Critical Hit #4 - Game Balance (With David Sirlin)

You know, some of the best space controlling in 3d games has alot to do with the ring out feature, in my opinion.

VF is a great example of that, because of characters like Kage, due to his TFT.

Soul Calibur is one of those games where too many features actually take away from the game more than they add to it. It’s kind of like how in 3s, parrying takes away a chunk of Street Fighter’s fullscreen depth past the lower level of playing.

It’s just like the damn conversation.