Daishi’s Twitter – Round 18

Week 21 – 14/05/11 – 20/05/11

We’re at a very crucial time in production. The real battle starts here! RT @yakohsei

うおー、死にそうなくらい忙しい I’m being killed by my pile of work!

Now that things are out in the open Daishi has more than just me watching him. The game is announced and Namco will probably expect him to give regular news to media outlets in order to keep the hype train on track.

How about the opposite? Making other characters stronger. RT @th3_r3al_0wnag3: I think astaroth needs a nerf in sc5. His grab combo’s are devastating.

Setting aside that we don’t even know if Astaroth will be in Soulcalibur 5, we also don’t know that much about the game’s mechanics — certainly not enough to be calling the shots on nerfs. But Daishi is in the right here: outside of extreme examples, it makes more sense to empower weaker characters than to nerf strong ones. Playing a strong character is more fun than playing a weak one, and these games are still about fun, in the end.

原田さん次第だね。Up to Harada-san. RT @JinxxxHDblog: Do you want to make a Tekken vs. Soul Calibur? it is almost impossible but it would be nice: D

If we didn’t have to balance it, would make thing easy. @Alkadry1: @Harada_TEKKEN would u ever want to make SC x TEKKEN on day? PLEASE DO IT

Only if the Tekken can find time in its busy schedules. There are currently at least 4 or 5 Tekken projects either in development or in the cue, and a movie on top of that. But maybe Namco will want to get some additional work out of the Soulcalibur 5 engine, like they’ve managed with Tekken 6’s engine, so anything is possible.

Hell, anyone who watched that amazingly bad live action Tekken movie should remember that part way through the randomly started fighting with weapons. But maybe Namco wants us to forget about that movie. Except they’re now advertising its dvd and bluray release, so who knows.

I want to do it. But the company only does what’s profitable. RT @KazamaAsuka: are you saying there will be no more Soul Calibur on arcade?

This reeks of Namco being Namco. Perhaps it wouldn’t be profitable, but what are they measuring that against? Soulcalibur 2, or Soulcalibur 3: Arcade Edition? One of those was a successful game, the other was a too little, too late effort to appeal to competitive fans. If it’s simply their general attitude about arcades (and keep in mind that Namco is one of Japan’s major arcade companies), then it’ll be interesting to see what they do with Tekken x Street Fighter.

I don’t play FPS but I’m glad an FPS player like yourself shares the same vision (regarding defense > offense) RT @uNleashed_jp:

Interesting to me on a number of levels. I used to be heavy into fps, and I’d still be if the current market had any that were at all worth playing. Japan as a whole has never been known for pc gaming (and pc fps), but when it comes to console fps my knowledge tapers off right quick. Maybe they’ve embraced console fps like the rest of the world has. I know they run a few Quake Live tourneys, but everyone plays Quake Live. Because it’s a great game.

There are a lot of lessons fighting games can learn from fps, especially the good ones (read: the ones I like), Quake in particular. Without going an a long rant — which I’d be happy to do, since I adore the series — I’ll give a bit of info on what Quake has always done best: duelling. This is a gametype that is dead in modern fps, but it has always been the preferred form of competition in many pc fps. It’s a 1v1 mode that involves immense amounts of knowledge and brainpower before you even get down to reactions and raw aim.

By way of demonstration I’ve selected a random game between Cooller (one of the all time greats) and DeHanG, another very good player. Notice how Cooller isn’t going all-in every time he gets a chance — neither player is. The duel is a game of resource and risk management, and neither player will enter a conflict without reason. That’s where the power-ups come in. Every map has an amount of armours (of various strengths) and health packs (of various strengths), with the most important being the red armour (+100 armour) and the mega health (+100 health, and can go over the normal maximum of 100). These spawn in specific parts of the map and run on strict timers, which each player must keep track of in their head as they play. You’ll see that the majority of fights happen around and because of the mega health, at the bottom of the map, and the red armour, at the top of the map.

Just like in a fighting game, neither player is going to attack from disadvantage if they don’t have to, and that includes chasing. Even when Cooller is down by 3 frags at the start of the game he doesn’t force the issue, he instead takes control of the map by taking as many resources away from DeHanG as he can, until eventually when they’re forced into a fight Cooller is in a position to win without getting lucky. Depending on your aim in an fps is like depending on guessing right every time in a fighting game. You might manage it for a while, but if you continue to force the issue while in a bad position you will lose. This makes the game very defensive, but punctuated by explosive bursts of action. Players can still get 4 rails in a row and win a fight they shouldn’t have on paper, but you can’t depend on that and make it very far.

