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Ray_Masamune
Masamune ~ Kokuu Giri
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since: Mar 2004
Jul 24, 08 at 10:14pm
Reviews & First Impressions

Now that SCIV is nearly out (already is in some areas), reviews have/will be showing up. This thread is a place where we can take a look at those reviews.

When the game does arrive in our own laps, a lot of us will probably have a lot to say about what we liked or disliked about the game, so we can give our opinions on that here when the time comes.

All reviews, professional or user-written, will be collected in this first post.

REVIEWS

Megamer Review

GamerDee Review

1UP Review

Play Review

PangTong_Blademaster's Review

Ray_Masamune's Review

Gametrailers Review

1UP Video Review


This message was edited by Ray_Masamune on Aug 03 2008.


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Ray_Masamune
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Jul 28, 08 at 6:14pm
re: Reviews & First Impressions

Please excuse the double post.

I found two very informative impressions on the Calibur forums from a tester and one of the lucky people who managed to get a copy of the game early:

quote Manta
I've got the green light to say what I'd like divulging anything about the game, bare with me as I have a tendency to elaborate a bit.

So we've played for about a month, and I'd like to say that almost every single 'bad' first impression we got as a change. . . we either got used to it, or simply adapted, and it's quickly becoming a very, very fun game.

Almost every character is weaker in their trademark bread and butter moves. You *will* hate what they did to your character on your initial impression (and not just because the game is slower) But I can *almost* guarantee, aside from the crap characters (yes, there's a couple we think so far) you will find other new or existing moves that rock so hard.

Through playing much more, we've found so many other moves have been improved, new comboss and stun properties, and many secret JFs discovered (not in move lists) - - I remember when everyone said that SC2 Cervy was bottom tier... then we later find out he's definitely not --

There are crazy changes. Some will piss you off, others you might love. This is a new game. If you want to play Calibur 2, or Calibur 3, go ahead, but this is Calibur 4, a totally different beast of it's own Hope I've emphasized enough... on to the changes ---

Not being able to guard impact throws:
Yup, couldn't even get a single perfect GI. Post GI, it's now guaranteed 50/50. On top of this, many throws ring out better, but many at the cost of a little less damage.

White Flash on any Just Frame performed:
Probably the coolest addition to the game, when ya perform your favorite JF your character flashes a bright white, even as a just frame tech pulled off successfully.

Hwang is not in the game:
Seriously. Wtf? Namdai's lost their mind when they pull shenanigans like this.

CFs *very* viable, and random Armor Break system:
This game's got weird properties when it comes to both. The Soul Gauge (the colored bubble when blue = good, red = bad) will change much depending on the move.

Oddly, some very powerful, damaging, slow moves will take almost *no* Soul Gauge meter from your opponent, when a certain quick lighter damage attack will take a chunk more. Many times we found *both* of our Soul Gauges blinking, and we aren't really big turtles in our style of play.

On top of this, although armor breaks after several hits, it's very inconsistent. It seems characters that have juggles and air combos will be ten times more likely to break armor pieces than a heavy hitter like Astaroth or Nightmare. In either case CFs don't depend on if an armor piece is broken, once your meter is flashing, and it's broken, so will an armor piece, so ending the round.

4G / 1G GIs now near useless : Unless ~
The ONLY time these are useful are when the opponent has a wall on his *right* side only. He'll get wall splatted, and you're guaranteed some damage on a combo. Other thing sad about 4/1G, unlike 6/3G, it won't effect your Soul Gauge.

Perfect GI much easier to do:
If your timing is great, you'll be getting plenty of counter-hit combos, I remember them happening so rarely in SC3, you wouldn't anticipate a CH combo... now it's very appropriate to plan it all the time and get your damage in =)

Step Changes
By hitting either 8 or 2 once, you'll take a good distance in stepping, but be unsafe until you complete that step. Better, but worse. Doubling the movement barely makes you move, but at least you can block. It's hard to explain, but it makes a predictable vertical 'much' easier to step.


-Manta-
quote Manta
JFT: Just frame techs:
Literally must be 1/60 frames -- On examples like Mitsu's 2K, B - right after the B slams you to the ground, you *can* JFT out in time to escape followups with your character flashing white. I read here that people in the demo build thought it was a glitch. It's legitimate, but very, very tough to pull off even if ya know the timing. Many combos I'm sure can be escaped this way, but they're so tricky to pull off, they might as well be guaranteed.

Many notations changed . . . again . . . for no reason:
If ya think your move's gone, you're might be wrong, as it's probably now done from a certain stance, or different notation all together. A little annoying at first, but again ; we adapted.

