Soulcalibur II’s Alternate Way Of Handling Ring Outs

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Soulcalibur director Daishi Odashima shared some design documents for Soulcalibur II. While still in development, the team thought of multi-tiered stages similar to Dead or Alive and the Tekken series.

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Certain stages had a top and bottom floor. A match would continue if you knocked them off a platform, but the falling player would receive damage. Namco expanded on this idea with levels where you could slam an opponent through a floor. An animated stage change sequence would play of the character falling below.

 

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Another idea mentioned stage gimmicks. Levels would have traps like spikes and flames for players to dodge. These elements did not make it into Soulcalibur II. Perhaps, they’ll re-appear in Soulcalibur V?

 

Responding to fans, Odashima also commented on Soulcalibur… bust sizes. There’s a potentially NSFW picture showing the scale between cup size and height.


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