Where Tekken had a daring post-launch DLC and esports plan from early on, Soulcalibur 6 is taking issues gradual, and Namco shall be watching what followers are saying very intently.
I actually like Tekken, however Soulcalibur all the time felt extra attention-grabbing and thrilling. The weapon-based fight is a significantly better match for the 3D, eight-way-run dealing with, however extra necessary is that the Soulcalibur sequence all the time appeared wildly experimental with steadiness and modes in comparison with its hand-to-hand sibling. That experimentation has its negatives too, after all: the place Tekken has maintained a good high quality throughout your entire sequence, Soulcalibur has wildly diversified, with the earlier two entries a selected low level.
For my cash, the final completely must-play title within the sequence was the second, and that’s excellent news for Soulcalibur 6, since this title is aiming to return to these glory days – proper all the way down to story placement within the timeline. This is deliberate, SC6 producer Motohiro Okubo tells me. It lets the event workforce at Namco “get back to the essence of the series,” which sounds fairly good to me.
“Tekken is a very mainstream feeling fighting game, and I think there’s a place for that,” Okubo says after I ask in regards to the distinction between the 2 preventing franchises he helps to handle. “I think in that sense Soulcalibur is… well, it’s a weapon-driven fighting game, and so you want to have that satisfaction of swinging around these massive weapons, moving around far more freely with the 8-way-run mechanic in a 3D space. So it’s a unique-playing game.”
Soulcalibur 6 feels nice to play. As I’ve defined a bit in movies over on the VG247 youtube channel, it’s a return to what I would like from the sequence. The preventing mechanics really feel slick and fulfilling, whereas tremendous strikes now really feel extra pure and correctly built-in than in SC5. The glorious gradual movement system from Tekken is by some means much more hype on this game – most likely due to the prolonged vary on strikes due to characters swinging about swords, whips and all method of different weapons. It’s good things.
Numerous what makes Soulcalibur really feel so good when it’s executed nicely is down in regards to the weaponry. The character roster issues, after all, however nearly not as a lot as their weapon of selection – and in SC6, the event workforce has centered on attempting to design the roster round a spread of distinctive weapons. That means it’s unlikely SC6 will attain the heights of getting over 35 characters as Tekken 7 did, however Okubo believes that may nicely be for the very best.
“Weapon variety, weapon portfolio – that really became a very important part of the roster selection process,” the producer explains. “In phrases of the amount, after all, there’s all the time sources and devleopment cycle concerns that we now have to abide by – however I don’t really assume extra is essentially higher.
“I feel pretty confident it’s going to be balanced,” he says with amusing. “We spent a lot of time developing and thinking about the battle mechanics for that. A very long time.”
Unlike with most big-budget fighters, nonetheless, like Street Fighter with its big Capcom Pro Tour esports circuit and Namco’s personal very tournament-friendly Tekken 7, Soulcalibur 6’s workforce isn’t slaving away on steadiness for esports – in truth, the potential for the game to turn into a match staple is being left completely as much as the followers.
“Our priority when developing the game first and foremost is creating something that’s fun and engaging for the player to experience. We want to make a solid game,” Okubo says when requested about esports potential for Soulcalibur’s return. Soulcalibur 5 did have an esports presence, nevertheless it was one which was lifeless and buried inside round a yr of the game’s launch – maybe as a result of the game simply wasn’t as enjoyable as different entries within the sequence. By specializing in high quality, Okubo says, hopefully the aggressive neighborhood will observe.
“I think the esports scene is a very community-driven group, especially in fighting games,” Okubo explains. “Even now, a lot of the big tournaments and competitions are run by the community. If by making a great game there’s then a voice from the scene that says ‘hey, we could use this as a good, very competitive game,’ then that might be the trigger for us thinking about and talking about what kind of support we can offer.”
The first help for the game, at the least shall be a fully-fledged season move for the game. That’ll provide you with three new playable characters on high of the principle solid (which is but to be absolutely introduced, however Seong Mina had higher be in or I’ll riot). The season move additionally contains new gear for the returning in-depth create-a-character mode. Beyond that, nonetheless, Okubo and his workforce at Namco are additionally eager to attend and see what occurs with followers. Where with Tekken the trail was extra apparent to them, it seems SC6 may have a extra free-form, adaptive response to post-launch content material.
“It really depends on the demand,” the producer tells VG247 when requested if there’ll possible be continued help past the preliminary season move, as with Tekken 7. “We’re all the time on the observe and all the time wish to do extra if the neighborhood so requests it – and we will inform from the suggestions what the neighborhood is searching for.
“The plans aren’t solidified, however I’d actually love to do extra story components and I’d additionally love to do extra creation elements. There’s going to be over 100 creation elements for the character creator already. Of course, that’s simply my plan, my roadmap – nevertheless it’ll be an actual dialogue with followers and the neighborhood to see the place they need it to go.
“Once the game is out, we really want to see what people want. There’s plenty of desire on our side to want to do more.”