Tira in SC3 she was incomplete and had to make improvments in SC4. It’s like raising a child. RT @Pinmoshita: Please Daishi I want you to take care of Tira Can’t wait to use her!hehe

Tira was not a good character in Soulcalibur 3. In Soulcalibur 4 she’s not very good either, but she’s at least unique.

Under Daishi’s direction the Soulcalibur cast has become increasingly diverse, and also increasingly unique. He’s added character specific mechanics to the game that further set the series apart from other 3d fighting games, and most other fighting games as well. Tira’s Jolly and Gloomy stances, Hilde’s charge moves, Mina’s range mechanics, Ivy’s increasingly complex stances, and the abundance of stances in general. While they don’t always work, you can never fault him for playing things too safe. He seems like the type who’d like to take more risks, and if Namco was willing to let him test and patch things he could be successful. Soulcalibur 4 is itself only a couple of patches removed from being a balanced game — it’s quite playable currently, with a few glaring problems.

I can only hope that the fighting game market being so much different than the one Soulcalibur 4 was released into will have positive implications for Soulcalibur 5’s future.

It’s a collaboration many people think about but would be hard to achieve. @Tcjunior22: Samuri Showdown and compare them with Soul calibur 4

While Samurai Shodown is cool and everything, I’ll always be a Last Blade fan. That’s a crossover game I’d love to see.

They get stronger each time so I gotta be careful. @capsule_toy: can’t wait to see what Nightmare and Ziegfried look like now in SCV, each game they’ve gotten bigger, better and crazier! 😀

Soulcalibur 2 was the last game in which Nightmare was considered really good, in Soulcalibur 3 Nightmare and Siegfried were both average at best, in Arcade Edition they were somewhat better, and in Soulcalibur 4 they’re solid characters in capable hands.

Still waiting on Soulcalibur 2 Nightmare’s movelist to return, Tekken-style, from the grave.

What do you mean 2D style? RT@Howler_2007: is next soul caliber going to do a 2D fighting style like newer fighting games have done?

Probably referring to the Mortal Kombat reboot. We already know Soulcalibur 5 is a 3d fighting game. Next.

俺も気に入ってる機能。I like those featrues too RT @TheLoneGamer: Please don’t forget Training Mode with Record and Replay function, plus VS CPU mode!

Something so basic, yet so many games lately have been messing it up. Thankfully Soulcalibur has always had pretty good training mode features, with a working record function and being able to program multiple commands for the AI. As long as nothing is cut and improvements are made, Soulcalibur 5 will have a very good training mode.

それは至らなくて申し訳ない. Sorry, we’ll improve on that aspect. RT @strikeromega: It seems more like there was no continuity to the story mode at all.

Needless to say, they’re going to try and do something with the story mode in Soulcalibur 5. This is one of the most requested features, and used to be one of the biggest selling points for the series, though that’s shared now with the Create-a-Soul modes. If Namco wants sales, and they do, they’ll be putting a lot of resources into both single player modes.

Besides that, with the time skip and the new characters there’s now actually a story to be told. There’s more room for it if only to help introduce the new fighters and situations.

Sounds cool but we need to create twice as many motions. RT @broccoman: One idea- how about having a male/female version of all characters instead of custom characters?

So, rule 63, only official? I’m sure some would enjoy it; rule 63 exists for a reason.

On first blush Daishi’s comment about having to redo the motions for each character is strange, since you can already make male and female versions of any movelist with Create-a-Soul. But on further inspection these different models have revealed different properties as well. The hitboxes and ranges of moves change, however slightly, for custom characters, which is one of the many reasons why they’re not used in tournaments. To actually balance them each version of each character would probably end up with a slightly altered movelist, like the  human and robot versions of the ninjas in Mortal Kombat 9 (where they have the same moves, but with slightly different properties). That would effectively double the amount of balancing and testing needed, and you’d still end up with one version being better than the other most of the time.

御剣の頭を金髪に塗ってください(笑 Please dye Mitsurugi’s hair blond 😛 RT @BeowulfNecro: is arthur going back in the korean version?

