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Soul
Edge. Soul Calibur. And now its sequel. Although a description of
the series could easily be summed up in 3 words namely "Tekken
with weapons", this would be an immense disservice to the fan
base and popularity it has achieved in the few years it has been around.
Namco's other take on the fighting genre could be regarded as having
actually caught up with and surpassed the original aspirations they
took on when releasing the first Tekken game. As this is the first
game in the series to be released on all current major platforms of
the time, how well have Namco achieved the conversion?
Booting up the disc starts off with the ubiquitous,
and in this case lengthy, introductory FMV sequence. Normally this
is something that is skipped over or considered superfluous, but
here it is actually worth watching. Not only is the picture quality
immaculate (with no apparent compression, unlike most Gamecube FMV),
it also introduces all the main characters and has a real film like
sound quality to it.
In the beginning there are not many options to
choose from. Almost all of the rest are unlocked using the conversion
exclusive Weapons Master mode, which will be covered in more depth
later. Many of the ubiquitous choices you'd expect in a fighting
game are present and correct, such as Arcade Mode, Vs Battle, Team
Battle and Time Battle. Survival modes come in many flavours, ranging
from basic "win a round to continue", up to "no energy
refresh" and even "one hit kills". Along the way,
performing especially well in certain sections will unlock more
features for use. The "extra" option allows the use of
bonus weapons that have been either unlocked or bought throughout
the game, which can allow each player to tailor their fighting style
even more. All of these options are in English so there should be
no problem navigation and selection wise. For details on the actual
combat system, please refer to the Xbox
review of the game also available.
Weapons Master mode is what essentially replaces
Conquest mode from the arcade machine, but this is a completely
new and different section of the game that can and will test players'
proper fighting skills. And their patience from time to time. There
are a number of different chapters that progress along with a plot,
much like playing through an interactive story (but with all the
text sadly in Japanese), with varying numbers of stages within.
Often, the object is to defeat the opponent in said stage, but occasionally
things aren't quite as they appear. The range of objectives are
varied and include one vs many; hot potato (whoever was hit last
when the time runs out loses); damage only when in the air; knockdown
blasts; must ring out; and must guard parry amongst others. There
are also "dungeons", wherein a route must be chosen through
a possible maze, fighting along the way until finding the boss at
the end. Some of these stages are incredibly unfair from time to
time, so cheap tactics are for once actually encouraged in trying
to beat them! Completing stages earns both experience points and
money, which can be used to finance the purchase of new weapons,
extra costumes, weapon kata sequences, extra game modes and locations.
Certain chapters are only opened upon completion of certain criteria
and to get everything in the game, you will need to beat each stage
at least twice. You have the freedom of choice for the character
and weapon to use in each stage so a lot of mixing, matching and
experimentation can ensue.
Graphically, the game is utterly superb. It is
not only as good as the proper arcade machine, it actually surpasses
it in many ways. Character models are all high-count polygons, and
the textures just seem right and proper with nary a bad colour or
map out of place. Given the outstanding range of moves available
for each character, this aspect must take up a lot of memory. There
are occasional jaggies, but these are practically unnoticeable unless
you really look for them. Clipping also occurs when a fighter is
backed onto a wall, however in fairness this criticism can be levelled
at most fighting games to some degree. Even with all this graphical
detail to consider, loading times are incredibly short. The balance
and weight of each particular weapon has been captured with real
life physics in mind, with the added flash of colour and impact
when they are swung or make contact. The fighting arenas are occasionally
spartan, but are detailed to the hilt and each requires a slight
shift in tactics to take advantage of the features. Areas such as
the abandoned cathedral (as Link's stage) and the cherry orchard
are sights to behold. Sometimes you only get to notice such attention
to detail when watching other people play. Namco has also been wise
to include a widescreen option for the display mode for those with
compatible TVs, and the ability to align parts of the status display
around the screen.