The game is slower. . .but still feels fast:
The game still has i11A attacks, and i13 Sophi Stabs etc... but as buffering is harder to do, and many string's animation between moves looks sluggish - I almost want to say that it was slowed down for online play, but it doesn't make sense since the normal GI window is even smaller. Maybe it's just me getting used to it, I hated the pace at first, but now I love it.

Wall hits are now guaranteed stuns:
Reminds me of Tekken, sadly - though the damage scales down very quickly, a lot of characters can get pretty damaging combos on a wall, or after a 4_1 parry, completely unshakeable. It's still better than getting rung out...

Some characters have WL:
Wish there were more though. Cervy and Tira for example have their WL Bs, just as 7_8_9B now.

Can't reiterate enough - the changes are all something you can get used to. For me, discovering and re-learning many characters was a huge part of the fun -- I'm sure a good lot of you won't agree with differences, but I think everyone should give Calibur 4 a damn good chance and reserver your judgment until you've spent some real time playing in local gatherings or competition. I personally find it a blast to play. Guess that's my review =)

-Manta-
quote tieTYT
I played SC4 for about 2 days. Here's my impressions:

First of all, my initial impression of the game is that it sucked. In fact, I felt like I could have easily put it down and not played it anymore within the first 10 games. But, the more I played it, the more fun it was. At the end of the 2 days, I now like the game.

One thing that I still hate is the User Interface (UI) of the game. Start+Select doesn't do anything anymore... why take this out? At the end of the last round, you can't skip the winner's win pose. In practice mode you press K to cancel out of menus but in VS mode K has no function... The 2nd player can't control the title select screen. Not only that, but i couldn't figure out a way to set the controls of P2 without going to VS mode and pausing. These inconsistencies and tiny annoyances really add up.

Unlike my first days with SC3, I was unable to find anything extremely cheap yet. Hopefully that'll stay the same for the rest of the game's lifetime.

We (aris and i) checked out the moves of Cass, Sophi, Yoshi, Setsuka, Sieg, Nightmare, Maxi, Kilik, Mitsu, X and Asta. So far I'd say the cheapest thing I saw is Mitus's 2KB. If you intentionally do not juggle off of that, the wakeup games he gets seem pretty hard to deal with.

I think I've read that Critical Finishes are a lot easier to do, and they really effect the way you play, but they are rare. I tend to disagree with the last part. With Sieg I probably got an opportunity to do a CF every 4 games.

Here are some of our findings:
For all the moves we tried, there seemed to be a consistent effect on the CF gauge. That is, blocking the same move x times will cause a CF opportunity.

Body armor, on the other hand, seems to have some random elements to it. One of Yoshi's move, for example, consistently broke low armor after 5 hits. But another one of his moves seemed to break the low armor after a different number of hits each time. We also couldn't see a consistent effect on the increased damage the broken armor caused. For example, losing your high armor increased 1 move's damage by 6%, but another's by 11%.


So the general consensus it seems, is that the game's changes will feel a bit jarring from the get-go, but once you get used to the changes, the game will grow on you considerably. I'm fine with that. The interface problems seem annoying though. What on earth were Bamco thinking? >_>


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Taki
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Jul 28, 08 at 7:27pm
re: Reviews & First Impressions

I like that the gameplay has changed so much in SCIV. I know I will like it. It was fun to learn the characters from Soul Blade all over again in III-- shame you cannot guard impact throws, skip their win pose or go back to screen with start+select.

Buy the game tomorrow Ray, and make a good review. I want your review. I want to know how Taki has changed, what move they removed....or perhaps new moves which I doubt. I'm not gonna annoy you like before, hey you like Taki as well.


and your ass should be promoted soon, you've done soo much. ^^;


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Ray_Masamune
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Jul 28, 08 at 9:51pm
re: Reviews & First Impressions

You all realize that there will be a whole lot more people doing throw attempts after performing guard impacts now, since you can't counter with your own GI (against throws). -_-;

This means you've got no choice but to manually escape the throw. There's no animation start-up for throws like in Tekken, so it's going to be a guessing game of either A or B, really.

I'm hoping I'll be able to get the game tomorrow.
I'll definitely post as much Taki info as I can. Don't be shocked to see me away from Neoseeker for a while though.

Expect a review.

I thought you said that you'd get this game somehow, Taki.


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Jack_93
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Jul 29, 08 at 10:18am
re: Reviews & First Impressions

IGN have given both versions an 8.7.

Link is here: here

I personally trust IGN and anything above 8.5 from them is worth a buy.
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Shattered
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Jul 29, 08 at 11:34am
re: Reviews & First Impressions

Well its officially the 29th. In 6 hours and 30 min i'll have SCIV... I dunno, I have this feeling im going to be extremely dissapointed...

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Jonny_RP
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Jul 29, 08 at 12:55pm
re: Reviews & First Impressions

This sounds good. Well with the new stuff i bet i'll have to get myself used to SC again but that is good news imo. Buying this one as soon as i can. This week most likely. Nothing of this sounds like a down to me.


