By Kevin "Berserker" Hall
Player(s): 1-2
Memory: 2048KB
Extra Support: Local or Online Multiplayer, Ranking Boards (Leaderboards)
If you were lucky enough to get yourself a Dreamcast back on 9/9/99 then
there was one game that you simply had to pick up for this new system. Soul
Calibur, sequel to the famed Soul Edge (or Soul Blade on PS1), premiered on the
Dreamcast with a much more eye-pleasing graphical setup than its arcade
counterpart and the actual fighting was so incredibly smooth for a 3-D fighter
around the time that it still holds its own against the competition to this day.
Soul Calibur went on to spawn sequels with Soul Calibur II, which improved
greatly upon the original with its new characters, graphical enhancements and
added bonus character depending on the console it was bought for, and Soul
Calibur III, which introduced custom characters as well as a few more new
characters. Soul Calibur IV is the latest installment in Namco Bandai's soul
series of 3-D fighting games and it combines many of the good aspects of Soul
Calibur III while advancing the series even further in terms of new characters
and minor tweaks in fighting styles for old characters as well as the
introduction of online play to Soul Calibur fans.
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A total of 28 characters are showcased as the main cast of characters along
with 5 bonus characters. The bonus characters were created by guest Japanese
artists and each bonus character has their own unique design, however they do
not carry their own exclusive move lists and are restricted to simply mimicking
one of the existing characters on the roster. Shura plays like Cervantes,
Ashlotte plays like Astaroth, etc. The actual new characters in this installment
are Algol, Hilde, The Apprentice and the other exclusive Star Wars character
depending on which version of the game you pick up (Yoda [Xbox 360] or Darth
Vader [PS3]). Algol is the most unique boss out of the Soul Calibur series thus
far since he is completely unique from other characters and has his own
exclusive move set, while Hilde combines both a long range and short range move
set thanks to her spear and sword weapons. The Apprentice's (or Starkiller's)
standing pose exhibits his flare before a match even begins, and he has the
option to take battles to the air after knocking his opponent upwards - so fans
of the Capcom VS series might find something to like in Darth Vader's secret
trainee. Each returning character has received quite a number of enhancements
and moves to make them all feel different. Even if you were good with a certain
character before then you'll most likely have to rethink your strategies a bit
once again instead of diving straight into expert battles from the get-go.
Combat is still just as flashy as it has always been in the series. The game
can be played well by both casual and hardcore fighting game fans - it is easy
to learn, yet hard to master. Unlike its predecessor, Soul Calibur III, Soul
Calibur IV greatly enhances its graphical presentation and looks absolutely
gorgeous with the right TV setup. As usual, the sound is moody and epic for each
stage, as we have come to expect from past Soul Caliburs. Sound effects are
incredibly crisp, especially the sounds of lightsabers or blades clashing
against each other or hitting other forms of steel during a battle. Character
voices can be chosen in English or Japanese. Both language settings match the
game well.
Soul Calibur IV brings in a new technique that punishes players that guard
too much (or "turtle"). A soul gauge to the side of a character's life
gauge now displays a color that starts out as green and changes color depending
on how well your character is performing in battle with attacks, guard impacts
or guarding your opponent's attacks. This gauge will slowly turn to red as a
character continues to guard attacks. Once the soul gauge has turned
red, it will start to flash as the character continues to guard attacks and
ultimately a "Guard Crush" will be initiated where the blocking character will
be stunned and completely open to attacks as the character's guard is broken. At
that exact moment in time, a "Critical Finish" can be performed by the opposing
character (through pressing all four buttons) and this move will automatically
end the round right then and there with a finisher animation based on the
character chosen. Critical finishers are never much of a problem but some
characters can easily damage your soul gauge with their guard breaking moves
more easily than others. In contrast, a properly timed guard impact will add
some energy back to the soul gauge in an effort to keep a guard crush from being
initiated.
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