This takes the skills needed to win out of the hands of players with raw aim, and puts the emphasis instead on being able to outsmart and outplay. This is what good fighting games should be striving for as well. The emphasis shouldn’t be on who can do the longest combos (though there’s a place for that), or who can react first (though there’s a place for that as well), but on who can use their tools, their position, their resources to out think the other player.

Might be hard to do but sounds interesting! RT @sullichin: have you ever thought about allowing players to upload custom voices/sounds for custom chars?

This sort of thing has already been mentioned for the new Tekken game on WiiU. Project Soul keeps talking about how they’re adding new stuff to the Create a Soul mode, so maybe it’s time for them to allow custom art, even if we all know where that will end.

Even with enough budget, it’s hard to maintain the team. There are other project too. A patch is definitely required tho. RT @broccoman: On balance- I think the best idea would be to hold budget back for a balance patch 8-12mos post-release.

Again Daishi says that he’s committed to a post-release patch. Of course, Soulcalibur 4 got a post-release patch, but that was when Project Soul had a firm no patching stance, and the patches Soulcalibur 4 got weren’t enough; they were too early to make a real difference.

Time and again we’ve seen that every competitive game, in any genre, will be broken eventually, but that patching must be done at the right times, and for the right reasons. In another one of my off topic examples I’m going to reference dota, a game that has been getting consistent patches for years — as far back as I can remember, which is 2007. It’s probably the most consistently patched (if not for punctuality, than for regularity) competitive game going, and definitely the first game I think of when it comes to patches.

The patching process dota has is unique, partly because of the type of game it is, but also because IceFrog likes to do things the way he likes to do them. They come in a few flavours, from broad balance fixes to map overhauls. What makes even the simple balance patches interesting is that IceFrog works from a clear and distinct mission statement, whether it’s explicitly stated or not, and that since he is the arbiter of all things in the game almost every patch is designed to move the metagame in a direction of his choosing. There are almost never balance changes for the sake of a general balance ideal — when he pulls out the nerf bat or the buff stick there’s a deeper reason for it, and because of that the entire dota metagame warps and shifts between each iteration of the map, and it’s almost always toward more aggressive, action oriented gameplay. This is what he wants, so he presses every decision he makes into this mould before putting them into the oven of a beta test, and the end result is that dota is a far more aggressive game, in general, than it was a year or two ago.

In addition to that he also uses a process that would be impossible for a developer that wasn’t so in touch with his community. Whenever something new, and therefore uncertain, is added to the game it isn’t thrown in at the deep end. Competitive dota is usually played on a map that is a version behind (dubbed the “stable” map) the newest, and new, or newly remade, heroes are not put directly into competitive play, either. Most competitive games are played with Captain’s Mode, a process of picks and bans that lets teams flex their metagame muscle while they try to secure as good a position for themselves as they can before the match even starts. New heroes are simply left out of Captain’s Mode pools until they’ve been balanced to IceFrog’s satisfaction. Of course, when they’re finally introduced to competitive play the players run them through another screening process by banning them every game until they’re comfortable enough to allow them — and this has it’s own side effect, because using a ban on a new hero means a team isn’t using a ban on an old hero.

Now, I doubt any Japanese (or significantly large) developer will ever have the temerity to attempt such a drastic and community-focused balancing and patching routine — it would be the equivalent of not including Arcade Edition in EVO, or at least taking the 4 new characters out of the available poor, on the assumption that Arcade Edition itself would eventually be balanced and patched — but it’s always nice to know what everyone else has been doing about the problems these guys are all facing.

But to a lesser extent Daishi has been selling Soulcalibur 5 as his game, and how much of his vision makes it into the final project, and the patches that come after, may be a huge factor in how well the game turns out.

スゲー。 Wow! 😮 RT @AriesWarlock: Amy cosplay http://fav.me/d3fxush

Bonus points if all she says while in that costume is “Amy”.

どの辺がお気に入りなの? What did you like about it? RT @AkiraJotaro: Soul Calibur 3 was my favorite.

There are actually many things to like about Soulcalibur 3, mostly having to do with the audacity of Project Soul to make so many core gameplay changes after the huge success of Soulcalibur 2. Give it marks for at least attempting something new, even if it didn’t work very well.

Only if you don’t do anything dirty with it. RT @AriesWarlock: Daishi san, how about a photo mode to take pictures? http://www.youtube.com/watch?v=4qeUi6kUHPo

They may as well bring back the weapon demonstration mode.

