Intro
Soul Calibur, Namco's other baby, is back in three flavors for the
new generation of consoles. Gamers can pick from Link (GameCube), Spawn (Xbox),
or Heihachi (PlayStation 2), as they unlock countless goods in no-holds barred
competitions. Despite being strikingly similar to its predecessor, Soul Calibur
II provides enough over-the-top thrills and enjoyable action that it's sure
to become a crowd favorite. Gameplay:
8/10 Welcome, reader, to the stage of destiny - apologies, but that had to
get out of my system, so I figured sooner was better than later. Unlike most fighters,
Soul Calibur goes for the gusto with some of the most dramatic, and enjoyable,
presentation that the genre has ever seen. And, aside from the glut of weapons
and features to unlock, I would say that that's really why it has been remembered
so fondly since the initial Dreamcast release so many years ago. The series' eccentricities
were one of the very reasons why I had fun with its squeal; how can anyone not
like a bellowing announcer state, "and on the wings of destiny
the sword
was born!"?
Combined with characters
like the nun chuck-harnessing Elvis-impersonator Maxi, or the S&M-inspired
Voldo, SC has a character that really makes it stand out from other fighters,
and its charm goes a long way in its enjoyment. Like its predecessor, Soul
Calibur 2 shines brightly, but in some ways, its strong resemblance to its
forefather makes it less of the overwhelming spectacle, and experience, that the
original was. Similar to past entries
into the - now - franchise, SC2 starts off with bare-bones features, and
has the player unlock the rest as they make their way through the Weapon Master
and Arcade modes. The endings aren't too hot and the story was never very interesting
to begin with, despite the snazzy intro, so the arcade mode really takes a backset
to the master mode. This is the mode where the player gets to take their character
on an adventure that spans the globe by having their character takes various paths
to designated points on a world map, at these spots, they will meet other players
in the game and fight them, either as a test of skill, a bet, or going room-to-room
through mines/dungeons (which aren't very exciting; some are actually very annoying,
and the player can hit dead-ends in these blasted things). Along the way, the
player will gain experience and gold to help boost their characters' status; the
gold can be used to purchase additional weapons for the player to use there or
in the Extra Arcade mod (basically the arcade mode, but the new weapons for the
characters can be used; I'm not entirely sure why it's separate from the regular
arcade mode). Other goodies, like Team Battle mode and hidden characters, can
also be unlocked here. How exciting and worthwhile all this is really depends
on the player, because not everyone will necessarily care about using a new weapon
since it doesn't really change the user's abilities other than they being stronger
or weaker - no different styles or anything drastic - and it's close to a carbon
copy of the one found in the original, while others just may eat up the chance
to take their favorite fighter on another mini adventure. I
found most of the adventuring to be enjoyable, but some of the missions did become
annoying over time. The multiple paths don't always alleviate this problem, but
it is a nice feature since it allows the player to get a sense of accomplishment
(unlocking a mode or buying a new item) and doesn't require large investment of
time since most can levels can be completed in under a half hour - although, I
would've liked the option to have more than 1 player to be able to go through
the mode. Accompanying the arcade modes, team battle and weapon master mode are
vs., practice (not as robust as Evolution's, but it manages), time attack,
and survival; a nice, healthy assortment. There
are a few newcomers, although some are similar to others in the original, they
all have their own feel so it works out in the end. There's also some characters
found only in the U.S. version: Assassin, Lizardman, and Berserker. Also, there
are the console-specific characters, and woohoo, PS2 owners get another Tekken
character. On the subject of the console characters, while they don't necessarily
fit in with the game, I found that pretty easy to overlook after a while and found
their additions to be a nice idea. I suppose Namco felt that being in two other
PS2 fighters (Tekken Tag and Tekken 4) wasn't enough for Heihachi,
so he will join other Tekken characters in the roster - despite using him
because I have a liking for melee combat, I really wouldn't have minded someone
else. There's also McFarlene's other contribution, aside from Spawn, Necrid, who
is both strange and very powerful, which makes him the only real ugly duckling
of the bunch. Getting past all the modes,
real and faux replay value, and new characters, we get to the meat of the game:
the fighting system. What really sets Soul Calibur apart is how smoothly
the characters can move around the arena; meaning that they don't simply side-step,
but can move around their opponent in a continuous motion. While I dig side-stepping,
I certainly have no problem with this method. There's also soul charges, stun
attacks, wall and ground attacks, reversals, and - what I find somewhat interesting
- guard impacts. Most of the moves are self-explanatory, but soul charges and
guard impacts might be new to some people: soul charges are when the character
charges up their move, while guard impacts occur when the player blocks a move
and uses the their opponent's momentum against them - this is something I found
tricky since it never seemed consistent. Aside
from balancing and the various random goods, quite a chunk of the game is simply
Soul Calibur. How much you loved it will really depend on what you take
from 2; some people have found it very disappointing since four years yielded
little more than an update, while others find the additions and tweaks just right.
Myself, while I don't contest the engine, I can't play the title for long periods
of time. I do, however, appreciate the way newcomers can hop on a joystick and
feel like they're actually doing something. I found myself enjoying it in small
bursts and amongst friends, which is more than I can say for most fighters.
Graphics: 8.5/10 Don't expect to be completely floored the same way
as when Soul Calibur was first fired up on the Dreamcast, but what's their
should satisfy - aside from a few oddities. I found most of the character interesting,
a few pretty generic, but came away with an overall solid impression from a cast
that's comprised by a majority of interesting participants. For the most part,
the animations where good and the impact effects were cool. The stages where well
done and very crisp in appearance, with only two or so that I could've done without.
What's surprising is just how similar it looks to the original and how some things
were seemingly ignored: most excess cloth and hair are very rigid when they move
and when a character falls in water, an actual blue circle shoots up and it just
looks extremely out of place and very dated. I would assume that it wouldn't have
taken much to touch some stuff up, and I don't see any of the systems not being
able to handle the enhancements, so it's a bit of a mystery as to why such obvious
oddities were left in.
Sound: 8.5/10 Like the graphics, the music,
announcer, and sound effects are just like the originally, but I couldn't care
less, I'm a sucker for a game where the announcers have just as much personality
as the characters. Killer Instinct had me with "Cccccccombo Breaker"
and Soul Calibur has me with any number of opening lines - which, unfortunately,
are a small handful. Everything aural is technically sound. In contrast to the
robust announcer, the soundtrack sounds more whimsical and, even though the tracks
tend to sound the same after a while, they have a feel all their own. What's there
is fun and good, but some variety and additions would go a long way. Control:
8/10 Aside from some questionable moments with the guard impacts, the response
times where excellent and game controlled well. Because of the Tekken series,
gamers should be accustomed to the joystick, and it performs up to task this time
around as well. It does seem, though, that Namco opted to not streamline the menus
to make the game look far more robust than it really is; and, as such, there are
some frivolous steps that need to be taken. Overall:
8.5/10 On its own, Soul Calibur 2 is an enjoyable fighter that is
sure to get a group of friends rowdy. However, when looking at the bigger picture,
it's a little disheartening that more wasn't done. With AM2 stepping up their
game with Virtua Fighter 4, and even more so with Evolution, it's
disappointing to see Namco fairly lax with such a big release. Luckily, the system
is holding up without massive alterations, but even so, I'd suggest fans of the
original to definitely rent first. For those who haven't partaken in the series
before, it's a safe bet that they'll find it a worthwhile addition to their PlayStation
2 library. [
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