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REVIEW SOUL CALIBUR IV |
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PUBLISHER
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UBISOFT
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DEVELOPER
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NAMCO
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GENRE
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BEAT-'EM-UP
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PLAYERS
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1-2
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PRICE
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£49.99
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RELEASE DATE
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OUT NOW
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An amazingly deep and beautiful fi ghting
experience, marred by a couple of
unnecessary characters, but essential
nonetheless. If the online modes simulate
the feeling of a traditional one-onone
battle, we’ll be in combat heaven.
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SCORE
24/JUL/08 |
94% |
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| SOUL CALIBUR IV GAMEPLAY VIDEO
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To view this trailer, you will need to Adobe Flash Player already pre-installed.
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Darth Vader and the Secret
Apprentice. There you go. We said
it. They’re in Soul Calibur IV. They
may have absolutely dominated the
pre-release hype and press, but do you know
what? They’re the least interesting aspect of
Soul Calibur IV. There were rumours abound
for months that Kratos might be in the game.
He isn’t. Unfortunately, we’ve been left with two
rather ill-fi tting Star Wars characters.
It’s a weird crossover that never really
works, beyond the initial wow factor
of hitting Mitsurugi in the face with
a Lightsaber, and while the Secret
Apprentice is a little more mobile
and useable, neither can really match up to
the proper roster. So, crossovers in fi ghting
games? Yes, but only if they’re done right.
So then, with that nicely out of the way, on
to the main event. The stage of history. Where
Souls still burn, Kilik is still cheap and Ring
Outs are still irritating. Since the release of
Soul Blade in 1996, no fi ghting game has ever
quite managed to achieve the same blend of
accessibility, depth and beauty. And when Soul
Calibur announced the arrival of the ill-fated
Dreamcast in 1999, the entire genre was taken
to the next level.
It was a stunningly attractive game (a
fact backed up by its recent release on the
Xbox 360), with gorgeously fluid animation,
brilliantly modelled and realised characters and
the most kinetic fighting system ever crafted.
In fact, it was so good, that in the three games
that have followed it, Soul Calibur IV included,
it has barely changed at all. Chances are if you
were a dab hand at Soul Calibur, you could pick
up a DualShock 3 and hold your own nearly a
decade later. And so the debate rages, is Soul
Calibur IV a cash-in or a refinement of the
brilliance that has come before. Just look at the
score below. You already know the answer.
Perhaps the best way to view Soul Calibur is
less like a traditional fighting game franchise
and more like, say Pro Evolution Soccer
(without that series’ steady decline in quality,
of course). Namco just got it right first time, so
why should it completely reinvent an already
superb game? Exactly. So, in the case of Soul
Calibur, refinements are okay. Very okay in fact.
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And refined really is the word. Having spent
plenty of time on the original Soul Calibur
before IV arrived in the office, the differences
are glaring. Casual observers won’t notice, but
the tweaks to the parrying system, the subtle
changes to the movesets, character speeds
and combo damage have made Soul Calibur
IV more balanced than ever before. Kilik is no
longer the button masher’s dream he once
was, although still entirely cheap. Mitsurugi
has been slowed down just a touch, and his
recovery time is ever so slightly reduced,
making him a formidable foe, but not quite the
dominating force he once was.
If you’ve had a favourite character in the
past, then the alterations will be pretty easy
to notice. It’s more of an overhaul than Soul
Calibur III was over its predecessor, and it does
genuinely feel new and fresh. And the stunning
visuals don’t hurt either. Soul Calibur IV is
absolutely gorgeous.
The animation has always been superb, but
now the detail and solidity of the character
models match it. Mitsurugi’s scars, Vader’s
shiny armour, Taki’s… assets, they’ve all been
crafted with such care and attention, each pixel
has been given some sort of flair or purpose. On
a decent 720p TV Soul Calibur IV is one of the
best looking games on the PS3, and for once
better looking than the 360 version, and is the
ideal thing to put on when a mate pops round.
MGS4 may look great, but 17-hour cutscenes
aren’t exactly the best way to show off
your shiny PS3. But an extravagantly flashy
fighting game? Well that’s more like it, really.
