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Once in a generation, a particular gaming genre receives a radical
overhaul, and in its lesser form just a simple step forward. Although
not quite so radical, Street
Fighter was this step forward for the fighter, bringing those
unfamiliar with the notion of competitive, sprite-based gaming to
a new and seemingly addictive hobby. Soulcalibur,
on the other hand, was a step sideways in equivalency, introducing
a great fighter with a much refined and oft overlooked concept:
weapons-based combat.
Almost
shackled by the very genre it represents, Soulcalibur IV can't be
described as anything more than a weapons-based brawler. Its hidden
depths and submerged subtleties manage to distinguish itself from
others in a convoluted crowd. The initial "it's just a fighter with
oversized weapons" impression is equally inviting for weapon experts
and rookies alike, whether these players are new to the genre or
to the series itself. It's the contrast between this accessibility
and its elusive time-expensive complexities that keeps the entry
barrier to Soulcalibur IV at an absolute minimum.
Those
looking to enter the Soulcalibur hall of fame will be obligated
to master the game's finer nuances; but if you're just picking up
a blade for the very first time with such a goal in mind then Soulcalibur
IV will surely appear to be overwhelmingly deep and almost needlessly
complex - so much so for some that such a player might be deterred
from exploring any of the game's intricacies. Yet, to avoid any
of the elaborate elements will ultimately hamper your long-term
enjoyment of the game; this is certainly a 'no pain, no gain' title.
The difference between button masher and professional-in-training
could be embodied by the press of a single button. Guarding against
oncoming attacks, when executed correctly, can cause a monumental
sway in the pendulum of battle. Also known as Guard Impacts, these
moves allow those about to be victimized by an attack to repel or
parry said attack, temporarily stunning or knocking the opponent
to the ground and thus giving the defender a chance to turn the
tables on their unsuspecting foe. In the subtlest manner, the difference
between a guard impact and a standard block is simply the press
of a direction, a great example of the game's more advanced workings,
and a fighter unwilling to learn these slight mechanics is inevitably
at a disadvantage in the heat of combat.
On
paper, critical finishes could be a potentially game breaking mechanic,
allowing a one-hit kill on any withered opponent and effectively
making them the golden gun equivalent of weapon-to-weapon combat.
Although not hard to execute, the conditions in which these spectacular
one-hit kills can be executed are extremely uncommon and it's because
of this that the attack fails to fall under the category of game
breaking. The soul gauge effectively dictates the frequency of blocking;
the more you are attacked whilst blocking, the more your soul gauge
depletes. It is only after your gauge is depleted and your soul
is crushed that you become susceptible to being destroyed by a critical
finish. When and if you do manage to successfully pull-off such
an attack, it's a fairly hands-off experience; an in-game cut scene
takes control, portraying an over-the-top yet rewarding way of annihilating
your now regretful - and dead - rival.
Amongst
the new character roster, three new additions certainly make a "glowing"
appearance, as needless, out of place and forced as they are; they're
certainly a fun extra, if nothing else. They may not gel with the
most casual fans but some will certainly get a kick out of controlling
these surplus characters. About a quarter size of the tallest canon
character, Yoda is disappointingly unbalanced; the inability to
be hit by high attacks and immunity to being grabbed by others makes
Yoda equally useless to wield and simultaneously irritating to face.
It's almost unfathomable as to how such a character, broken as he
is, survived round after round of supposed user testing. The most
prominent of the balancing issues stem from the out-of-town characters,
as the apprentice, the Sith Lord in training, is somewhat overpowered,
and any attempt to defeat him with a stock, bog-standard character
often proves futile for the initial attempts - even the most 'skilled'
of button mashers will struggle for a swift victory.
Sore,
unsightly and unbalanced thumbs aside, the central cast of returning
characters is largely void of any notable balancing issues although
you're bound to notice the occasional attack or two that's unfittingly
overpowered. Thankfully, those apt enough won't agonise in the blocking,
dodging or countering of said attacks. Any issues more noticeable
to veteran players may also reap the benefits of downloadable patches
and gameplay tweaks, meaning that an exceedingly strong character,
once frustrating, may become a more balanced and fairer character
quite literally the next day.
