What Does Bandai Namco Need to Do to Reignite the SoulCalibur Series?

It’s been five years since a proper SoulCalibur title, and little hints and signs give hope of a new release sometime soon. The PlayStation 4,  Xbox One, and Steam–the modern platforms–lack the fabled weapon-based fighter that’s been with Sony’s console for 20 years now. Is Bandai Namco actually going to change that, and if they do, how will they go about it? Let’s look at some of the telling actions of the company, and what can they pull from the past games to improve over its predecessors.

In the middle of 2015, Bandai Namco conducted a SoulCalibur character popularity poll on its Facebook page. Everyone from every installment figured on the list. It’s easy to speculate that the company is doing research to see who fans really like–especially given that SoulCalibur V replaced many old-school characters with younger, slightly tweaked versions.

Come late 2016, a celebration page launched and–although only in Japanese–it provided a retrospective on the series that leads up to the very latest release in its brand, a pachinko slot machine. And, coming up in 2017, far from going off the rails like the disastrous Konami train, Bandai Namco celebrates the game’s music with an Orchestral Memories Concert. These are all signs that the franchise is still alive, somehow, even if there isn’t a main game announcement on the horizon yet.

But if those smoke signals actually mean anything, then Bandai Namco is cooking up SoulCalibur VI for the current generation–as it soon should be done getting its weaponless brother, Bandai Namco’s Tekken 7, out of the way. There’s a big legacy to live up to when it comes to SoulCalibur, as everything is riding on whether the company strikes a balance between appeasing longtime fans and bringing in a new audience.  Looking at the past games, each of them have something interesting to offer, although SoulCalibur II universally remains as the most revered.

Soul Edge/Soul Blade

It all started with an amazing opening cinematic, and the nearly cliché line about tales of swords and souls. The 1996 PSOne game stunned with its detailed models, engaging backgrounds, and an impactful combat feel. Play it today, and the movement feels incredibly clunky–but the game established a horizontal/vertical/kick triad that, when coupled with the movement and ring-out system, introduced a formidable amount of strategic depth.

The rich clashing sounds, impressive Critical Edge attacks and Guard Impacts, good music, and memorable cast solidified Soul Blade as a fan-favorite. What stood out around that time is compelling single-player content, particularly for a fighting game. Arcade Mode featured an individual ending for every character, but the unique thing about it is that by pressing specific buttons, players could influence the outcome and get one of two endings. The Edge Master Mode had a narrated storyline, with fighters traversing the world map and beating fights with wacky rules–fighting barehanded, ring-outs only, damage only by throws, and so on. Soul Blade had some great ideas, and unfortunately, not all of them made into the future titles.

I’d like to see similar content return to SoulCalibur VI. Having customizable weapons to unlock breathes some fresh air into local, non-competitive play. I’m a fan of the weapon gauge, though if it doesn’t come back, I won’t mind, because fighting barehanded is a little over-the-top.

SoulCalibur

SoulCalibur -- Who played this one back then on the Dreamcast? Let me know in the comments.

SoulCalibur truly brought 3D to the series, thanks to 8-way running–a breakthrough, yet simplistic-in-thought movement principle. Hold the stick in the desired direction, and behold. The fighter walks in one of the eight directions, positioning around the ring, and avoiding vertical blows. Revamps to the Guard Impact system made the combat more dynamic, and the graphics impressed, especially on the Dreamcast in 1998. With added input-buffering, SoulCalibur felt much better and smoother to play.

While the game added nine characters, a few of them had movesets largely borrowed from other characters, like Kilik and Lizardman. They also abandoned the custom weapons idea from the first title, but added the Soul Charge technique. All in all, SoulCalibur was a must-have for anyone who owned a Dreamcast.

There’s not much that I would like from here that isn’t in the next title.

SoulCalibur II

SoulCalibur II -- Spent A LOT of hours on this one. Taki,, Raphael, Talim were mostly my top 3.

This is when the soul truly burned. The triad of platforms, at what some could say was the pinnacle of console wars, had a different edition of the game each with an exclusive character. Spawn, Link, and Heihachi guest-starred on the Xbox, GameCube, and PlayStation 2 respectively. Released in 2002, this time the visuals were truly stunning and well-ahead of their time. Namco refined the gameplay of SoulCalibur, creating a title to be played in tournaments for years; especially since this is the one to receive a modern port with HD treatment.

