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Soul Edge, the seed of evil, has awoken and is seeking to reassemble
the pieces of its shattered form. A portentous sign, as the shards
disembark on their own will, back to an inevitable destiny. Sound
the trumpets and bring out the lutes; the stage is set once again
for souls, swords and ringouts. The fourth installment of the Soulcalibur
series dons its armor and enters the arena, egging on all challengers.
Soulcalibur
originally made its debut on the Dreamcast and was arguably the
best fighting game of its time. It had a roster of unique personalities
with a remarkable authenticity for each of the weapons you utilized,
a feature that set it apart from the usual fisticuff brawlers. With
a generous supply of modes and bonus material, it was a must own
title. Thankfully, the apple hasn't fallen far from the tree with
its progenies. Soulcalibur
II felt like a true sequel with little overhaul to the fighting
mechanics. The third
installment, however, introduced stunning attacks and a faster,
more exuberant, flashier move list. Soulcalibur IV takes a look
at its elder brethren and applies to itself the best of both worlds.
While
you might be expecting a gruesome, messy foray, Soulcalibur IV transforms
that notion and delivers on, more than anything, the tactics and
art of dueling. There are devastating and unrealistic moves, but
the central focus is on predicting and countering these attacks,
rather than being the first to perform a twelve-hit combo. At the
other end of the spectrum, the chaos and unpredictability are present
in the pace of the game, creating a well-blended mix that isn't
as susceptible to getting old. As such it can completely feel natural
to button mash as you dispose of your opponents, though veteran
players who know the value of a good defense and have quick reflexes
will outplay the amateurs.
The
fighting of Soulcalibur is intact and better than ever, though a
few major renovations have been introduced. For one, equipment is
now, to a degree, destructible. If you concentrate on an area -
say the chest - then your opponent's platemail may shatter, leaving
their underlying garb exposed. If it does give way then damage inflicted
in that region is increased, not to mention that you get the eye
candy of ripping the armor and tearing into the clothes of your
favorite female character.
The
other big change is the Soul Gauge, an orb by your health bar that
changes color according to how you play. If you constantly block
then the gauge shifts colors until you hit red. If you continue
to block then your health bar starts flashing and you are in danger
of a soul crush. Continuing to absorb heavy hits by defending eventually
makes your character lose his footing, as his whole upper body violently
flies back. Soul crushed, the attacker can now perform his own personal
cut scene, initialized by pressing all four of the action buttons,
which shows him brutally maiming the victim. Dubbed the Critical
Finish, these instantly kill if you're on the receiving end. Critical
finishes may seem like a hefty add-on but there should be repercussions
to everyone flinging their deadly weapons around. It not only adds
a little extra danger to the game, but procures a bit more caution
with how you play it. If you are a blocker, for instance, then this
is an incentive to get better at guard impacting, which separates
the good players from the rest. Luckily, critical finishes do take
fast timing to pull off and it's not so much a factor if you maintain
an offensive.
You'll
engage in battles with familiar faces as well as some unfamiliar
souls that make their debut in Soulcalibur IV. Most of your favorites
from the previous titles return - Mitsurugi, Taki, Yoshimitsu and
the rest are all here. In turn, Namco has decided to grace us with
two new, possibly mainstay, characters that aren't just doppelgangers
of another character with different skin art. They have completely
new weapons and fighting techniques that are only their own. The
first is Hilde, a princess sporting a full suit of platemail, with
a lance tucked under one arm and her other hand gripping a short
sword. She's ingeniously designed as she employs both long and short
range attacks. If the opponent shies away then press the triangle
button to impale them. For the in-your-face fighters, a couple of
timely swings will disrupt their rhythm, granting enough time to
regain the optimal position. Despite this flexibility, she's very
well rounded and fits right in with the regulars. The next arriviste
is Algol, 'The Hero King'. Technically a boss who is unlockable,
Algol is declared the baddest of the bad throughout the franchise's
history. Wielding both Soul Edge and Soul Calibur, he can manifest
from his body columns of blades, manipulate his arms to shoot 'bubbles'
and use his throne to crush enemies.
However,
are the natives of the Soulcalibur universe strong enough to stand
against the Force? Making the guest appearances this time around
are Darth Vader and his apprentice from the upcoming The Force Unleashed.
Despite his minatory presence, Vader is a little cumbersome thanks
to his lumbering stature. While his Force abilities slightly make
up for this setback, it isn't enough to excel him to be an overtly
strong character. His apprentice, however, is acrobatic and has
exceedingly noticeable destructive moves like Force lightening and
a ground attack that explodes into an area of effect lightning blast.
To constrain abuse of these game-shifting powers, both characters
have a Force bar that depletes as you perform Force-related attacks.
If the bar is empty and you try to perform one then your character
stops in his tracks, effectively stunned. The bar refills over a
period of time and by successfully landing melee hits.