Only
having to render two characters and an arena, no matter how difficult
it may be in actuality, leaves a lot to be expected of the visual
fidelity of the average fighter. In this regard, Soulcalibur IV
reaches the bar but doesn't quite surpass it. Any appreciation for
the game's aesthetics will derive more from the art style than any
amount of high-resolution textures or spectacular lighting; from
the intricate detail in the warriors' armour to the exceptional
lighting and visual effects in combat, Soulcalibur IV is undoubtedly
a stylish and artistic affair. If any aspect of the graphical presentation
is lacking and the virtue of graphical fidelity afforded to this
generation of consoles untapped, it could only be pertained to the
arenas in which battle takes place. Although not the case in every
arena, some display the oh-so-lacking graphical prowess of the last
generation, while a few, given the themes and settings for a potentially
eye-melting experience, severely disappoint and at best, are bland
and uninspired.
After
a few fights, you'll eventually develop a partiality towards a particular
arena - if more for its unique theme and visual style than its actual
(if any) gameplay modification, as beyond being just a pretty face,
each arena fails to truly distinguish itself. The most exciting
interaction a participant might truly hope to experience with an
arena will be too knocked firmly from its flat stone groundings;
and sadly that's all they are - flat. Whilst almost every aspect
of Soulcalibur IV has seemingly progressed, most arenas feel depressingly
non-interactive and static. Any flashing lights or sounding whistles
in the foreground are purely aesthetic and hollow. Dead
or Alive 4's multi-tiered stages left many, myself included,
spoilt for the better, as it would often create pseudo cinematic,
climatic and dynamic combat experiences on every stage, forcing
different methods of combat in different areas in the hope of avoiding
a specific trap, pitfall or soon-to-be broken fence. The standard
arena layout doesn't necessarily distil the experience yet it could
have been a much richer experience had they been more tangible and
interactive.
With
seemingly little room for the genre to expand, Soulcalibur IV makes
the best of a well established formula, supporting the equation
with several new modes, extra content and the long-awaited inclusion
of enjoyable, if not perfect, online play. Multiplayer over Xbox
Live isn't packet-for-packet perfect, with occasional slowdown marring
an incidental match or two. Still, whilst it's not the best in the
online domain as a whole, in a genre lacking the luxury of online
optimisation, Soulcalibur IV is undoubtedly better than most. The
trade-off for relatively stable online capabilities is the lack
of modes on offer, with only standard and special matches available
in the usual Ranked and Player varieties. Standard simply refers
to a typical fight between stock characters, whereas Special grants
the use of custom-edited or created characters, involving stat tweaks,
character abilities and weapon effects.
You
see, if the aesthetics or attributes of your favourite character
don't quite align with your unique tastes, a character creator is
available to create altered copies from the standard roster of characters,
or, for the few that might feel the need to be a little more adventurous,
you can randomly generate and then edit a character that's created
from scratch. Using pre-existing armour and combat styles, it's
possible to invent a contestant who's alien to the Soulcalibur universe,
giving each player the chance to represent an aspect of themselves
in every fight. It's an amazingly adept creation tool that'll leave
many spending hours just trying to develop a character to the best
of their potential.
Perhaps
the most disappointing aspect of Soulcalibur IV is the lack of variety
in the single player modes. It provides an enjoyable and suitable
platform on which to hone your skills, yet it doesn't provide a
particularly rewarding gameplay experience. Had the game shipped
without online play then this might have been an issue; thankfully,
the inclusion of online play makes the lack of modes somewhat forgivable,
as you're bound to fight against friends over any amount of arcade
characters any day of the week. The most powerful motivator for
investing any amount of significant time into the single player
options would be for the wealth of unlockable armour, weapons, gold
and characters - making any time spent a rewarding one and just
not in the emotional sense.
The
Story mode is barely even reminiscent of what it seeks to describe
itself as; lasting about fifteen minutes at the most, this mode
takes your through a series of continuous fights with canon characters,
interweaved with the occasional senseless cut scene. To be fair
to the genre, fighting games have never had complex, layered or
particularly deep stories, but that shouldn't prevent developers
from trying. Hours of playing the Story leaves little story to be
understood; if one day a fighter can present a tail that can make
each punch and kick a more meaningful one then Soulcalibur would
have been and may eventually be all the better for trying.
Soulcalibur
is appearing increasingly stale, with each sequel becoming a reluctant
carbon copy of its prior - but whilst we await the next step forward
for the fighter, Soulcalibur IV manages to keep the key elements
of the genre surprisingly fresh and, more importantly, fun. The
further introduction of guest characters seems to be a largely style
over substance affair and if you're looking to enter the game in
the most professional sense then these aren't the characters for
you. Still, if beyond novelty you seek a deep, challenging and well-presented
fighter then Soulcalibur IV is definitely worth fighting for.
Reviewed by Adam Meadows for AceGamez (All Rights Reserved).
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