And thankfully, Soul Calibur IV remains as
accessible as it always has done. The series’
critics have always damned this occasionally
button-bashing approach, complaining that
new players can jump in and win with their
unpredictability, but it’s this that makes Soul
Calibur so compelling. The depth is there for the
advanced players – the parrying system makes
a welcome and slightly tweaked return, for
example. It’s now slightly easier to parry a postparry
counterattack, leading to more of those
brilliantly dramatic multiple-parry sequences
that amplify the drama of a Soul Calibur bout.
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As always, the characters all have multiple
stances, leading to multiple attack strings and
ways to outfox your opponents. There are
fakes, taunts, sidestep attacks and all manner
of throws. So while you may lose to that
button basher the first time, the next ten times
– when you’ve figured out their movements
and attack patterns – they’ll be yours.
Still, though, more of the same. There’s no
denying Soul Calibur IV has an immaculate
fighting engine, but it always has. So what’s
new? What reason is there to invest when Soul
Calibur III works just fine through backward
compatibility? Well, in the fighting engine itself,
there are the new critical attacks, which can
end a bout instantly if timed correctly. If an
opponent persistently blocks your attacks,
they’ll lose a piece of armour. Just after this
happens, the pearl next to your character’s
name will turn black, and if you hit all four face
buttons at the exact time that occurs, you’ll
launch into a killing blow that ends the match.
If it sounds game breaking, fret not,
because the window of opportunity to land
a critical attack is minute, and they’ll only
happen extremely rarely. It’s a fine addition
to the game, in fact, placing the emphasis
back on attacking, which is what makes Soul
Calibur beautiful in the first place.
Outside of the fighting engine itself,
though, and Soul Calibur IV is a slightly more
underwhelming affair. The usual story and
arcade modes are all present and correct, and
as ridiculous and overblown as always, and
this time out they’re joined by the peculiar
pseudo-RPG mode entitled The Tower Of
Souls. Essentially, it’s a bizarre journey to the
top of a tower full of enemies, where winning
affords new gear for the editing mode – see
Character Building boxout – and new Call
Of Duty 4-style ‘perks’ for your character.
It sits somewhere between diverting and
baffling, and does a great job of showing off
the flexibility of the character creation with
its multitude of odd, non-roster enemies, but
ultimately feels like a waste of time. Beat-’emups
have never been the most intellectual
of games anyway, and tying it into a very
underpowered RPG isn’t about to change
that. Still, it’s better than the awful RTS mode
from Soul Calibur III.
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Obviously, the most interesting addition to
Soul Calibur IV is the online mode, which is
brimming with potential but is sadly not ready
to test at the time of writing. Should it function
without lag and connection issues, then it
could revolutionise the genre. Online has pretty
much changed every other multiplayer genre
out there, but beat-’em-ups still haven’t quite
managed it. Virtua Fighter 5 on PS3 shipped
without online, Tekken 5: Dark Resurrection
had a decent stab at it, but there’s hardly
anyone up there playing it. So if Soul Calibur IV
can achieve the impossible and give the world
a smooth fighting experience, then it would
comfortably set a new benchmark.
What’s most exciting about Soul Calibur
IV’s online modes though is the integration
with the incredibly deep Character Creation
mode. Not only will you be able to take your
modified versions of Voldo and Sophitia online
to play with, but you’ll be able to battle with the
fighters you’ve created from scratch. And trust
us, you can build some serious freaks. An eight-
foot-tall nutcase with an
Afro, Seong Mi-na’s moveset
and a skintight chain-mail
suit? You betcha. We can’t
wait to see what Play’s
more creative readers come up with. The more
celebrity lookalikes the better, please.
When it’s all said and done, though, the true
beauty of Soul Calibur IV comes to the fore
when it’s you and a friend playing a lengthy
session in the same room. We’ve all had our
own epic battles over the years, we’ve all
connected with certain characters and grown
weary of others. The sheer kineticism of the
combat and the depth of the move lists mean
that you can have thrilling bouts one after
another after another without even switching
characters. There’s no fighting game that can
match Soul Calibur’s eye for the dramatic and
thirst for flair, and even with the new ropey
English voiceovers and the less than perfect
PS3 D-pad, there’s really nothing better out
there. It’s the pinnacle of the genre.
So, Virtua Fighter 5 may be the darling of
hardcore beat-’em-up fans, but we here on
Play are devout followers of the church of the
Calibur. Namco has outdone itself once again,
and produced a fighting game of immense
quality that will stand the test of time. And who
needs Star Wars to do that?
Jon Denton
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