Unfortunately, old man Samurai is more resilient than old white dude pretending to be a Samurai. I doubt we’ll see Arthur again.

Maybe send a petition to Nintendo? Just kidding 😛 They won’t like that. @YoshiCookie: Please make a version for Wii 2 and have Link return.

Since they started development a good 6 months before the new Nintendo console is being announced, and with (I’d assume) no knowledge of its capabilities, it makes sense that Namco is sticking with the ps3 and 360 for now. Maybe when the Wii 2 or whatever they call it is a real thing they can talk about a port. But I wouldn’t get my hopes up. This was one of my predictions that even I doubted would ever happen.

Seems like many people like bare-knuckled fighting. @SGTDororo: Heihachi fights with his fist it be cool to see another character like that.

と言うことは検討した方がいいのかな~ Hmm.. Maybe I should consider it. @ajTwist: I agree with “fight like Heihachi” Someone who doesn’t use a weapon.

You said it the best. SC is a weapon based fighting game! >:[ RT @iTheShirt: SC has always been all about the weapons though. And he was a promotional chara from another game. :\

Heihachi was alright, but, as I’ve said before, I’d be more interested in a return of Valeria’s fighting style from Soulcalibur 3. Kicking people with metal shoes is better.

I demanded a lot of things about his design. I think he’s cool! RT @Legendere: algol is a true man and cool he is the creator from soul edge and soul calibur it give people he like him

Here’s where I think Daishi falls flat. I find Algol to have a really boring design, but with unique and interesting moves. If he returns I hope he at least gets a second costume, and can be fully customized like the rest of the cast.

He’s a worthy addition to the cast, if only for being so different. In his current state he’s not very good, but like many other Daishi characters he oozes potential.

そうだね。中に入ってるんじゃ… Maybe it’s Rock inside…RT @jodace0710: that rock has the same techniques of SC2 berserker.

Make that official and Rock has squeezed his way into every Soulcalibur game (just like Mina). That’s more than Siegfried.

They’re still not going to be in Soulcalibur 5. :/

たまに見ているよ. I check out 8WR.com sometimes. @Adnan199X: thank you for replying! And many votes are from 8wayrun.com, a competitive SC community

That reminds me! Some one at 8WR is using an icon of me and Amy mixed together…

I’d like to dedicate this entire post to WuHT, who helped convince me to keep going after I wasn’t quite feeling it anymore. Good on him for getting noticed, I guess.

Asuka put in instead of Jun, Julia instead of Michelle, Christie instead of Eddie.. say anymore and Harada’s gonna kill me! @LoveLinstella It’s not right that some characters of the series disappear because someone becomes attached to them! Can you understand?

Although some characters disappear — though at least this isn’t King of Fighters, where characters get removed without warning in every version of the game — the important thing to note about Tekken is that at least their move lists stayed in the game. And eventually most of the characters came back anyway, so whatever. I’m sure that by Soulcalibur 6 we’ll have most of the old cast back, dlc or not.

Character creation should remain. But I’m not sure about your request for skimpy and fetish outfits… RT @GeradCup_G3: 次回作では、ハイレグレオタード(水着)、スクール水着、ブルマ体操着などといった、フェティシズム志向が強いコスチューム(パーツ)もぜひ、ご用意していただきたいです。

According to google translate, this guy is asking for outfits that are both fetishistic and anachronistic. I’m all for one of those.

And who doesn’t want Mitsurugi in his gym clothes?

木人?…なるほどね~。Mokujin? I’ll think about it. @Furzy1290: We need a “Mokujin” character! 🙂 I liked charade best but any character would be cool!

Like the custom characters and their altered move properties, the eventual problem a Charade-like character could have is that it would potentially limit how character-specific some moves could be. Olcadan would, at least, without him sprouting extra body parts when needed.

Not to say it couldn’t be done. It could; but it may end up being way more work than the developers bargained for. I’d still love to have Olcadan back, but if that means sacrificing the overall uniqueness of characters then I’d live without him.

I’m still more than a week behind, but I’ve got some stuff to fill the gaps with, more general updates to make things easier to keep track of. Hopefully I get time in the next couple of days for more updates.


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