Did you know Soulcalibur: Broken Destiny on the PSP has the best AI in the series? Soulcalibur director, Daishi Odashima, says it’s because a lot of the AI behaviour was manually input by the game’s balancers.
“The CPU’s moves are inputted by the game balancers taking into account the distance, radius, properties etc.,” Odashima elaborated in a fresh series of tweets. “How the CPU reacts after a hit, a guard, a miss, a counter, in a downed state, in the air are all inputted manually.”
“We then use probability to add just the right amount of random elements,” he continued. “So the CPU reacts more like a human, loses control, does horizontal attack against side steps, misses guard impacts etc.”
The more time spent on a character, the more varied their AI can be. Unfortunately, Odashima says he didn’t have the time to personally check every single character in Broken Destiny, so some, like Setsuka, ended up unrealistically strong. In Setsuka’s case, Odashima says she was too strong after a certain difficulty.
“If we don’t have time, the AI will have inhuman reflexes or become one dimensional which makes CPU battles boring,” Odashima concluded. Being an improved version of Soulcalibur IV, Broken Destiny was originally going to be released as a digital download for consoles, but the idea was scrapped “for business reasons”.