その場合はどんな武器がいいの? If so, what weapon should he use? RT @Kuro_rider: please, think about making Bangoo a playable character

I have to be the only person who doesn’t want Rock replaced with his snot nosed kid, who will inevitably be 1/10th as manly as his dad, and who would already be in his 30s or something in Soulcalibur 5 anyway. Rock as a badass old man would be much better than his sad sack son out to prove himself at an age where he should be settling down.

中鶴さんはいるよ。 Nakatsurusan is working on the current game @ThePretender317: Are Junichi Nakatsuru and Keiki Kobayashi returning to do the music?

I agree, I’ll try think of something. RT @firstaidspray: The music is always top-notch in all Soul games. Please include unlockable music from older Soul titles.

Yeah, people really like Soulcalibur’s music. I couldn’t recognize more than a couple of tunes even though I’ve sunk hundreds of hours into the games. I play with the sound off. But I’m sure it’s good news for people who enjoy their work.

あるよ。 Yes. RT @KOZMIKKAT: will SC5 make an apperance at E3 or TGS?! 😀

We already saw that Project Soul’s producer, Tago, was at E3 and they showed off the new critical gauge. Hopefully by TGS they’ll have a new character or two to show off.

Kawano Sensei. Remember the name! 😉 RT @itsateben: What is the name of the Illustrator for Soul Calibur? I really enjoy the art work!

I’ve already mentioned that Takuji Kawano, the guy who did Soulcalibur 2’s art, is the head illustrator for Project Soul now. Hope to see more of his work soon, but you can see what he’s already put out right here.

Sophie: matches the SC world. Setsuka: hard to master. Ivy: looks cool. Dan Pierre: cool personality. X: my main for SC1. Algol: cool boss. RT @TrApStArZz: favorite SC character?

Although he’s already answered this question multiple times, I think it’s interesting that he keeps mentioning the likes of Algol and Dampierre. He’s obviously proud of those creations, and for the most part he should be — they’re unique and interesting characters that are set apart from both Soulcalibur’s main cast and 3d fighting games as a whole. Will they make it into Soulcalibur 5?

Hard to say, but it would be too bad for Dampierre to only make it into Broken Destiny (the lowest selling Soulcalibur game ever), but he was already on the old side in that game, and in a way the Broken Destiny release works against him: while not many people had a chance play him, that means that not many people have a chance to miss him.

Got removed cos it slowed the fight down. RT @MaesterBacman: the mechanic from SE where both players hold their weapons against each other?

Which is probably one of the reasons why weapon breaks were removed as well, and this is another mention of speed from Daishi. The gameplay that has been released so far drives this point home: Daishi has a need for speed. It’s one of the main things he responds to in his twitter posts, and something he keeps mentioning in interviews as well.

Armor breaks > character becomes naked, was a bit too much I think. Players should have the option for it to not happen RT @retake272:

And also in line with improving customization, so it makes sense to either remove armour breaks entirely (they probably serve no purpose with the current game systems anymore anyway, and they weren’t so hot in Soulcalibur 4 to begin with), or heavily modify how they’re used.

Nothings perfect, there’s always room for improvement. If things don’t evolve, they get older by the second. RT @daniellecoogan: I don’t know how you’re going to top SC IV, it’s perfect!

For a developer at a large-ish company like Namco, Daishi has a surprisingly candid view about the games he’s worked on, and those earlier in the series. He’s right, though, things can always be improved, but more important is the vision I think he has. Soulcalibur 5 will live or die on how successful it is in achieving the vision Daishi has for it. Not that I trust his ideals completely, but I’m willing to put the time into something different if it’s the different he actually wants. If he can back his ideas up then there is great hope for the future.

go to 8WR sometimes. Please make it easy to browse. RT @Jeffjeanw: if someone wanted to post ideas of what we want to see, which forum would you most likely visit to hear what us fans want?

As I mentioned way back when, Filthierich started a topic on 8WR specifically for the purpose of letting fans express their desires and comments, and it’s been relatively well maintained.

Why did Amy become one of the mains? Not because I love her lol. It’s because there were lots of requests for her. RT @nogunogu94:

Amy fits an obvious niche — I hesitate to completely label it a fetish — that was kind of lacking in Soulcalibur. Her design appeals to a lot of people, for whatever reason, but it’s a shame she’s come to overshadow Raphael in the same way Kilik, Maxi, and Astaroth have supplanted their originals. It would be nice to see a few of those original character returned to their formal glory, but it’s more likely that they’ll be dropped in favour of newer or more popular characters. At least until it’s dlc time.