You
can test yourself with your favorite character in a number of the
different mode types, which include Story, Arcade, Versus, Special
Versus, Tower of Lost Souls, Training and the much-anticipated online
multiplayer. The Story mode that is introduced is laid thin, with
each fighter given their own ending, which mainly portray the person
in question's own agenda pertaining to the legend of the swords.
The best you could possibly get out of it is the tidbits in the
relationships between the fighters; Ivy and Cervantes, Nightmare
and Siegfried, Mitsurugi and Taki - back story is explored, although
'lacking' is an appropriate word to describe the execution. You
read their beginning, play, watch their ending, rinse and repeat;
it's over before you know it. If you don't care much for an in-depth
story then you will still be having fun trying out all the different
characters as you go through, beating the game. On an unrelated
note, the aspect of tag team battles incorporated into the mode
is a welcome addition.
Tower
of Lost Souls is a revamp of Soulcalibur II's Mission mode, where
the object is to beat enemies with specific strengths with certain
stage conditions. You can either ascend and try to topple the sixty-floor
missions or descend, where it then becomes a survival to see how
many enemies you can last against. To keep you interested, not only
does Tower of Lost Souls grant you gold, but also unlockable items
for Create-a-Character as well. You just have to beat the requirements
of each stage, but this is no easy feat and will keep you occupied
for a good while.
The
online multiplayer works, though there are a few gripes. For one,
the matchmaking could have had more time poured into it to make
finding games, and the transition to them, smoother. There is no
refresh button and each time it says "game session full" (which
is quite often) after you try joining a match, it'll automatically
boot you back out to the matchmaking options. The game doesn't save
your preferences so you have to keep reentering your specifications
if you want to filter the games before you search. On the subject
of lag, I hear differing opinions regarding the issue. My connection
runs fine with a few sparse hiccups now and then, but nothing too
imposing. As far as game types go there is only a one-vs-one option
at the moment for either standard or special versus, where certain
items and equipment give extra bonuses depending on their attributes.
It would have been nice to see some two-vs-two tag team battles,
since there was swapping in the story mode. Four people can join
a session but only two can play at a time while the others watch.
The
true gem however and possibly as fun as playing the game itself
is the Create-a-Character mode. This is where you get to spend all
of your hard earned gold from story and Tower of Lost Souls to buy
equipment for your aspiring creation. There's a surprisingly respectable
amount of depth to the character creator, with the equipment options
and color palettes you can fiddle with. As I tinkered around and
thought about who to make, I thought back to Snake and Raiden who
were made with the editor. Inspiration setting in, my first character,
based on Astaroth and looking quite replicable, was Akuma from Street
Fighter. Soon all of the classic heroes were made such as Wolverine
(yes, he actually turned out well), Vash the Stampede and Iron Chef
Bobby Flay. Coupled with the option to take your hard work and play
them in any of the available modes in the game, Create-a-Character
keeps interest and replayability high. Despite there being no fighting
editor, meaning that you have to choose one of the game's existing
characters for your fighting style, the ability to show off your
outlandish creation online is fantastic.
Subsequently,
the characters now look better than ever - rich detail, fluid animations
and bouncing breasts all make their appearance. The addition of
the effects from guard impacting as well as armor and clothes that
can be damaged is another nice touch to the visuals. The stages
are also pleasant to the eye and varied, with some moody, scenic
backdrops standing out better than others. There are even a few
Star Wars themed settings, just so Vader and his apprentice don't
feel left out. The sound of combat has received a touch up and been
well emphasized; the clashes and clanks of swords and slashing of
axes impacting give a good impression of a heated conflict. There
isn't much to fault or anything that is noticeably underachieved,
although there's nothing particularly groundbreaking when it comes
to the presentation.
Soulcalibur
IV, does suffer from a few disappointments though, such as not having
the eight-vs-eight team battles, fan art, and numerous other museum
content that was in the original. Also, the stages are still condensed,
making ringouts a huge factor to watch out for. The online multiplayer,
being a huge aspect that many people were waiting for, should have
been given more attention, with more game modes and better search
features, but there's always the hope of this changing via a download.
There is also a noticeable bit of loading time between the matches
in story mode, which can get annoying. On top of all of this, you
can no longer make the characters say something snappy by pressing
a button in the loading screen before a versus match. Nitpicking,
I know, but it was a much-loved feature, dang it.
Soulcalibur
IV's vivacious attitude and personality is influential in the genre.
The fighting is fluid and well-paced, the characters are all interesting
and the game wields an eccentric style that sets it apart from all
other 3D fighters. The package here, although not quite as stuffed
as the original, is still loaded with content. Once past the hassle
of finding a room, online play is fun and addicting, not to mention
that recreating your favorite game characters will keep you hooked
and smiling for a long time. The Soulcalibur series continues to
impress and is worthy of anyone's attention - a safe bet if you're
a fighting fan.
Reviewed by Matthew Dart for AceGamez (All Rights Reserved).
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