A similar emphasis on single-player content returned with an expansive Weapon Master Mode, which took a page from the original Edge Master Mode. Featuring a bevy of challenging stages, players were able to unlock armaments with various properties for every character. Particularly compelling were the ultimate weapons, whose effects the designers intentionally didn’t reveal–which gave them just a little bit of that legendary mystery.

I’d love to see similar “Ultimate” weapons and the return of this Guard Impact system. SCII just has the right pace and tempo of combat.

SoulCalibur III

SoulCalibur III -- It was so buggy! But it had Setsuka in it and Yoshimitsu got a ton of crazy moves.

Many would agree that this is where the burning soul dwindled. Somehow, the visuals looked worse than its three-year-old predecessor. The smaller character models looked less detailed, and gameplay was riddled with bugs and gimped options, like a significantly worse 8-way run and weaker Guard Impacts. Battle flow changed, as this is the first SoulCalibur with a more robust combo system.

Still, the new characters fit right in with the universe, as Setsuka, Zasalamel, and Tira found themselves battling the original cast and a host of new styles that custom characters used. The Character Creation Mode established new ways to play, and has returned to every game onward. There was also a good attempt at mixing the game with the strategy genre in one of the single-player modes.

I’m into the Just Impact mechanic and the new characters, but I didn’t like how ineffective 8-way run is, and the longer combos. The added variety of custom fighting styles was nice, but it seems like it took needed development time to polish the game.

SoulCalibur IV

SoulCalibur IV -- Which side of the Force were you on? I was on my father's...

The next-generation SoulCalibur graced two platforms this time as opposed to SoulCalibur III, which was a PlayStation 2 exclusive. The fourth installment had Star Wars characters, Darth Vader for the PlayStation 3 and Yoda for Xbox 360 [Not to forget Starkiller, in a move to promote The Force Unleashed games. – Editor]. It’s a bit more on the ridiculous side, but that didn’t help the game much anyway.

Somehow, this iteration just lost that feeling the previous games had. Blows lacked the impact they used to have, making it feel like the fighters swipe at each other with feathers. The customization features expanded, but a bland story compounded with a “meh” combat feel didn’t make this one nearly as memorable as II. Having different armor parts reduced turtling, but leaving your opponent in undergarments just added more to the ridiculousness.

There’s not a lot that I would like from SoulCalibur IV apart from the deep customization mode and the return of the concept of guest characters, though not as outlandish.

SoulCalibur V

SoulCalibur V -- Very good effort! But those combos... who needs such long ones.

It’s hard to believe that it’s been almost five years since the release of the last proper fighter in the series. Although the fighting formula received some tune-ups–advanced Just Guard pushed Guard Impacts out of the way, which in turn utilized a new power meter–the game battled with some controversial decisions that marred its returning glory.

Bandai Namco promised a dramatic, expansive storyline, but due to development constraints, they ended making a botched, basic slideshow, only one-fourth of the volume they intended. Other than Character Creation, there put out hardly any single-player content, which still matters a lot to the general audience. It also didn’t help that a lot of the “classic” characters were replaced or simply missing–you won’t find Talim, Yun-seong, or Zasalamel, and a new generation of fighters took place of the majority of the cast.

SoulCalibur V felt good for the most part, but I would much rather have dynamic, meterless Guard Impacts rather than having to burn meter for them. Just Guard was a little unwieldy to use. As for the power meter, I prefer to just have a Critical Edge associated with it rather than spending it to extend combos. Long combos don’t feel as fun in SoulCalibur. More single-player content and the return of the classic characters obviously would please a lot of fans.

What’s Next?

Namco Bandai needs to reforge its fighter for the modern age, where fighting games are more social than ever thanks to instant sharing from consoles to Twitter, YouTube, and Discord. There needs to be that “meme factor” that drives fans to be excited about the characters and lore again, not just about the fighting or competitive aspects. The hardcore community will always be there, but Bandai Namco needs a bigger market to justify continuing the series.

An esports push would also be welcome, since that’s the bread-and-butter for most triple-A fighting games now. The Soul series has always enjoyed popularity in Europe, particularly France, but other countries certainly can find room for it, should the fans accept the new iteration.

Which characters do you want to come back? Do you prefer the classic or new fighters? And if you could select mechanics across all games, which ones would you like to see in SoulCalibur VI? Let us know in the comments, and let’s hope Bandai Namco is listening.

The King of Fighters XIV’s New Nakoruru and Shun’ei Costumes Are Now Available in Asia

Some time back, we learned that The King of Fighters XIV would be getting new costumes at the end of this month. Now, those costumes have arrived–at least for players in the Asia region.

