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Soul Calibur for Dreamcast, was it any good? (reviews)
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Soul Calibur Review

Think state of the art.

Let's get one thing out of the way: Soul Calibur is the best 3D
fighting game ever released in the arcades. Better than Virtua Fighter
3. Better than Tekken 3. If that weren't enough, the Dreamcast version
one-ups the original arcade release in just about every way
imaginable. Now that we've established that, let's explore why, and
what it is about the Dreamcast version that raises the bar on fighting
games in general.

From its debut at the 1998 Electronics Entertainment Expo, tucked away
in a remote corner of Namco's booth, it was obvious that Soul Calibur
was something special. Namco had pushed the PlayStation-based System
12 hardware farther than anyone had a right to expect from such a
modest chipset. Namco took what it had learned from Tekken 3 and built
on the ambitious, but limited, Soul Edge fighting engine. Soul Calibur
was not only a substantial leap in graphics, but in gameplay as well.
Employing a new eight-way directional system in conjunction with a
physics engine that took weapon weight into account, Soul Calibur's
gameplay reached new heights in both complexity and depth. Perhaps one
of the most crucial additions was the inclusion of the tech-roll found
in Tekken 3. No more lying on the ground as your opponent rained down
attacks from the sky. Just a quick tap of the guard button and you
were back on your feet, quick as a whistle. Graphically, the game was
a fireworks display of particle effects, complex polygonal character
models, and a light-sourcing tour de force, all running at a blazing
60 frames-per-second.

The short of it is, if you haven't played Soul Calibur, you need to.
For sheer adrenaline working in tandem with eye-melting graphics,
nothing could touch it. What then, does the Dreamcast version (Namco's
first "real" game developed for archrival Sega in ages) of Soul
Calibur do to leapfrog past its arcade counterpart in every way
possible?

To begin with, the most obvious enhancement are the graphics. Despite
the lack of a prerendered FMV intro, the likes of which we're used to
seeing from Namco, the opening offered here will drop more jaws than
Muhammed Ali. Think of the intros usually seen in Capcom games like
Marvel vs. Capcom, but rendered in full, hi-res, 60fps 3D (with a
splash of Samurai Shodown thrown in for good measure), and you're not
even close to imagining how awesome the intro to Soul Calibur for the
DC looks. Picture a first-person camera zooming in over some sandy
horizon, as weapons slam into the foreground. Keep going until the
weapons are replaced by a swiftly approaching Kilik (the staff user in
SC). Trigger an impressive sequence of character cameos and a dynamic
soundtrack, and there you have it. This has to be seen in person to
appreciate. It looks so good it might as well be CG, because five
years ago, graphics like these were impossible. The reason the arcade
version couldn't be ported home to the PlayStation was due to hardware
limitations. Despite the fine conversion of Tekken 3 to the
PlayStation, Soul Calibur on System-12 used an extremely high amount
of RAM to enable effects like Z-buffering and other processor-taxing
effects - effects that were not present in Tekken 3. The Dreamcast, on
the other hand, represented the perfect solution to Namco's problems.
With hardware roughly ten times as powerful as the PlayStation, the DC
can not only manage Soul Calibur's graphic fireworks, but also enhance
them by leaps and bounds. With characters boasting not only improved
polygon counts, but high-resolution textures, each member of Soul
Calibur moves around each stage looking larger, tougher, more solid,
and more detailed than ever before. For example, Astaroth's alternate
costume sprouts Godzilla-like spikes out of his back (these spikes
wobble as he moves), along with a tall Alfalfa-esque hairdo that
swings and sways depending on what direction he's moving in. Soul Edge
alumni and Siegfried's alter ego, Nightmare, wields the Soul Edge
itself, with an eyeball set in the center that looks around at the
proceedings independently of the sword. Details like hair, clothing,
and accessories all move in rhythm with an extremely realistic physics
model. Improving the quality of the characters wasn't enough for
Namco's programmers though. They also added a muscle-flexing system
that causes pectorals to ripple during victory poses, breasts and
buttocks to jiggle realistically (read: subtle, not exaggerated as in
Dead or Alive), and skin to stretch in a most natural way, with not a
polygon tear in sight. These characters look incredible, and some
benefit from the enhancements more than others (Lizardman's tail no
longer looks like a polygonal mess). Everything looks perfectly smooth
(especially faces), with minimal blockiness, putting the models in
VF3tb to shame. This is an extremely solid-looking game. The
characters have also been outfitted with an extensive set of facial
expressions that add greatly to the game experience. Take Mitsurugi,
for example. With every sword slash accompanied by a grunt or yell,
his face synchronizes the appropriate expression as well. Even during
win poses, each character mouths his own victory speech. Even little
things like fingers are individually rendered.



