went ahead and bought this as well, and honestly i love it. price can be considered high but for a quality game like this, i don't mind paying and hopefully it encourages other developers to make high profile games for iOS as well. soul calibur plays awesoe on iPod touch, fluid, no lag, looks great, controls great, and sounds great. i hope there is updates with new characters like yoda, darth maul, etc as well as multiplayer. more people buying means more updates and more likely to get multiplayer. awesome game.
The only time I see a hint of slowdown on my iPhone 4 is when fighting Cervantes or Inferno at the end of the "sets" of 10 fights in Survival mode. And even then it's minimal and not interfering. ChAIR should take a look at the 3D models and the frame rate and then go and take a look at fixing the frame rate issues in Infinity Blade 2.
http://www.youtube.com/watch?v=v8F2nCgYbMQ&feature=youtube_gdata_player -me playing SC beating taki with one hand as well lol Also maybe its my iPad being jail broken... But Infinity Blade II, Death Rally, and GTA III runs perfectly, and the latter two with Blutrol... Soul caliber for me jumps between 50-60fps... Sometimes going as low as 45 for inferno fights... Still happy with it though... Also so far I have unlocked Hwang (my Main anyway), Yoshimitsu, and Lizardman.
After trying it quickly on my iPhone 4, I have to say: the device also plays a lot in the buy/no buy decision. It's good on iPhone, but it's great on iPad. And right now, except UMK3, it's the only big-name fighting game with native support for the iPad. Maybe that's why I find it so beautiful; the 2x art of KOF-i pales in comparison.
Absolutely...there really isn't much we're arguing about except for the price of the app. Does the game need some sort of multiplayer? Of course it does. Is this a good port? Of course it is. Are you willing to spend $12 for a good port that lacks multiplayer and may/may not get it in the future? That right there is the question. I'm not saying no work went into both SF/Volt and KoF. I said they're half-assed ports because neither of them truly has the essence of their console counterparts. They feel (and truly are) lite versions of what's available on consoles, not that they are advertised as being the full console experience of course. It's just with such huge and respected names like Street Fighter and King of Fighters, you sort of have expectations. Of course this is subjective, but hell, they're not even equivalent to older games in their respective series. SoulCalibur though, IS it's console counterpart. Now of course comparing 2 games which are relatively new to one that's over a decade old isn't really fair, but come on...you'd think both Capcom and SNK could try harder, get their games to be a little smaller and make them look better.
Can those who've bought Soul Calibur, search for the game in iTunes (Mac), and see if the button for Buy has changed to Update, like below's screen capture? All my other apps have Download in the button, greyed out, but this one has update and every time I click it, iTunes downloads the game again (but only one copy remains in iTunes itself and the directory where the apps are stored). Very odd. I've also checked my account, and I've only been charged the once.
well ok, but i fail to see how one could deal with 8 buttons on iphone screen, and sf2 ports actually shows that. so basically i would say sf4 volt is not a port but kind of new game on the base of console version. but i agree they could do more work with visuals. also you can call sc a half-assed port because of the lack of mp. and about snk, i think they tried really hard to bring console experience of seeing mai in action.
More like 3/4-assed port. But yeah...I don't know what to say about that, since this is based on the XBLA version which didn't have multiplayer for some stupid reason. KoF, though...hahaha, good point.
I'm so with you on this. The big publishers keep on porting game after game hoping that everyone avoids complaining about control issues and lacking mobile design by having their favourite games in their pockets, rather than actually creating something specifically for touch devices. The only solution is indie games.
I never played the Dreamcast version (I was out of the console market at the beginning of the 32 bit era) so I wasn't expecting an almost naked sado-masochist perv as a fighter. And people talk about bouncing breasts on DOA...
Haha, keep making excuses guys. It's sounding very similar to when SF4 (the first one, not volt) just launched and everyone picked all the littlest non-problem to be their excuse why the game sucks, won't work on touch screen and is not worth $10. This game is great and the controls are nicely customisable too so we can easily tap a button for 2 or 3 buttons combo. Lack of multiplayer is probably due to the same lack of feature on the xbla version, though I still hope local multiplayer can be added. The loading time is fast and the game feels like it's coded neatly. All menu and interface feels responsive and it starts in like 1 second on my iphone since we can tap to skip all the logos.. easy to pickup and play. Question: How do we select alternate costumes? I know they're in the game as the AI wears them in arcade mode.