The new costumes for Nakoruru and Shun’ei are out now on the Asian PlayStation Store. Nakoruru’s costume has her dressed up as a modern Japanese schoolgirl. Shun’ei’s outfit on the other hand has him dressed up like his master Tung Fu Rue.

Both costumes are available for purchase over on the Asian PlayStation Store for only HK $ 23.00 or SG $ 4.00 (about US $2.90). No word yet on when these will be available in the West. In the meantime, check out these images.

Click to view slideshow.

Source: PlayStation Store

Scope Out the Competition in the Fighting Game Scene with the Free FGC Scouter App

With the numerous players across the diverse fighting game community, it’s hard to know who’s who–especially when traveling to new events. Thankfully, a new, community-maintained app lists active participants in the scene with useful tidbits about them.

The FGC Scouter app has a simple interface–all the players in its database can be found in a list view, or by writing search terms. Clicking on a player shows their main character, home state or country, notable placements, and a few relevant tidbits about them, such as tournament or team achievements or outstanding quirks. It’s also possible to enter game characters or places as search terms for results.

There are no more features currently, but that’s because the app is in beta. Player photos are coming on a voluntary basis (so you can send a real photo of yourself if you’d like that displayed). Eventually, the app will display more specific data, like set counts, for example. Possibly the biggest feature coming are “Player Cards,” which will be informative images to be overlayed on streams when the appropriate participant shows up. Here’s one example of a prototype:

fgscouterplayercard

The idea for the FGC Scouter app came from Sway, a New York Guilty Gear player who was up on stream with another strong player, but neither commentator knew them. While this was initially intended for commentators, Sway reached out to the creator of GunFrame, AnBi.

“If they want to be added or want to correct/update information, please DM @FGCScouter on Twitter,” Sway told SRK. “The goal is to get more exposure to all the players in the scene, so the more correct info the better!”

To get involved, use this form to send an image of you to be added. Reach out to any of the collaborators of the project with questions or if you would like your information to be added or clarified: Sway, DEB, Daymendou, wne, Blaze, and AnBi.

Alongside added functionality, an iOS version is planned in the future. Currently, FGC Scouter specializes in Guilty Gear, but more games will be included.

Get the scoop on players participating at tournaments–such as Frosty Faustings IX this weekend–by downloading FGC Scouter for free from the Google Play Store.

Sources: @FGCScouter; Sway; Google Play Store

Scope Out the Competition in the Fighting Game Scene with the Free FGC Scouter App

With the numerous players across the diverse fighting game community, it’s hard to know who’s who–especially when traveling to new events. Thankfully, a new, community-maintained app lists active participants in the scene with useful tidbits about them.

The FGC Scouter app has a simple interface–all the players in its database can be found in a list view, or by writing search terms. Clicking on a player shows their main character, home state or country, notable placements, and a few relevant tidbits about them, such as tournament or team achievements or outstanding quirks. It’s also possible to enter game characters or places as search terms for results.

There are no more features currently, but that’s because the app is in beta. Player photos are coming on a voluntary basis (so you can send a real photo of yourself if you’d like that displayed). Eventually, the app will display more specific data, like set counts, for example. Possibly the biggest feature coming are “Player Cards,” which will be informative images to be overlayed on streams when the appropriate participant shows up. Here’s one example of a prototype:

fgscouterplayercard

The idea for the FGC Scouter app came from Sway, a New York Guilty Gear player who was up on stream with another strong player, but neither commentator knew them. While this was initially intended for commentators, Sway reached out to the creator of GunFrame, AnBi.

“If they want to be added or want to correct/update information, please DM @FGCScouter on Twitter,” Sway told SRK. “The goal is to get more exposure to all the players in the scene, so the more correct info the better!”

To get involved, use this form to send an image of you to be added. Reach out to any of the collaborators of the project with questions or if you would like your information to be added or clarified: Sway, DEB, Daymendou, wne, Blaze, and AnBi.

Alongside added functionality, an iOS version is planned in the future. Currently, FGC Scouter specializes in Guilty Gear, but more games will be included.

Get the scoop on players participating at tournaments–such as Frosty Faustings IX this weekend–by downloading FGC Scouter for free from the Google Play Store.

Sources: @FGCScouter; Sway; Google Play Store

The Jump-In Podcast Sits Down with the Top Japanese Birdie in Street Fighter V: Crusher

Think XYZZY is the only player tearing it up with Birdie in Street Fighter V right now? Think again. There’s a new emerging name coming up in Japan with the character, and his name is Crusher. Already having won one event on HyperX|Daigo Umehara’s stream, he is starting to get a lot of attention in the circuit.