Weapons are also impressive enough to simply sit back and watch: The
blades on Voldo's twin katars move independently; Kilik's bo flexes
with each swing; and metallic weapons like Mitsurugi's sword feature
specular highlighting (think Gran Turismo, but better) that reflects
the environment around it. Other things, like head tracking, dust
clouds kicked up by the characters' feet, and amazing real-time
shadows (check out Ivy's flaccid whip-sword in practice mode for a
good idea of how cool simple shadows can be), round out the visual
impact. Soul Calibur is so detail-intensive that even your character's
breath can be seen on some stages. However, what good are beautiful-
looking characters without beautiful-looking stages for them to jump
around on? With the power of the Dreamcast, Namco didn't have to make
compromises here, as they had in the PlayStation version of Tekken 3.
All the 3D backgrounds of the arcade version are reproduced faithfully
here. Perhaps "faithfully" is the wrong word though, since every
texture has been rerendered in an ultra-high resolution. Additional 3D
elements have been included to give the game some of the most stunning
locales ever seen. Structures far back in the distance look as crisp
as the details closer to you. Stages like Yoshimitsu's Water Vein,
which places you on a raft speeding down an underground river, is
nothing short of breathtaking. If it's architecture you crave, then
one glimpse at Siegrfried's City of Water, replete with eye-searing
sun flares, or the Indian Port with its distant temples, all rendered
in 3D, will have you near tears. Extra touches like the rats in
Voldo's stage or weather effects like rain are in abundance too.
Despite the complexity and size of the backgrounds, there is never so
much as a stutter in the frame rate. Amazing.

Beyond the obvious visual enhancements are the sound and soundtrack
supporting it. Making good use of the Dreamcast's powerful Yamaha
soundboard, Soul Calibur cranks out crystal-clear weapon effects,
recorded at the highest sample rates. While certain effects (like
falling in the water) lack some clarity, it's hardly as important as
the metallic clanging you hear. Other ambient sounds like footsteps
take on a different tone depending on whether you're running on stone
or wood. Voice samples are also extremely clear, currently spoken in
robust Japanese. The music is an appropriately medieval-sounding
score, presumably recorded with a full symphonic orchestra. The
numerous compositions have been written with a dynamically epic feel,
although there are moments when the cacophony takes a backseat to
quieter, more florid pieces.

As far as the line-up is concerned, original members Mitsurugi, Taki,
Voldo, and Sophitia return for another go, while newcomers Xianghua,
Kilik, Maxi, Nightmare, and Astaroth bring up the rear. The majority
of the newcomers are enhanced clones of the characters they replaced
from the Soul Edge (Xianghua = Hwang Sung Kyung, Kilik = Seung Mina,
Maxi = Li Long, Nightmare = Siegfried, Astaroth = Rock), although
those characters (with the exception of Li Long) are all hidden in the
game as secret combatants. Other notable additions to the roster
include Lizardman, Edge Master, and Tekken stalwart, Yoshimitsu. The
interesting thing about Yoshimitsu is that this is probably the first
time you'll ever see him effectively use his weapon. In Tekken he
looks more like he's punching with a sword in his hand. Here he really
goes for it, slicing and dicing with his sword, although some of his
throw moves are the same. Edge Master is essentially like the final
boss, Inferno, in that he uses a different weapon and move set every
time, making your knowledge of each warrior's arsenal important. He's
also fast as hell, making him an extremely dangerous opponent. Also
improved from the original arcade release is something Namco's
designers wanted to implement, but couldn't, due to the System-12's
hardware limitations: improved character motions and an increased
number of moves. While this may throw off some gamers used to the
arcade version, it quickly becomes apparent that these changes are
subtle, keeping the original gameplay intact, while enriching the
experience.



