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SoulCalibur
V
By
Stephen Pastic
Ah Soul Calibur. Namco Bandai's weapon based fighter with a
bizarre tradition of odd character crossovers returns with this newest
installment.
Being only vaguely familar with prior entries Soul Calibur II
and IV, I was looking forward to see how this current incarnation
compares to other heavyweights of the fighting genre. Does Soul Calibur
V come out swinging, or does this entry in the revered series get
knocked out by its competition?
For the unenlightened, Soul Calibur V is a 3D fighting game which is
immediately distinguished from many of its contemporaries by most
characters having their own unique weapons, which impact their
respective play styles.
The combat system is built off buttons assigned to horizontal and
vertical strikes, kicking and blocking - as opposed to the common
"high/low punch/kick" set up. Players can strafe toward and
away from the screen as well as score victory by knocking their
opponent out of the arena in addition to just simply knocking them
out.
The series is also somewhat known for including guest characters from
other franchises - this time, it is Ezio Auditore (of Assassin's Creed
fame) who joins the ranks of characters such as Link, Spawn, Kratos,
Darth Vader and Yoda who have all weirdly been absorbed into the Soul
Calibur canon at some point in time.
The fighting itself is quite solid in this iteration, with a sense of
pace and movement slightly faster than i recall the older games
having. Still much 'heavier' in its feel than something like,
say Street Fighter IV, Soul Calibur V is definitely a game where a good
player will annihilate a button masher every time.
Whilst a novice player can quite easily work out a core set of moves
that will allow them to progress without too much trouble, there is
quite a decent level of depth to the fighting system, even before one
considers the added offensive and defensive options made available via
mechanics such as Guard Impact and Critical Edge attacks.
It should also be noted that the character animation is quite
impressive throughout, save for isolated exceptions - while nowhere
near as stylised as something like Marvel Vs Capcom 3, Soul Calibur V
looks rather good. Worth pointing out too, is that Ezio seems
to fit in with the roster of fighters rather well and is not nearly as
jarring as Darth Vader/Yoda in Soul Calibur IV.
As opposed to prior games, Soul Calibur V's story mode features only a
handful of playable characters as the narrative heavily focuses on
Patroklos and Pyrrha, both children of series stalwart
Sophitia.
Whilst one doesn't exactly expect wonders from the narrative of a
fighting game, I can't help but feel the story mode falls a bit
flat. On top of the fact that it's simply just not terribly
engaging outside of the actual fighting, for some reason most of the
exposition is delivered via comic panel style vignettes - which are
nowhere near as visually appealing as the game itself while in
motion. This essentially amounts to a series of versus matches punctuated by
some mediocre voice-overs in between. Another issue which was
somewhat puzzling is that throughout the story mode, the player will
encounter and fight several enemies more than once.
Whilst not a huge problem in itself, it occurred to me upon finishing
that some characters did not even show up at all in this portion of the
game, and yet there was still more than a few repeat
encounters.
Unfamiliar to me was Legendary Souls mode, where the player is thrust
into a six chapter arcade experience with highly skilled
opposition. Novice players will not easily progress far here,
as the A.I. will make short work of anyone who hasn't well and truly
learned what they are doing. In fact, i was initially
struggling to even get up on my feet after being hit once, let
alone landing any kind of damage myself. Definitely one for
the hardcore crowd.
A customisable training mode is also included to help bring new players
up to speed, as well as allow players to aquaint themselves with
different characters. Though it all functions well
enough, it would have been nice to see a bit more thought
given to beginners, as Soul Calibur V is not the most forthcoming game
when it comes to explaining its mechanics to virgins of the series.
Progression through single player modes awards points which go towards
unlocking more options for Soul Calibur V's character creator. Whilst
there are a lot of options available (and more than enough to make
plenty of ludicrous looking fighters), it does seem somewhat limited
compared to what other games have managed to squeeze into their
creation modes.
Another thing to note is that any creation will essentially be only
cosmetically different to the existing roster of characters, as move
sets, weapons, etc. are tied to the relevant base character's fighting
style.
When all is said and done, Soul Calibur V gets the important thing -
the fighting - right for the most part. It is just a shame
that a few things less central to the game (i'm looking at you, Story
Mode) seem to have been put together in a rather rushed or careless
manner.
At the end of the day, Soul Calibur V has its own identity to seperate
it from the competition, and as far as fighters go, you could do a lot
worse than this.
Note: Owing
to a temporary inability to connect to PSN on the
reviewer's end of things, this review does not account for the online
component of the game.
Game: SoulCalibur V
System: Sony Playstation 3, XBox 360
Developer/Co-Developer: Project Soul
Publisher: Namco Bandai Games
Rating: 70%

(Ratings
Key/Explanation)


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