He recently sat down with Kim1234 and Logan-Sama on The Jump-In Podcast to talk about his win, and also about his background with the game. Grab a donut and get to know the newest name in Birdie play.

Source: The Jump-In

801 Strider and PR Balrog Face Off Online as They Return to Glory in Street Fighter V

801 Strider and PR Balrog lived out almost parallel fates last season on the Capcom Pro Tour. In 2015, the former was able to make the cut for Capcom Cup, while the latter reached top 8 of Evolution. In 2016, however, both struggled to stay afloat in the competitive landscape as the two struggled with the weaknesses of their characters, Laura and Balrog respectively.

In Season 2, both of their characters were buffed considerably, and suddenly both Strider and PR ‘Rog are looking far more confident and capable. So in the hypothetical that these two meet up on the tour, who could be the one coming out on top?

Source: XusesGB

Learn How to Exploit Liu Kang’s Flame Fist Openings in Mortal Kombat XL with SylverRye’s Guide

GutToughGaming’s SylverRye is a strong Liu Kang player, who has been quickly making a name for himself over the last few months with several strong tournament placings–most recently getting 9th at Kumite In Tennessee 2017. In an effort to help the Mortal Kombat XL community level up, he has released a guide showcasing various ways to deal with the openings that can be found in Kang’s Flame Fist pressure. He demonstrates these methods with Takeda, but encourages all players to hit up the training room with their own characters to find the specific solutions that work for them.

If Liu cancels his Windmill Punches into Dragon’s Roar (DB2), it is possible to: backdash; take the hit and be knocked away from him; punish the Windmill Punches (which are -16 on block, regardless of whether or not he Meter Burns them) before the cancel; check him with a D1; neutral jump over DB2 to make it whiff, and get a full combo; or jump forward to create some distance. He then shows ways to deal with Windmill Punches into Low Fireball–which is gapless–but some characters like Takeda and Triborg can get a neutral jump punish, or backdash it. Cancels into his Dragon Parry (DB3) can be dealt with by low poking him with something like a D3, or catching him with a neutral jump punch. You can also wait until he’s recovering and punish. However, if he Meter Burns them, the punches last longer and launch at the end, guaranteeing a DB2. Some characters can backdash, but no one can jump out.

Lastly, he covers some of FF’s more gimmicky tactics. He also promises a future video on how to deal with Dragon’s Fire. You can see the video below.

Source: SylverRye

Have Street Fighter V Complaints Gone Too Far? Michael Martin Thinks So

You can’t get on social media anymore without hearing constant complaints about Street Fighter V–unless you have excluded the gaming sphere of social media from your timeline altogether. Everyone has something to say, and it has become infectious.

But Michael Martin thinks the social media complaining has gone a bit too far. After briefly discussing Nintendo Switch titles on this episode of I Got Next, Martin discusses how counterproductive he views people complaining (but still going out to events), and challenges people complaining to “vote with their wallets,” and stop attending Street Fighter V events if they feel so negatively about the game itself.

Source: Yahoo Esports

Get Egg on Your Opponents’ Faces: Yoshi Combos in Super Smash Bros. for Wii U

Super Smash Bros. for Wii U has seen a rise in Yoshi’s prominence, after generally being considered low tier in both Super Smash Bros. Brawl and Super Smash Bros. Melee. The little green dinosaur has finally found all the tools he needs to compete, and his damage potential is actually pretty stellar.

This combo guide shows how to set up some pretty damaging combos out of Yoshi’s footstool. A lot of these combos are situational, but many of them can actually sweet spot very accurately, leading to insane damage.

Source: Chronana

Keep Grabbing That Fight Money: Balrog’s Street Fighter V Season Two Buffs

He’s got some new dirty tricks to bring into the ring.

As befitting one of Shadaloo’s original Four Heavenly Kings, Balrog can really dish out some pain in Street Fighter V–a round can turn very suddenly with just one of his high-damage combos. And if you’re picking up this dirty boxer for the first time, Brian_F is a great reference for Balrog tech.

Brian_F has been taking some time to look at Balrog in Season Two, post-patch, and has recently uploaded these videos. The first examines Balrog’s particular buffs for the new season, while the second looks at the new combo/mixup opportunities gained by the ability to V-Skill-cancel ‘Rog’s EX Dash Straight earlier than before.

Source: Brian_F