What most gamers curious about Soul Calibur will want to know are what
sort of exclusive features are included. Namco, after all, is known
for its superlative home conversions, adding awesome modes and
numerous other features, which vastly increases the replay value of
the usually short arcade experience. Aside from the usual arcade mode,
there are versus, team battle, time attack, survival, extra survival,
practice, Internet, mission battle, and museum modes. While the
majority of these modes are by now considered staples in the fighting
game genre, the mission and museum modes that will pique most people's
interest. Like the Edge Master mode in Soul Blade (the PlayStation
version of Soul Edge), mission battle tests your all-around skill in a
variety of settings. You execute the fundamental moves (throws, guard
cancels, etc.) against the Edge Master, who acts as your tutor, or
fight against numerous opponents. Unlike Soul Blade, which rewarded
you with a wide assortment of weapons with practically every task
completed, the mission battle mode instead rewards you with points.
These points can then be "cashed in" at the museum. The museum mode
features an extensive art gallery filled with black-and-white
drawings, anime-style artwork, and CG renders. To unlock all the
artwork, you will be playing for a very long time indeed. "Buy" enough
of these pictures and you'll unlock all kinds of things, including new
character outfits, new stages, a character-profile option, and a lot
more. The character-profile option lets you view the characters in any
of their costumes, from almost any angle, while checking out the stats
on their weapons, their history, and their stage. You can also listen
to their voice samples while watching the characters faces lip-sync,
as well as view their endings. Very, very cool stuff. Another point of
interest is how well the Dreamcast controller would emulate the arcade
control. The answer is: incredibly well. Considering the DC pad has
roughly the same layout as the PlayStation controller, which is what
the Soul Edge/Calibur button layout is based on, it's hard to imagine
anyone having problems with this setup. You can use either the analog
pad or the digital pad. The D-pad seems to work a little better since
the game relies on precise inputs, making the analog pad seem a little
too loose for this game. However, some may find it preferable, so,
thankfully it is an option. Response times are right on the money,
with sole character Maxi seemingly a problem. The difficulty in using
Maxi (the nunchaku expert) is that his motion-capture sequences often
continue without your deliberate input, making him a tricky character
to control. This is a game-design issue, rather than a controller
issue, so once you master Maxi, anticipating his quirks will most
likely be compensated for. Team-battle mode allows you to choose
anywhere from one to eight characters, for a possible eight-on-eight
melee (King of Fighters style). Internet mode, unfortunately, does not
permit you to play your friends online, but instead forwards you to a
Soul Calibur web page where you can view more gallery-style images and
whatnot.

With all this technological wonder going on, you might wonder if there
are any quibbles at large. Not really. Perhaps the only areas of the
game that are mildly disappointing are the endings, which consist of
some text and a couple of black-and-white drawings. This, however, is
more of a wish than a detriment, and doesn't take away from the game
at all. An extensive weapons collection, like the one in Soul Edge,
would have been nice, but perhaps there's one buried deep in the many
layers of this game. As it is, this is truly a flawless game. In years
past, Namco has built a bulletproof reputation for delivering arcade-
perfect conversions of their already excellent arcade games into your
home, with a gaggle of consumer-exclusive features that made you want
to cry out of happiness. In the case of Soul Calibur, Sega should be
crying tears of joy. Namco has amply displayed exactly how conversions
of this nature should be done. This time, however, the "house that Pac-
Man built" has done even better. This time around it has taken the
best 3D fighter out of the arcades, given it a major facelift, and
reshaped it until it was light years beyond the original, both
graphically and in terms of value, and then brought it home for under
50 bucks. And the company has made only scant changes to bring the
game to the states. The voices in the US version are indeed the same
as in the Japanese version, but now there is an option to turn on
English subtitles; one of Voldo's outfits has had its crotch spikes
removed; and the Internet mode is gone. So Soul Calibur has reached US
shores virtually unscathed, keeping it the game that will show the
world how powerful the Dreamcast really is. Kicking out an
unprecedented number of special effects at an unassailable 60fps, all
in mega-high resolution, with supercharged gameplay nailing it all
down, the only way this game will look any better is to play it using
Sega's PC monitor-compatible VGA box. If you have one of those, the
game is on a completely different visual level than anything else out
there. While it may seem bandwagon-esque to say this game is worthy of
a perfect score, it really isn't much of a stretch to say it is. Yes,
it is a fighting game, a genre with a fairly limited scope, but
insofar as fighting games go, Soul Calibur is mind-numbing perfection.
Namco has taken the best and made it considerably better. The level at
which the company has done so is practically unprecedented. Think
state of the art. Absolutely brilliant in all aspects, as far as games
of this type go, Soul Calibur is the undisputed king of the hill. It
is essential in any gamer's collection.