Yes, Patroklos get’s killed in Greek mythology and also in the movie Troy 😛 @shiro___:

Patroklos is one of the most important characters in the Iliad, being the best friend of Achilles and the impetus for some truly dumb and douchy moves on both sides of the war. He gets himself killed by being a glory hound.

But that probably has nothing to do with Soulcalibur.

ありがとう。Thanks! RT @MonsieurDeMatt: I’ve seen logo, very SC1 style! Excellent job 🙂

Thanks. I had a lot of say in the logo. I wanted to have the “Soul Edge” feel. Back to basics. RT @ShadowMosesB2: http://twitpic.com/4w7lj1 – best SC logo ever

The Soulcalibur 5 logo has a Soul Edge vibe to it, and sticks the number on the side, which is unusual for a game in the series. But Daishi wears his love for the first couple of games on his sleeve, so it’s no big surprise.

What happens to the females characters after 17 years? Well you know, people age… RT @tomsonian:

Which means what? They get married, have kids, dye their hair? Soulcalibur’s universe has enough magic in it to allow half the female cast to get by without really aging, and the rest wouldn’t be too old to fight. Maybe too old for the Japanese to have fighting, but if we get a Mina Jr. then it could be hard to complain.

Even though I can’t answer everyone’s request, I need to know what the fans want. RT @Ouren: Wow, you really do take fan feedback to heart. Now I feel like I need to contribute! xD

Thanks. What people ask for and what people really want isn’t always the same. RT @Xander_VJ: This is already more than most developers do. Though try to not overdo it. Fans often don’t really know what they want.

Which is the reason why fanservice so often fails. It is much better to have a clear idea of what you want, in this case what Daishi wants, and to go for that, especially with the safety net of online patching and potential dlc available. I would rather play the game that Daishi wants to make than the game that Daishi thinks everyone else wants him to make, and I’d rather the game be balanced around unique and interesting characters than a bunch of stand-ins who all have the same tools.

Will Pyrrha be in the game? If you keep wishing, maybe 😉 I shouldn’t say anything irresponsible tho 😛 @Wasabijoyu:

This is anticlimactic because I’m doing this post way too late and we all know Pyrrha was confirmed long ago.

Making big changes is risky and takes courage. RT @SwimsuitHakufu:   sounds like scV will be kinda like garou mark of the wolves, not many fighting game series do this anymore!

This goes back to what I’ve been saying throughout this post: I’d rather see Daishi’s game, risks and all, than one designed and balanced by committee.

At the very least we’ll know exactly who to blame if things go totally off the rails.

They don’t like the word “Edge” for many reasons. I think Edge sounds cooler tho. RT @ChelseaNein: やっぱり、正義が名前のが良いんですかねぇ

The reason why we can’t use Soul Edge is not a legal issue. It’s more like an internal issue that’s hard to explain. @nomusher:

That those reasons no longer have anything to do with the Edge trademark is probably a moot point. Soulcalibur has been Soulcalibur much longer than it’s been Soul Blade, so it still makes more sense to market it like that.

He wields the shield just like his mother. RT @BYS777: おちゃんと盾装備してる関心関心

Short sword & Shield. The shield is also a sheath for the sword. @xAkira95: http://twitpic.com/4w7m7s – えっと。。 武器は何か?

Glad to hear that. I heard only Japanese players like this kind of design. @Trace_afj: I like Patroklos!! he´s so hot!! ♥ He´s so handsome! is normal when you have Sophitia like your mother though 🙂

You have to wonder if saying that he uses his shield like his mother precludes him using it like his aunt.

Either way, Patroklos seems like much less an amalgam of the sisters of old than Pyrrha does. What little has been shown gives him a more unique flair, and also helps leave the door open for both Sophitia and Cassandra to return in some fashion.

He doesn’t even look like either of them, from his fighting stance down to his weird sword and shield/sheath combo.

We have to listen to both light and core users. The team doesn’t like/hate a particular character, there are other reasons tho. @Zephyrus21: I’ve waited too long and have been disappointed every single time. It’s like the team hates the character.

I believe this post is about Hwang, and he’s since been ruled out as a character. I assume it’s like I’ve said before: you can’t sell Hwang to the majority of players based on 3aa and a few sweet throws. He has to offer something else, and he’s not exactly the most dynamic or interesting character in the cast when it comes to design or personality.