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Ray_Masamune
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Jul 30, 08 at 1:39am
re: Reviews & First Impressions

Okay, well... I've had the game for one day now, and I've played it for about 5-6 hours so far.

I haven't done much of TOS, and with TOS, comes most of the unlockables, so I'm not going to give my review of the game yet.

I'm loving what they've done with Taki. At first, I didn't like a lot of what they took away, but a couple of the new additions she's gained has made playing her a blast. ^^

Many, many moves that would have landed for an air combo in SCIII will no longer work in SCIV, which kind of pisses me off. The game speed is a little (just a tiny bit) slower now, and that might be to blame. When characters are launched, they still fall at the same speed, but certain moves won't be fast enough to catch the enemy before they fall. Such as Astaroth's 214A after a 22B~4. But it feels like everybody has a lot more stagger/stunning moves now, which is what I loved about SCIII, and what attracted me to characters like Setsuka. Only now, everybody (including my sweet Taki ) has plenty of them.

So basically, I find that the game is moving away from juggling (SC was never really a juggling type of fighter to begin with), and more into stun combos. Which is great, except for Astaroth.

I also didn't like that WL (while landing) moves were gone. How people used to tremble in fear when Taki made a small jump, trying to anticipate whether she would trip them up with a Jump Delay A into a combo, or a mid like B or KKK.

Well, those days are over. I've adapted (mostly) to the changes, and I'm really loving them. And yet, I feel the stuff they took out was just unneccessary. They didn't even replace the WL moves with new ones. They just straight up removed them. >_<

I've played a few matches online. It depends on the connection, I suppose. Every match had a litle bit of lag, but most of the time, it was very tiny. Big enough to completely mess up your guard impact timing, but still good enough to react to what you see. It still doesn't feel smooth enough that I would want to play ranked matches yet though. I'll probably try and get used to the lag in online before I start playing ranked matches.

Again, I've only played a little online and a couple of the matches were pretty smooth, but even a little tiny lag hurts. I'll have a full review on the game up in a few days once I've played a lot more of it.


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Jonny_RP
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Jul 30, 08 at 1:54am
re: Reviews & First Impressions

But since you played a little, can i ask you, other than some features they removed are the characters feeling all new or the moves come back with pretty much the same controls?



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Ray_Masamune
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Jul 30, 08 at 3:00am
re: Reviews & First Impressions

It's like the transition from SCII to SCIII, only better and with more polish.

Whatever the case, I'm enjoying this more than I enjoyed SCIII when I got SCIII, if that helps.

Just played a few online games in a room with Shattered. He beat me the first round because I was talking on the phone.

Then we played some more, as well as with other people, but he left to train more, and then now my sister is playing the game. -_-;


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Jecht44
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Jul 30, 08 at 3:03am
re: Reviews & First Impressions

The fact that Taki can now do air teleports is so dope. Although I dont like the fact that her rolling kick was taken away and her forward dash kick move isnt a slide anymore. But I'll have to get used to that. Her possession techniques are as good as ever.


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Ray_Masamune
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Jul 30, 08 at 3:44am
re: Reviews & First Impressions

If you're talking about her dashing trip, it's a fair trade off, I'd say. She trips them and then kicks off them for a little extra damage, and she lands back on her feet. The only bad thing is she lands quite a ways away from the opponent, which means you have to find your way back into their zone.

I love her new PO moves, but I miss the ones she lost. ;_;


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Kokoro
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Jul 30, 08 at 4:36am
re: Reviews & First Impressions

Wow, I really can't wait to play this game. It might still be a few months until I can get a PS3.


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Shattered
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Jul 30, 08 at 5:51am
re: Reviews & First Impressions

quote Ray_Masamune
It's like the transition from SCII to SCIII, only better and with more polish.

Whatever the case, I'm enjoying this more than I enjoyed SCIII when I got SCIII, if that helps.

Just played a few online games in a room with Shattered. He beat me the first round because I was talking on the phone.

Then we played some more, as well as with other people, but he left to train more, and then now my sister is playing the game. -_-;

Heh, that training took me 3hours to ALMOST master one of the deadliest moves ever with Talim. 3 hits with this will kill pretty much anything.

Name: Cant Remember
Combination: 4+4(Hold), B+K

Then right after(QUICKLY) A+B. If you do it correctly, Talim does a sweet Flame Attack where she jumps back, charges flame then jumps back and hits ur foe. Also, Hold 6 and press B+K all at the same time for a punching style flame attack.

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Jonny_RP
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Jul 30, 08 at 12:16pm
re: Reviews & First Impressions

I heard that most of the characters or all of em had that kind of deadly move, like a finishing move you mean?



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