By James Mielke, GameSpotPosted Aug 9, 1999 11:14 am PT






http://dreamcast.ign.com/articles/160/160953p1.html



Soul Calibur

The most enjoyable fighting game on the planet is also the number one
reason to buy a Dreamcast
by IGN Staff

September 20, 1999 -

I'm reviewing Soul Calibur in a somewhat biased state. Soul Edge was
probably my most favorite 3D fighter of all time. I loved it for its
graphics, its unique weapons-based fighting system, its surrounding
story, which brought together characters from different eras of
history, its tremendous variety, and its phenomenal soundtrack.
Throughout the latter part of the Saturn's life, you could easily spot
me arguing with Saturn fanatics about how much better Soul Edge looked
compared to Virtua Fighter II, and I'm still willing to defend that
statement. So, Soul Calibur obviously had a lot to live up to. While a
few glitches here and there and an occasionally bad piece of
background music would be easily forgiven in any other game, my
expectations of Soul Calibur were such that there'd be no similar
leniency. I was expecting a damn near-perfect game.

And guess what? True to form, Namco has indeed delivered the level of
perfection I so longed for. Not only is Soul Calibur the finest
fighting game I've ever played, but, with possible exception to titles
such as Sonic and NFL 2K, it's also the number one reason to buy a
Dreamcast later this year.


Where, oh where to begin? How about with the feature of the game that
makes me far more interested in playing it than playing Virtua Fighter
or Tekken: the story and characters. It all begins, apparently, with
Cervantes, the evil pirate, and an apparent misunderstanding about the
intentions of a particularly powerful twin sword, the Soul Edge
mentioned in the first game's title. The game brings together
characters from varying backgrounds and time periods, all of whom are
seeking this Soul Edge for one reason or another. There's Sophitia,
who worships, as all good Greeks should, Hepheastos, son of Hera, and
knows the Soul Edge to be evil. There's Seung Mina, who left home in
search of the Soul Edge, which she thinks to be a savior sword. Most
interesting of all, though, would be Seigfried, who becomes possessed
of the Soul Edge, and transforms into the Evil Seed.

If any of this sounds foreign to you, then, you ought to obtain a copy
of Soul Edge for your PlayStation and play through it like a madman.
Or, just head on over to soulcalibur.com, and read through all the
interwinding character biographies and storylines. If you don't find
yourself intrigued, then may Pallas Athena herself take mercy on you.


Of course, try as a might, some people just won't take interest in the
storylines or characters. There are the graphics nuts out there, for
instance, whose interest in the product will be for nothing more than
its graphical splendor. These individuals can take solace in the fact
that Soul Calibur is a indeed a beautiful game. In fact, it's probably
the most graphically impressive title you'll see on the American DC
this year (only NFL2K has managed to impress me as much). There's just
so much detail in the characters, more than in even Sega's own Virtua
Fighter III (arcade or home). You'll see smooth curves, stray strands
of hair, and free-flowing pieces of clothing. The characters, when
viewed closely in the hidden profile mode, show some definite polygon
edges, but when viewing them in a fight, which is how you're supposed
to actually be viewing them, you'd be hard-pressed to tell that you
weren't looking at perfect models.


The best part of the game's graphics, though, doesn't lie in its
models, but rather in its animation. A quick look at the hidden
exhibition mode, in which the characters practice their katas
(fighting patterns) will reveal a level of animation closer to reality
than has ever been successfully achieved in the arcade or home. The
characters during these sequences move with unprecedented grace and
beauty (well, assuming the character is supposed to be graceful, that
is), and when viewing an actual fight, you'll see the same level of
animation splendor. The game is actually much improved over its arcade
counterpart in this area. I believe I'd only need to show off
Xianghua's kata in order to sell the game, and the Dreamcast on anyone
(the kata is actually available for download below).

