![]() The game only gives you 5 combos per character, and doesn’t actually tell you if you’ve executed the combo properly. However, everything else they jammed into this mode feels clunky. For a game with dozens of moves per character, it does a nice job of explaining a handful of each character’s best moves as a starting point. While the intent for this suite of training options was good, it falls flat in execution. For players like me that are looking to brush up on their skills, the game comes with a training mode that combines elements of a trial mode and tutorial mode as well, so that you don’t have to jump between modes to learn the game. However, since my first experience with Soulcalibur and now, I’ve grown into a pretty serious fighting game player, and would like to improve as a Soulcalibur player. I’m pretty sure that it was never part of the core design, as the series does have a ton of depth, but the flashy moves triggered by simple inputs always struck me as a plus, since I’m at best an entry-level player. One of the factors that has traditionally made Soulcalibur more accessible than other 3D fighting games is that it was more button-masher friendly. As a Street Fighter IV player, it’s set up in a way that’s easy for me to wrap my head around. It’s a nice way to give players more options and a means of making the action more exciting. As players attack and defend, they build up a meter, which can be spent on enhanced special moves and super moves. Her fighting style does add a new dynamic to the way Soulcalibur battles usually shakes out, which I genuinely find interesting.Īlso added as a measure to modernize the gameplay is the Critical Edge system. In particular, Viola, a gypsy who wields a magical floating orb ( not unlike my main character in Street Fighter IV) battles with a heavy emphasis on long range projectiles that can hit from many different angles. The some of the new characters feel like fresh takes on traditional Soulcalibur play styles, and some of them feel net new. ![]() Though some fans have taken issue with some of these new characters being heavily based on some of the older characters that got cut with lamer back stories, I actually enjoy the new additions from a gameplay perspective. Because of the large passage of time, many of the series main characters have moved on and replaced by a number of new ones. The latest entry in the series takes place 17 years after the events of Soulcalibur IV. Besides some major gameplay system overhauls, they took the extra step of blowing out roughly half of the original roster and replacing them with all-new characters. With Soulcalibur V, Namco was clearly looking to make a title that better fit the modern era of fighting games. Street Fighter IV went on to define the modern-day fighting game blueprint, while Soulcalibur IV just felt old and was quickly forgotten. ![]() However, by the time I got around to Soulcalibur IV, the formula felt dated, especially when compared to Street Fighter IV, which came out in the arcades at the same time. Soulcalibur II was my introduction to the series, and was incredible for its the time. Say what you will about Tekken or Virtua Fighter, I’ve generally enjoyed the fast-paced, weapons-based combat of the franchise over any other 3D fighting game offering. When it comes to 3D fighting games, Soulcalibur is my bread and butter.
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