Score wise, each location has its own theme, though
especially for the Gamecube version, there is a separate tune for
Link, the classic Zelda theme well known and loved. Namco have managed
to capture the positive essence of the track which makes it one
of the standout pieces in the game. Most of the time the aural soundtrack
may be zoned out due to concentration, and it is a small pity that
there is no traditional sound test option to hear these well-crafted
pieces. Nevertheless, each stage is given character by the music
within, such as a more peaceful harmony for the Japanese courtyard
or more classic dance for Raphael.
Character voices, sadly, are limited to various
screams of pain, exertion or taunting on the loading screen (all
in Japanese naturally) but are sufficiently different and wide-ranging
to avoid repetition and confusion. Even though some characters are
voiced by the same person, each has its own personality and distinct
tone. Weapon effects, like the rest of the sound, are suitably polished
and professional, each weapon seemingly having its own twang and
frequency as it slices through the air. Most noticeably with Maxi
as his nunchukas are going all over the place a lot of the time,
and is wholly reminiscent of listening to a Bruce Lee film, it's
that accurate.
Before getting to the end of the assessment, some
words about two potential bugbears that people had before this version
of the game was released. Namely Link and the Gamecube pad. Out
of any of the "exclusive" fighters available, Link seems
to have garnered the most comment and criticism for inclusion. Which
is strange as of the three, he is the most applicable for inclusion
given he's a known weapon using fighter and (mostly) humanoid to
boot. Cynical marketing by Namco? You can decide for yourself. Nonetheless,
Link within the game is a competent character to use, with a range
of familiar moves tailored to the Soul Calibur engine. Moves such
as the spin attack, rising sword and the projectiles are all present
and correct. Said projectile moves are not really broken, despite
what comment may be said. For the most part, they are fairly easy
to dodge and only properly work within the confines of a combo.
Actually in conclusion, he is a very good character for beginners
to the game to use and master. As for the Gamecube pad, it is also
not that bad to use. Full mapping is allowed on the buttons so the
layout can be tailored to any combination, with the C stick pre-assigned
to activate any of the double button presses and Soul Charge. Getting
all the buttons pressed with the thumb isn't too tricky and the
guarding is simple enough on the shoulder triggers. Sure, it isn't
as ideal or good as a proper arcade stick, but it is usable at least.
So how does it all hang together? The Soul Calibur
series has been one that can not only encourage and be friendly
towards new players in its easy-to-pick-up nature, but also have
the depth and long-term improvement potential that dedicated combatants
can pursue. Whilst the sequel here is not such a huge leap over
the original, what it sets out to do it does very well. Most characters
have had their moves list tidied up a bit, a few tweaks here and
there plus a few new surprises thrown into the mix. The five "hidden"
characters are welcome additions and whilst some players miss originals
such as Lizardman and Rock, there is more than enough choice to
keep people practicing for ages to come. The bonus weapons, whilst
intentionally providing the same function, do add their own small
tweaks to proceedings with some having a wider range, added damage
value, or penalising the player energy wise for using them for example.
The computer AI is decent enough given time and
practice. On anything below the top couple of levels, it is mostly
a pushover to defeat in arcade mode (barring Inferno) but surprisingly
harder by comparison in Weapons Master mode. Once the difficulty
is pushed right up, the challenge really does begin, as in some
ways the computer is able to counter, block and parry far better
than any human could ever hope to achieve. A real test of mettle
here. Naturally, the most enjoyment from the title is when playing
against another human, for there are so many tactics, strategies
and tricks a computer could never pull off. No two battles are ever
the same, something new always seems to crop up each time. It is
the essence of fun, dedication and competition that causes players
to continue competing and hoping to get better. Especially the fun
part, for new players can try everything out without knowing beforehand
what any action is going to produce. The game has the whole package
needed to be considered a classic, and the long term depth of perfection
to make sure the disc will still be put into the Cube for months
to come.
In conclusion, a top quality fighting game for
the Cube and not before time either... |