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EGM Exclusive: Soul Calibur V’s director Daishi Odashima Talks About Making The Game Faster, Control Better

Posted on July 9, 2011 AT 10:47am

For the July 2011 issue of EGM, we had the chance to talk to Soul Calibur V’s director Daishi Odashima, where he spoke about some of the changes that would be coming to gameplay in this new chapter

Of course, Soul Calibur continues to exist in an age where the fighting genre’s other dominant players all do their bidding in two dimensions. Street Fighter IV, Marvel vs. Capcom 3, Mortal Kombat, and Tekken, for all their polygonal complexity and dynamic gameplay, take place entirely on a 2D plane. This isn’t lost on the Project Soul team, well aware that the reasoning behind this design decision is often a more responsive, accessible, and immediate control scheme. As such, the team’s highest priority has been to better enable players to cope with the added complexity of the Z-axis.

“One thing that we’re really focusing on is the 8-way run,” says Odashima. “We want to make it more responsive. For SCIII and IV, a lot of the feedback we received from users was that it felt ‘heavy’; we want to make it swift and responsive.”

He explains that this is largely a matter of calibration, the careful adjustment of primarily two variables: how quickly a character moves, for one, and another that determines the homing properties of an opponent’s attacksi.e., how fast they can track their movement.

“It’s kind of a matter of those two parameters,” says Odashima, “[and] finding a good balance between the two. SCV will become a more elegant fighting game than previous Soul Calibur [titles] with these consecutive movements.”

For more about Soul Calibur V, be sure to check out the July 2011 issue of Electronic Gaming Monthly, now on newsstands everywhere.

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