When it comes to the Soul series, the player is treated differently than in other games. You're not handed anything, you're not provided with much of a direction. You're basically dropped into the world with an unceremonious "Well, here you are now."
What I like about the series is that it feels very much like you're playing a video game version of a tabletop game, except with a gamemaster that has ZERO investment on whether or not your character lives or dies.
It's a game that lets you really explore, allows you to discover things on your own, and despite it's advertised "hardest ever" ad campaign, is amazingly fair to the player. When you screw up, it's your fault. And once you get over the idea of death as just another part of the game, it becomes far less punishing.
For someone who's been playing since the game was called Soul Edge in the arcade, I can tell you at least my own opinion why the game didn't do as well:
Soul Calibur has always had a very technical and defensive-focused gameplay. It was designed in such a way to simulate weapon-combat, with parries, blocks, and deflections that rewarded quick timing, smart attacks, and less button mashing.
However, in SCV, they decided to implement the ideas from the newest Mortal Kombat, and added super abilities with a charging meter. That's fine, but they also ruthlessly punished blocking, and required parries to use that same meter. Essentially, they reward always attacking, but there is no corresponding reward for blocking, so the fights must always be about attacking, instead of quick reflexes and good timing.
Add to that a neutered (and pointless) story mode, the removal of a number of classic characters (Where the hell is Seong Mina?), and all the pieces come together to show how to quickly make a game unattractive to your older fanbase, while at the same time too alien to attract new fans.
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Re: What Actually Comes with Dark Souls II: Scholar of the First Sin on PS4, PS3?
When it comes to the Soul series, the player is treated differently than in other games. You're not handed anything, you're not provided with much of a direction. You're basically dropped into the world with an unceremonious "Well, here you are now."
What I like about the series is that it feels very much like you're playing a video game version of a tabletop game, except with a gamemaster that has ZERO investment on whether or not your character lives or dies.
It's a game that lets you really explore, allows you to discover things on your own, and despite it's advertised "hardest ever" ad campaign, is amazingly fair to the player. When you screw up, it's your fault. And once you get over the idea of death as just another part of the game, it becomes far less punishing.
I'm looking forward to picking up the remaster.
Re: Namco Bandai Reveal Disappointing Sales for Soulcalibur V
For someone who's been playing since the game was called Soul Edge in the arcade, I can tell you at least my own opinion why the game didn't do as well:
Soul Calibur has always had a very technical and defensive-focused gameplay. It was designed in such a way to simulate weapon-combat, with parries, blocks, and deflections that rewarded quick timing, smart attacks, and less button mashing.
However, in SCV, they decided to implement the ideas from the newest Mortal Kombat, and added super abilities with a charging meter. That's fine, but they also ruthlessly punished blocking, and required parries to use that same meter. Essentially, they reward always attacking, but there is no corresponding reward for blocking, so the fights must always be about attacking, instead of quick reflexes and good timing.
Add to that a neutered (and pointless) story mode, the removal of a number of classic characters (Where the hell is Seong Mina?), and all the pieces come together to show how to quickly make a game unattractive to your older fanbase, while at the same time too alien to attract new fans.
Re: Lollipop Chainsaw Gets All Romantic
That may be one of the first trailers to really just crack me up in quite a while. Looks like a lot of fun.