The backgrounds aren't as impressive as the characters; in fact, most
of the Virtua Fighter III backgrounds have more depth and complexity
than the Soul Calibur ones (the notable exception to this would have
to be Soul Calibur's Venice stage, which seems to be the most
beautiful 3D environment of them all). Still, though, the entire
package, complete with the incredible lighting, shading, and
reflection effects, come together as console gaming's current graphics
leader.



Aurally, things are just as good, with a few exceptions. Thankfully
(remember, I wouldn't have stood for it in any other way), the game
features a legendary score, of the same caliber as the first tile.
Everything has been re-recorded to take advantage of the DC's
streaming audio abilities, so the result is a symphonic score that
will bring a tear to your eye. Also adding to the aural quality is the
voice acting. Namco has chosen to keep everything in Japanese this
time, and the result is some top-notch spoken phrases by the
characters. I will admit that certain characters sound strange
speaking Japanese (Sophitia, for instance, sounded more Greek when she
was speaking English in the first game), but the Japanese voice actors
definitely know their stuff. Sound effects too are, for the most part,
a high point. The weapon sounds in particular are well done, but the
effects for the characters and their weapons striking the ground sound
way off.


I was going to do a full ten page report (single spaced) on the story,
graphics, and sound of Soul Calibur, but I figured you'd like to hear
about more than just that. After all, you're not going to be just
looking at the screen when you get your DC on 9/9/99, you're going to
be playing the bloody game! Now, let me get one thing out of the way.
I'm a hardcore fighting game fan, but I'm not all that good at playing
fighting games. Let's see . . . I know how to do a fireball, a dragon
punch, and a sonic boom, and I think I know what combos, chains, and
floats are. I still don't know how to consistently do an aerial rave
move in X-men VS Street Fighter, though, and when people speak of a
SPOD move in Virtua Fighter, I wonder what the hell they're talking
about!

That said, I love fighting games, be it 3D, 2D, or 2D pretending to be
3D. A quick look at my game collection will reveal no less than 15
titles from the genre. I have plenty of fun, staying up late at night
with my buddies, fraying with one another, and this comes despite the
fact that I'm not skilled-enough in the genre to appreciate the
complexity of something like Virtua Fighter. Well here's a little
reality check for all you hardcore fighters out there. Most of the
people who'll be purchasing Soul Calibur on 9/9/99 and after are
probably in the same boat as I.

I just wanted to make that clear before commenting on Soul Calibur's
gameplay, as an effort to avoid the tons of hate mail from Tekken
babies saying "but it's the exact same game!" and Virtua Fighter nuts
saying "But it's just a button masher!" As it stands, and for what
it's worth, I believe Soul Calibur to be, without doubt, the finest
fighting game I've ever played, whether it be 3D or 2D. My reason for
this isn't because I can do a 100 hit combo when I feel like it, nor
is it because there's some sort of "zen feel to the game," as is
everyone's favorite quote for Virtua Fighter. No, I'm praising Soul
Calibur because I've never had so much fun with a fighting game. And
that's ultimately what counts, right?


Upon considering what exactly makes me have so much fun with the game,
I've come to a couple of reasons that I should probably pass on to
you. First off is the level of control you're given over the
characters. I think I'll take Seung Mina, my favorite character (also
my favorite character from part 1), as an example. This babiliscious
Korean babe uses (according to soulcalibur.com) a Zanba-To as her
weapon. I've been able to make her do so many different things with
her blade, by simply using subtle d-pad motions and a few button
presses. Some examples that come to mind include having her spin the
weapon like a baton, stick it out in front of here in an apparent
effort to knock the footing out from under her opponent, swing it in
180 degree motions from her left to right side, as well as a whole
myriad of other things. I suppose this is no different from Virtua
Fighter or Tekken, games which promise hundreds of moves from their
characters, but it just seems to be so much more obvious, at least to
the casual fighter like myself. I have a feeling that most of the
people who purchase the game on 9/9/99 will feel the same way.

