Soulcalibur II’s Alternate Way Of Handling Ring Outs


    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.


    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.


    295378698 295379248 295379585


    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.

    Siliconera Staff
    Sometimes we'll publish a story as a group. You'll find collaborative stories and some housekeeping announcements under this mysterious camel.

    You may also like