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"Transcending
history and the world, a tale of souls and swords eternally retold."
Magic words those, and ones that sparked one of the best beat/hack-em-ups
of all time. Those without the ill-fated Dreamcast never got to
sample the delights of the follow up to the PSOne's Soul Edge, but
Soul Calibur was, and is still, astoundingly popular amongst owners
of Sega's hapless next-gen console. It's been a remarkably long
time coming, but has Namco done enough with the spectacular sword
swiping shenanigans to satisfy the fighting populous?
As
far as opening credits go, Namco have always been on the ball with
Hollywood style explosions, beautifully choreographed fight scenes,
plenty of gratuitous flesh and mounds of wibbly-wobbly bits. Soul
Calibur II is no exception and opens the game with suitable exuberance.
For my money though, it's nowhere near as impressive as Soul Edge's
timeless opening sequence and musically it doesn't really inspire.
I couldn't quite make out a coherent storyline from it, but is that
really a problem?
If
you break it down, SCII is essentially the same as its predecessors;
three attack buttons - horizontal, vertical and kick - and a guard
button form the basis of the combat system with various combinations
and D-pad motions enhancing the regular moves with specials - simplicity
itself. That's not to say that it's not difficult to master, because
it's one of the most involving fighters around, with twenty plus
fighters to learn, most of which have completely different fighting
styles. In comparison to recent fighters, you could say that SCII
has taken a step back in terms of play mechanics, as there are no
destructible environments, multi-level platforms or obstacles around
which to fight. Also, unlike Soul Edge, there are no weapon health
bars to consider, meaning that you can pull off specials whenever
you like. This may make SCII sound overly simple by today's standards,
but the minimalism is quite refreshing and it allows the beauty
and balance of the command system to shine through.
SCII
offers up all the regulars in terms of play modes, with team battle,
arcade, time attack and practice forming the bulk of the competitive
options. Weapon master returns for the single player and sees you
journeying through the land in search of the great Soul Calibur,
picking up numerous other weapons and unlockables along the way.
It isn't a great departure from the regular modes but the match
specific conditions, such as high winds or poison, add a little
longevity for the loner. The dungeons, which are a string of bouts
leading to a boss character, feature quite heavily in the weapon
master mode but these are again not particularly inspired. They
can only be managed with a high level of competence though, making
sure that there's always something to do.
The
battles themselves are tense, fluid, exciting, and vary a great
deal. The larger characters, true to form, rely on reach and staggeringly
powerful attacks, whilst the smaller ones range from the all rounder,
like Mitsurugi, to the nippy and unpredictable, such as Taki. Due
to the wide variety of styles, there's something in it for everyone
from the novice to the sensei.
There's
no one thing that sticks out about the presentation. The character
models are of a very high quality but not stunning, as with the
environments, which are atmospheric but not awe inspiring or particularly
varied. The animation is top notch and as smooth as anything on
the market at the moment, further enhanced by some exuberant weapon
effects. There is a distinct lack of environmental niceties such
as snow drifts and debris blowing in the wind, which doesn't augment
the bouts' titanic nature as well as it might and makes the fights
a touch dull when put up against the likes of Tekken 4 and Virtual
Fighter 4 and it doesn't come close to the beauty and brilliance
of Dead Or Alive 3 and Tao Feng. SCII is definitely a pretty game,
but it's short of a few accoutrements that could have made it that
much more dramatic given the current state of fighters.
Namco's
fighting soundtracks have always been a bit of a mixed bag and SCII
doesn't deviate from that norm, as the tunes do grate after extended
periods of play. Triumphant orchestral pieces seem to be the mainstay
of the score, much like the previous instalments and without any
really punchy tunes the background music, despite being well suited,
is forgettable to say the least. Obviously, many of the in-game
sound effects are metallic clangs and crashes with the occasional
grunt or scream thrown in for good measure, which are vibrant and
copious enough to add that bit of extra pace to the fights.
Soul
Calibur II harkens back to the days of early 3D fighters, with few
of the extras that you might expect from a modern day title. I think
that was the intention and regardless of the traditional format,
Namco have succeeded in producing a deep but accessible game for
all levels of competence. The fact that there's nothing outstanding
about SCII shouldn't put you off buying it, because it's an excellent
example of what a fighter should be: high quality, enjoyable and
worth putting effort into. It's difficult to recommend to the single
player who isn't a fighting fan, but for two people who are willing
to put in a bit of time and see how deep it gets, you can't do much
better than this.
Reviewed by Tom LeClerc for AceGamez (All Rights Reserved).
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