But in his position it could be possible for him to train up a new recruit to replace him and keep the moveset alive.

Definitely interested. The question is, will the company say yes. RT @oj_sarraj: now that TEKKEN is getting a CG Movie how about Soul Calibur gets one as well?

I’ll leave it up to your imagination. RT @Fight4Music: Also which endings are canon?! Gauntlet finale from SC Broken Destiny or SC4 Sophitia’s and Siegfried endings?!

Of all the times in the history of the series, right now seems like the most ideal place to stick a movie. Everyone’s going to be wondering about what happened in those 17 years, especially what happened right after Soulcalibur 4. Bridging the gaps between video game sequels with other media is a really popular thing in the West right now, even though most of that stuff has been beyond awful. Hell, the new Tekken movie is packaged with Tekken Tag Tournament 1 HD, so why not release a Soulcalibur movie a couple of months before Soulcalibur 5 and stick a demo in there.

ありがとー! Thanks! RT @Furzy1290: The new swords design is incredible! o_O Very nice work!

Of course the big question now is who will be using the new swords? It ain’t Siegfried, and it doesn’t have to be Nightmare — he’s been without Soul Edge ever since his remake.

While the idea of Sophitia (or maybe Tira) being the new Nightmare may have a weird sort of fan appeal, and give them a way to stick her in the game without really worrying about her age, keep in mind that it’s as I said: Nightmare has been running around without the full Soul Edge for 2 games now. He doesn’t need it to be in the game, and if you give it to someone else then he’s got a reason to go after them. You can have your Devil Sophie all you want without having to throw out 2 perfectly good (and iconic) movesets in the process.

Don’t worry. I created Setsuka remember? 😉 RT @BlueNarciss: I heard that SCV will make things easier, I hope this is not completely true!

Don’t forget that we’re dealing with both the vague nature of what Daishi is willing and able to reveal about the game, but it’s also being filtered through 2 languages and then dashed out in under 140 characters on Twitter. When Daishi says he wants the game to be easier to play there are any number of interpretations to make of that, and they don’t all have to be that he’s going to make it easy mode. It’s possible he’s more interested in it being accessible, and easier to learn and understand.

It’s a Japanese game… but that’s not good enough as an excuse. We’ll work on it @Yoshilover122: get the lip synching better for english?

This early in the first trailers were still being done in the Soulcalibur 4 engine. You can bet that more work will be done on it.

The right time will come. RT @ElephantExplode: When can we expect to hear about which characters are going to come back in SCV?

Most likely Namco will do what other companies have been doing and slowly trickle out character information 1 or 2 at a time. Straight-up denying characters a spot on the roster seems risky right now, especially with DLC possible and the roster not yet fixed.

カプコンさんがよければ。If people at Capcom is OK with it. RT @BurningKikoken: http://bit.ly/lc3FjM

Totally agree. If Square Enix is OK with it 😉 RT @Graphf: Lightning (ff13) is so HOT! Cloud ff7, or Edge and Rydia from FF4 could work!

So, another request for Dante to be in the game. Weird that Daishi is still fielding these questions, but we know that soon after this he and Tago both say that the guest characters have already been decided. Maybe he’s open to more guest characters?

That’s Salia Olschmidt behind Siegfried. She’s a member of the Schwarzwind (black wind), the band of thieves.

He’s talking about this picture, which seemed to be getting everyone in a frenzy trying to figure out who the character in the middle was supposed to be. Now we know it’s neither Hilde nor Cassandra, and definitely not a grown up Amy. We already knew the rest of the people there were from Siegfried’s old gang. Much like Dampierre’s posse they’ll probably only appear in his art, but not be fully playable characters. Though they could get custom character models.

SC has it’s good points that other games don’t have. Give it a try! RT @omgitsnewton: I do not play SC, but I’ve seen a few SC2 matches. I like how the game has short juggles that still do good damage. because of that, the flow of the game isn’t broken. I’d like that to stay in future SC games.

For real, this is something I’d prefer they stick with. The shorter the combo the better, regardless of damage. This isn’t Tekken, but sometimes when I get hit by a 10 second long igdr punish I want to snap the controller in half. Either add more air control to the game so the defending player has something to do, or rework stuns.

ヒルダは正確な情報ではないからだよ。The reason why Hilde has a cross in the chart? The info provided wasn’t precise! @hitorinin @skytoast

And this should be the last time I ever have to mention that chart.

