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Soul Calibur II

Developer: Namco
Publisher: Namco
Genre: Fighter
Players: 1-2
Similar To: Tekken Tag
Rating: Teen
Published: 09 :09 : 03
Reviewed By: Ryan Newman

Overall: 8.5 = Excellent

Screenshots

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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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