Danj said:
This isn't necessarily true. For example, it takes a considerable amount of time to use a lightsaber to cut through a blast door, so clearly you could make a sword out of some superdense material that would provide at least some resistance. Alternatively, you could assume that the opposing sword might have some kind of Force field surrounding it which would prevent the lightsaber cutting through.
Sure, true, but how likely is it really that many, or any (except for the Soul Calibur/Edge and weapons as powerful as that) would actually have such construction? Not likely, not likely at all. No, the excuse simply is that it isn't meant to fit together. They're just there to sell more copies of the game.
karasu said:
What was the size limit on breasts five hundred years ago? When did Chinese men start wearing their hair like Elvis and wielding Okinawan nunchaku? Anyway, the late fifteenth/early sixteenth century is when large breasts were becoming a major point of focus of a woman's body/fashion(hello steel corsets!). So Namco really has the right idea. As exaggerated and as offensive as it may be to the more prudish members of this forum.
While you are right that the 1500s were the beginning of the age of corsets (which ended around the turn of the 20th century), body types then and body types now were quite different. People are just larger now -- taller, heavier, wider. Most of this is because of diet. People eat much better now than any time before, and this has great implications on body size. In the past, most people quite simply didn't have enough to eat a lot of the time... or if they had enough, it wasn't a balanced diet like modern people have access to.
"Large" by 15th century standards and "Large" by modern standards are very different. Between breast implants and the rapidly increasing average weight of the modern western person (and the modern American in particular), ideas of what "normal" is and what "large" are have dramatically changed in the second half of the 20th century. Games just reflect the social reality that they come from.
Just look at this stuff for example...
http://en.wikipedia.org/wiki/1550-1600_in_fashion
Essentially, games like Soul Calibur IV ignore anything relating to how people looked at the time and base their models on people from today, because it's what most people today expect to see and want to see. This makes sense because games are designed to sell, and there is a greater chance of selling something which your audience is more familiar with. Make something truly like a different time, and not like "people from now in a place with some different technology", and you'll alienate some people.
I do think that fantasy novels often do a much better job of creating worlds (and characters) than fantasy videogames, which says that the target market for fantasy books is clearly aimed at a more serious market than videogames are.
Of course, books and movies aren't games. They aren't interactive. Games are primarily about gameplay, so it makes sense to focus more on gameplay than anything else. And the Soul Calibur series has great gameplay, to say the least, so its faults in character design can be overlooked. Gameplay is what's most important to a game in the end, after all.
Opiate said:
I don't usually like Penny Arcade much, but they are right that it makes little sense to seriously try to work out how those two characters are in this game. Just take it like the guest characters in SCII, as a clearly non-canon aspect of the game.