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Up to a point, the trailers for Project Soul's latest game had been
the usual continuation of the old Soulcalibur soap opera. Words
like vengeance, honour, salvation and desire were being banded about
as an excuse for some very big men, and some very inappropriately
dressed and proportioned women, to get involved in another weapons-based
dust up over ownership of the Soul Edge and Soul Calibur swords.
That point, however, came at the Consumer Electronics Show 2008
when, approximately one minute into the premier of the title's latest
preview, the screen went black, the music went silent and the mechanical
wheezing of the universe's most famous nuisance phone caller could
be heard - and Darth Vader filled the screen.
The
announcement that Vader would be a exclusive playable character
for the PS3 version of the game, whilst Yoda would fulfil the same
role on the Xbox 360, instantly sparked owners of each console into
arguments with the kind of cut and thrust normally reserved for
the game's one-on-one bouts. It also took the special guest fighter
idea begun in Soulcalibur
II (when Link, Tekken's Heihachi and Spawn featured in the Gamecube,
PS2 and Xbox versions respectively) on to the next level. While
all this may be little more than clever marketing, something more
blatantly highlighted by the subsequent revelation that the main
character from the upcoming Star Wars: The Force Unleashed game,
Darth Vader's apprentice, would also appear in all versions, it
does raise some questions. Yes, the Star Wars characters all naturally
carry weapons and they fit in with the light versus dark theme,
but how comfortably the crossover sits with the rest of the game
is almost certain to be a hot topic for debate.
With
that said, it's likely that the better the game plays, the less
it will matter and, in this regard, things are looking promising.
In a positive move to encourage offensive play, Project Soul has
included the new Soul Gauge for each character, which sits at the
top of the screen along with their health bar. Blocking a move from
your opponent causes the level of the meter to drop slightly, which
isn't a problem if you subsequently pull off a move of your own,
which makes the meter rise again. If you find yourself defending
so much that the meter drops to empty, however, you leave yourself
open to your opponent cutting through your guard and destroying
part of your armour. When this is gone you're left vulnerable for
the rest of the fight, both to standard attacks and, much more worryingly,
to a critical finisher move, which will put you down for the count
no matter how much energy you have at the point it's unleashed.
Soulcalibur's
premier on next gen consoles also marks the introduction of online
play to the series and this is even more appealing given that you
will be able to take your own created characters into these tussles,
thanks to the return of the options first introduced in Soulcalibur
III. As well as online play, Soulcalibur IV will also feature
the standard Arcade and Story mode, as well as the new Tower of
Lost Souls option, which brings further customisation choices and
rewards into play.
As
is always the case with Soulcalibur games, the various environments
where fights take place are highly detailed, as are the huge character
models whose figures, just like each of their egos, dominate the
screen. There are over thirty characters already confirmed, including
old favourites such as Nightmare and Cassandra, as well as four
bonus fighters, each of which has been specially created by a different
guest Japanese mangaka artist. If Project Soul can repeat the talent
they have shown in previous games for nailing the timing mechanics
and providing stunning move sets for each character, then they are
almost certain to have a major hit on their hands once again.
Previewed by James Hamblin for AceGamez (All Rights Reserved).
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