Creating realistic AI is hard. AI in the SS ver didn’t feel real. Making AI weak or strong is easy but making it real isn’t.@Kansai_tarou:

Which is true. And I remember the Soulcalibur 3 AI very well. It would cheat constantly and was hilarious for that. But even if you manage to create “realistic” AI most of the people playing against them won’t be doing so in order to play the game, in the strictest sense, they’ll be doing it in order to accomplish something else, whether it’s unlocking something or progressing through a story mode.

However, add some player ghosts into the game and everyone can have a party. Those can be a lot of fun both to train up and to play against.

ちょっと数が多いので今日は単純な呟きのみで。 I have something to tell everyone so I won’t be doing any replying today.

My work for the day is 1. Twitter 2. Meetings 3. Character tuning 4. Checking motions 5. Overall checking & approving.

Even in my current position, I’m still involved in fine tuning the characters and adjusting their values. To be honest I’m busy as hell 😛

I told everyone my favorite characters but that doesn’t mean they will appear in SCV.

Regarding requests for licensed characters… well, let’s just say that’s a complicated issue. You can’t please everyone.

Who do I want to for a guest character? Personally, FF characters. I’m Japanese so the first thing I think of are Japanese games.

Just to tell you, the guest character has already been decided. I can’t say anything else because we have deals with the other company.

Instead I’ll tell you a little secret; I’m currently working on Pyrrah’s balance. Patroklos seems stronger at the moment.

I haven’t confirmed with the higher ups about today’s tweet. Hopefully I won’t get in to too much trouble ; P

So here we get both the Pyrrha and the guest character confirmation. They both seemed inevitable, but now that they’re out of the way we can look forward to some real news.

今日、俺宛に届いたでかいダンボール…送り主「Mad Catz」 I got 2 huge boxes sent to me today. It’s from “Mad Catz”…

Markman sent me both the PS3 and XBOX 360 sticks! I look like I’m in a bad mood in the photo but I’m not 😉 http://twitpic.com/4zyksd

It looks like this close up (SFIV Chun Li ver.) The box has Chun Li’s art work too! http://twitpic.com/4zylga

Now let’s try this baby out! It has a nice weight to it. Nice and steady. http://twitpic.com/4zylph

I’m so happy! I’ll take good care of these sticks. Thanks a lot Mad Catz and Markman!

I really hope he likes these sticks and can work out a deal with Mad Catz. I can hold off getting a new stick for a while longer.

Soulcalibur 5 is Real

At Namco’s Level Up conference in Dubai last night Namco finally 100% confirmed that the new Soulcalibur is Soulcalibur 5, real, a fighting game, and coming out in 2012.

(Spiffy, clean logo thanks to OOFMATIC and andriasang.)

There are few details right now. We’ll have to wait for the countdown to end tomorrow to get something else, but I doubt it will be much more than we already know, besides the 10 second teaser they showed at the conference.

Supposedly Soulcalibur 5 involves a 17 year time skip from the end of Soulcalibur 4. The main character will be Patroclus, a more modern adaptation of his past name, Patroklos. That is, it will be Sophitia’s son. Not too surprising that they fixed his name up; Cassandra was originally called Kassandra in Sophitia’s profile. When they made her a playable character in Soulcalibur 2 they also modernized the spelling of her name.

I’ll admit that I was taken by surprise here. Daishi has been running a screen back in Japan, answering tweets all night. I figured if they were going to announce his game without him it would be his boss, Harada, who did it, but Harada only talked about the new Tekken movie. So I was shocked when Hisaharu Tago  showed up to talk about Soulcalibur. To my knowledge he’s never worked on a Soulcalibur game before, and suddenly he’s the lead producer for the new Project Soul. Learn something new every day.

Back to the info, if this time skip is real, what will it mean for the old characters? That’s hard to say. Most of Soulcalibur’s cast was either young enough to still work 20 years later, or could be magically de-aged. After 17 years Amy will still be a loli, but Talim won’t. For much of the cast I wouldn’t worry about the aging, but for the ones who were already on the edge it might be their doom. A character like Mina was holding on for dear life to begin with, would she still be around 17 years later?

Hopefully more to talk about, and the trailer, tomorrow afternoon.

Also, the teaser was recorded. The new Soul Edge design is interesting, but I’m not sure I like it.

Daishi’s Twitter – Round 5

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.

In fact, I still have my Soulcalibur 2 Horis that have his art on them.

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

Yes, please.

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.

Absolutely. SF II to IV are all classics. It’s the grandfather of all fighting games. RT @UTekkenFanBoy: Do you like Street Fighter?