Also contributing to this feeling of all-out control is the so-called
8-way run mode Namco has created. In Soul Edge, you were given limited
ability to navigate your way around the battle field; you could move
away and towards, of course, but you could also rotate around your
opponent by using a button press. Soul Calibur takes this a lot
farther by allowing you full movement through the arena in all 8
directions. There are some interesting things that can be done in the
game when strategically using this 8-way run, and Namco has thankfully
put a great deal of thought into its implementation. First off, the
fighters seem to always face one another when in the 8-way run
(unless, of course, one player just sits there like a monkey, not
moving at all - this is something that the computer can be accused of,
unfortunately), so it's easier to strike someone than it is in a fully
free-roaming game like Power Stone. Also important is that your speed
when backing away from an enemy is quite slow, so this form of
movement can't be used for running away when you've wet your diapers.
There are a couple of problems with the 8-way run, including the
difficulty I have beginning the motion, and the awkward animation for
some of the characters, but this is certainly a welcome feature.

Beyond the massive sense of control, I'm also drawn into many of Soul
Calibur's other gameplay features, including the ability to use your
weapon as a means of repelling an opponent, the high speed pace of the
battles as a whole, the ability to charge up your character (this
replaces the cool-looking, but overall silly, single super-move of the
first game). The game does have its share of problems, though. I miss
some of Soul Edge's finer elements, like the paper-rock-scissors style
weapon clashes, and I don't like how easy it is to float an enemy, nor
do I like the ease with which characters seem to fall out of the ring.
These problems are minor at best, though.


Everything else with regards to Soul Calibur can be attributed to the
amount of care and effort Namco seems to put into all its home
products. True to form, Namco has injected the home version of Soul
Calibur with a whole host of new play modes and options. Immediately
accessible are the practice mode, which Namco has made quite addictive
by allowing two players to play simultaneously, the team battle mode,
and the survival mode. All the other options are accessible by playing
through the arcade mode and the Mission Battle Mode, the latter of
which is similar to the Edge Master Mode of the first title, though
not as well implemented. Basically, what you do is you pick a
character and then travel around the world, battling various opponents
under certain special conditions. For instance, you'll have to at one
point battle Edge Master, but it's very difficult to connect a hit, as
he's constantly blocking. The only way to defeat him is to use one of
your character's unblockable moves; one hit will kill him, but pulling
off the unblockable move isn't the easiest thing in the world. Other
scenarios that come to mind include fighting while poisoned (your
energy will slowly deplete), fighting an opponent who's energy slowly
recovers, and fighting multiple opponents one after the other. Winning
certain battles will earn you points which can be exchanged for pieces
of artwork in the game's artwork gallery; opening certain pieces of
artwork will, apparently at random, earn you the new options and mode.

I'm not going to tell you how exactly these are gotten, as having them
appear out of nowhere is half the fun, but here's a partial list of
things I've found while playing through the game: a total of 18
characters (although I have no intention of ever using Yoshimitsu,
Voldo, and Lizard Man, beyond the one time that you're required to use
them), the 18 total stages, the liquid metal mode in which the
characters assume liquid metal form (this looks UN-FREAKING-
BELIEVABLE!), the three costumes for each character, a few additional
weapons, about 300 or so pieces of high quality artwork (do I sense
the subtle hint of a Soul Calibur animated series?), a mode which
allows you to edit the intro (props for making Lizard Man the "girl in
the wind"), and many other things that don't come to mind. I did get
everything in the game (you know you've gotten everything when the
title screen changes), but there are just so many things to get that
it's almost overwhelming. You'll keep playing Soul Calibur in order to
unlock these options, as they add so much to the game. I do miss the
eight unlockable weapons per character from Soul Edge, and it's a
little too easy to unlock things, but even still, Soul Calibur has
been the longest one-player fighting experience of my life.


Few games come to mind as "required purchases," games that are so good
that they have to be a part of your lineup. The original Soul Edge was
such a game, and now Soul Calibur has earned a place alongside its
brother. It may or may not be the most complicated fighting game out
there - I'm not bold enough to make such a statement. I am bold
enough, though, to state that I've never had so much fun with a
fighting game than I had when playing Soul Calibur.



http://www.planetdreamcast.com/games/reviews/soulcalibur/



Soul Calibur
The Soul Still Burns - Review By Fargo

The Dreamcast hit the US market like a sledgehammer -- busting sales
records with the largest console release in history -- thanks mainly
to a sizeable initial software library. Among the first wave of titles
there are some significant standouts, games so strong that they alone
may sell the system. Count Soul Calibur among them.

