Soul Calibur 5 roundup: Daniel "Clockw0rk" Maniago's review, French gameplay, Leixia loop and more
one more thing ... im just nitpicking now but when armor used to break in sc4 u had top, mid and low armor and they all broke seperately (like if u hit someone enough times on the head only the head armor breaks .. etc)... in this game it all breaks at once ... why ?? its just dumb ..
Soul Calibur 5 roundup: Daniel "Clockw0rk" Maniago's review, French gameplay, Leixia loop and more
- the game has no exhibition theatre, no art gallery , no character profiles and backgrounds , no endings ... nothing its just a mash up of a half assed job. - the story mode is utter crap. and stretches with no acctual depth to it. and half the time you play with alpha pokemon which has setsukas move set. which is arguably one of the hardest styles to learn because of all the just ...
Soul Calibur 5 roundup: Daniel "Clockw0rk" Maniago's review, French gameplay, Leixia loop and more
- the new characters that are based on the old are generic unappealing and look like charaters made from the creation mode. they are lacking in personality and in story. pyrrah is just plain annoying and whiney and that just makes me want to shoot whoever designed her and put her instead of the mother ... when you picked a character in the old games there was something that appealed to you in them .. ...
Soul Calibur 5 roundup: Daniel "Clockw0rk" Maniago's review, French gameplay, Leixia loop and more
- the lack of critical finish. i understand why this is gone, mainly because guard impacts are gone but hear me out here. the fact that they were there forced you to acctually fight back and parry.. if your dont parry your soul guage would break and lead you to a vilnerable state where the opponent can land a fatality .. so the only way out of this was to fight back and to counter ...
Soul Calibur 5 roundup: Daniel "Clockw0rk" Maniago's review, French gameplay, Leixia loop and more
- quick side step: .. although the concept is not original to this game , the old sidesteps worked fine and this is unnecessary. now you have situations where if you end up doing a quick sidestep on someones wakeup you end up in a state where both of you arent facing each other and both your attacks whif .. just a generally wonky state that is happening alot more in this game than any ...
Soul Calibur 5 roundup: Daniel "Clockw0rk" Maniago's review, French gameplay, Leixia loop and more
- the comeback factor: this has to do with supers again... when you had very little life in the older SCs and you brought it back, you friking EARNED that win !! there was no bullshyte involved .... now with supers, the opponent can just friking mash them out ... and chances are he might turn the tide or even kill you with just one friking move .. and with it being almost impossible to ...
Soul Calibur 5 roundup: Daniel "Clockw0rk" Maniago's review, French gameplay, Leixia loop and more
@ 29 ive been a long sc fan since soul blade ... let me explain a little about the reason why i personally dont like this game very much... - they eliminated a core mechanic which was guard impact. when this mechanic was there, it created a balance that made the tier list not so drasticly apart. ofcourse there were top tiers and low tiers ... but it wasnt so clear cut like it is ...
Soul Calibur 5 roundup: Daniel "Clockw0rk" Maniago's review, French gameplay, Leixia loop and more
@8 hi there basicly if you just hold down or up after being launched .. your character would roll out to the left or right in the air ... making all these combos after launch completely useless apart from maybe the first hit .. hell even the computer air rolls so I'm surprized why the guy acctually posted this if they dont acctually work ... im not sure he tried them in an acctual match ...
Soul Calibur 5 roundup: Daniel "Clockw0rk" Maniago's review, French gameplay, Leixia loop and more
umm ... the leixia combos are not viable ... all of them can basicly be air rolled after the first or 2nd hit making them utterly useless ... unless you're playing a scrub that doesnt air role .. these combos are useless
Widescreen UI concept for older Street Fighter games from reader
its nice as an option i dont see it sinking well as a default ... but as an option its great especially with a replay functionality ...that way you get to appreciate more of whats going on in the screen and the beauty of the backgrounds ... then again i think it would be cooler if say ... on each side you have the character inputs !!! ... that way you can see if someones ...