Soul Calibur is Namco's most recent fighting game, the latest in the
SoulEdge/SoulBlade series. The Dreamcast version plays exactly like
the version you've seen in the arcades, but this isn't merely a port;
Namco spent a great deal of time ensuring that this disk is packed
with extras for the people at home. The artwork was redone from
scratch, giving you higher res 3D backgrounds, new model animations,
new moves and even a couple new playable characters. Yes, the home
version is better than the arcade version, even graphically. Hello
Dreamcast!

*The Good


The game plays as good as it looks. The fighting is both brutal
and a little strategic.

As a two-player fighting game, Soul Calibur polishes rather than
innovates. Gameplay is what you'd expect: Two fighters square off in a
ring and wail on each other until the loser collapses into a crumpled
heap of pudding. The fighting system is very well done and makes great
use of the 3D space. You can easily circle around your opponent, which
comes in handy. Characters can attack by slashing horizontally or
vertically, and their moves are all integrated into the 3D
environment, so stepping quickly to one side is a good way to dodge an
axe blow coming down toward your head, but it's a bad way to dodge a
sideways slash of a sword.

The system of blocking and counter-attacks is well thought out.
And because the characters vary widely in size and strength and speed,
the game plays very strategically. Small characters have the option of
hanging back and waiting for an opportunity to zip in for a few fast
strikes, or they can get toe-to-toe with their enemy in order to
maintain a continuous volley of quick moves. Larger characters will
want to back off and get some breathing room so they can wind-up for
devastating strikes. Alternatively they'll try to knock their opponent
off the map with their heavier mass. Button-bashing won't get you far
against a character who understands the combat system!

Unlike many other fighting games, the combat is very grounded.
Characters can only jump a very short distance. Also, there aren't any
projectiles -- every move is up close and personal, using pole-arms or
bladed weapons. The emphasis is on dodging, blocking, and counter-
attacking, not hurling through the air pummeling your opponent with
fireballs. We found the strategic combat a hell of a lot more
challenging than many other fighters, and the action was still fast-
paced enough that there was no shortage of excitement.


The models are superb, surviving even close-up scrutiny. Seen
here, Sophita's hair and skirt will blow realistically in the wind,
and her lips will move as she speaks.

Graphically the game is gorgeous. The 3D backgrounds are
stunningly rendered with realistic lighting that affects the
characters and their shadows. The models are superbly animated using
realistic motion-captured fighting moves. There are very few clipping
problems with the models; when your hits look like they should
connect, they do, and when you miss someone you can see why you didn't
connect. That's important for a fighting game.

The single-player game(s) are surprisingly playable, and really
add a great deal of life to the title while distinguishing it from the
arcade. Aside from playing the "arcade mode" single-player, there's
also a "mission battles" mode, which plays a little like a miniature
RPG. Your character travels around a large map, finding challenges at
each location. To conquer each area you'll have to win a different
fight under different conditions. For instance, sometimes your
character will be poisoned, losing health as you fight. Or your
opponent will be invisible. Dozens of missions are provided, so
there's no shortage of challenge or variety.

As rewards in the single-player games, your character gets points
that you can spend in an "Art Gallery" on the CD. You use your points
to "buy" hundreds of images, ranging from concept art to full-blown
paintings of the characters. As you unlock more images, more hidden
features of the game become available -- more single-player missions,
more selectable levels, more demos, more game modes, and so on. You
can even re-edit the opening intro to feature your favorite
characters. This game has more polish than a car lot.

* The Bad


We're giving Soul Calibur high marks because we think it's an
outstanding example of what the Dreamcast is capable of. There are
only a couple of small issues that keep this title from scoring a
perfect ten.

Despite the wealth of arenas (Just over a dozen basic arenas, many
with multiple variations), all the levels were the same from a
playability standpoint. Each level consisted of a roughly square or
circular flat platform that you could knock players off of. There was
no interaction with the levels; there were no height advantages,
obstacles, rivers to wade through, etc. They're beautiful locations
but ultimately they all play the same.

The sound was a bit weak in the low-range. We hooked up the
Dreamcast to a set of hi-end PC speakers and found that it was lacking
in the bass. The sound effects were excellent (such as the clinking of
chain armor as one character walked) but lacked the booming, ground-
shaking noise that we wanted to hear when the heaviest blows landed.
Furthermore, the announcer's voiceover at the end of every fight said
only two different phrases -- each of which was equally grating after
the 100th fight -- and there was no way to turn the voice off.

Some people will be disappointed by the lack of fatalities. When
characters are beaten, they're not killed -- they merely look
despondent while the victor poses. This reviewer found that to be a
refreshing change, but if you're into blood and gore, you won't find
it here. Everyone's limbs stay attached to their body. Similarly,
there's no projectiles, which fans of Street Fighter / Mortal Kombat
might find boring.

Finally, more variety in the two-player combat would've been
exciting. The single-player game implemented all sorts of interesting
rules twists, it would've been exciting if these were all options in
the multiplayer game -- you and your friends could have a pass-the-
poison deathmatch with all unblockable attacks and invisible weapons.
Sadly, there are no options to do that.

These issues are all minor quibbles to an otherwise fantastic
game. What ultimately counts is good, solid fighting action, something
that Soul Calibur isn't lacking in the slightest.

* The Final Word

Soul Calibur has a lot to love. The graphics, particularly the
character models and animation, are stunning. The fighting is both
strategic and intense, fun to watch and fun to play. Multiple game
modes, including an extensive single-player campaign, offer a lot of
variety not normally found in fighting games. We would've liked to see
more interaction in the arenas, but other than that this was a superb
example of the Dreamcast at its best. A must-have title!
The Relic
2008-11-23 05:37:11 UTC
Permalink
Post by parallax-scroll
* The Final Word
Soul Calibur has a lot to love. The graphics, particularly the
character models and animation, are stunning. The fighting is both
strategic and intense, fun to watch and fun to play. Multiple game
modes, including an extensive single-player campaign, offer a lot of
variety not normally found in fighting games. We would've liked to see
more interaction in the arenas, but other than that this was a superb
example of the Dreamcast at its best. A must-have title!
Thank you, Mr. 1999.
skidz
2008-11-23 12:35:31 UTC
Permalink
Post by The Relic
Post by parallax-scroll
* The Final Word
    Soul Calibur has a lot to love. The graphics, particularly the
character models and animation, are stunning. The fighting is both
strategic and intense, fun to watch and fun to play. Multiple game
modes, including an extensive single-player campaign, offer a lot of
variety not normally found in fighting games. We would've liked to see
more interaction in the arenas, but other than that this was a superb
example of the Dreamcast at its best. A must-have title!
Thank you, Mr. 1999.
lol, yup the DC version is great and u can buy on XBLA now! In HD!
Chris F
2008-11-23 12:46:40 UTC
Permalink
Post by skidz
Post by The Relic
Post by parallax-scroll
* The Final Word
    Soul Calibur has a lot to love. The graphics, particularly the
character models and animation, are stunning. The fighting is both
strategic and intense, fun to watch and fun to play. Multiple game
modes, including an extensive single-player campaign, offer a lot of
variety not normally found in fighting games. We would've liked to see
more interaction in the arenas, but other than that this was a superb
example of the Dreamcast at its best. A must-have title!
Thank you, Mr. 1999.
lol, yup the DC version is great and u can buy on XBLA now! In HD!
that isn't the DC version though, it doesn't have the excellent DC
story mode or anything.
Ted
2008-11-23 15:59:07 UTC
Permalink
snip
Post by Chris F
Post by skidz
lol, yup the DC version is great and u can buy on XBLA now! In HD!
that isn't the DC version though, it doesn't have the excellent DC
story mode or anything.
Fortunately the DC version looks great through a VGA cable on an HDTV...
skidz
2008-11-23 18:29:39 UTC
Permalink
Post by Chris F
Post by skidz
Post by The Relic
Post by parallax-scroll
* The Final Word
    Soul Calibur has a lot to love. The graphics, particularly the
character models and animation, are stunning. The fighting is both
strategic and intense, fun to watch and fun to play. Multiple game
modes, including an extensive single-player campaign, offer a lot of
variety not normally found in fighting games. We would've liked to see
more interaction in the arenas, but other than that this was a superb
example of the Dreamcast at its best. A must-have title!
Thank you, Mr. 1999.
lol, yup the DC version is great and u can buy on XBLA now! In HD!
that isn't the DC version though, it doesn't have the excellent DC
story mode or anything.- Hide quoted text -
- Show quoted text -
oh sorry my bad....

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