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snickothemule
March 7th, 2009, 23:41
Soul Calibur IV

The Stage of History

When Soul Calibur was released for the Dreamcast and the arcades it marked a new age for deep and varied weapons based fighting games. Sure there were the Tekkens, and the Virtua Fighters for intricate strategy fighting, but Soul Calibur and its predecessor Soul Edge were of a much different breed. After being heralded by many as the greatest fighter of all time, it was one of the best reasons to own a Dreamcast and to this day is still a fantastic game to get involved with. Team Project Soul released a sequel for the Gamecube, PS2 and the Xbox with exclusive characters for each console and saw a roster update. A third game was made for the PS2 and saw another roster update, but didn’t really expand on too many new ideas, after all there was no real reason to update the established and silky smooth gameplay, and for a fourth time Bandai Namco are set to unleash the tale of two swords once again, but have they run out of ideas?

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With fencing, the key is all in the THRUST!

As is the norm for most fighting sequels, the story is not a real continuation from the previous games, but it isn’t really a re-telling either, just a different set of events with fresh characters, but once again, Soul Edge and Soul Calibur, two of the most powerful weapons in history are once again sending fighters from around the world on an endless quest to complete the evil blades and introducing a new era for the world. This time, a long forgotten king has been reawakened and is in possession of the two blades which are the only sources of power keeping him alive and tied to the physical realm, and he needs a human sacrifice to make his resurrection complete. It is the goal of every fighter to stop him and use Soul Edge for their own reasons, be it revenge, retribution, resolution, or any number of multi syllable words describing some heroic or evil deed, so pretty much a standard story on offer then.

Crossing Swords

Keeping the well established fighting element of horizontal, vertical kick and grab attacks SCIV hasn’t done anything to improve the already perfect fighting system save for minor tweaks to hit detection and balance. What has been added are a few new tactical changes to the health system. First of all is the equipment destruction, where once you attack a specific part of the body enough times the body armour will break away exposing their bodies enabling bonus damage to be awarded. A new element to the health system called Soul Crush, where if a character is spamming the block button or ‘turtelling’ then a few heavy strikes will weaken their soul gage and once it has been broken down and flashing red, and a heavy strike is performed then their block will break allowing the attacker to give an instant match ending strike with the press of a button, disregarding how much health is remaining. This has been the biggest implementation to the proceedings as it effectively stops people from blocking the whole time and forcing them to either use the counter system or to actually go on the attack. It may seem cheap to some, but stopping people from whoring the block button goes a long way in making online matches a bit fairer.

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Beat you around your ring, I will

Keeping with fighting game tradition and lore there are several new characters to choose from, some of them well placed, others seem questionable and out of place. On the upside, there is Hilde a female knight who is after Soul Edge, so that she can destroy it and return peace to her kingdom and to achieve this she wields a pole and a short sword. There is also Amy, a character tied to Raphael and shares a similar fighting style. These two are fine additions to the ever expanding roster and with the total count at around 30 or so fighters, there is never a shortage of people to choose from. Or you can simply create your own character from scratch, with a wide variety of options at hand to make a fighter that is tailored to your own style of fighting. Disappointingly you are unable to create your own move sets, as right from the beginning you must choose your characters fighting style off one of the existing characters, and all the moves that come along with it. That being said however, the ability to manipulate the looks and powers of the character is quite substantial, with options ranging from how tall, short, busty and buff we want them to be, to their hair style and colour, to what shape their eyes are. All of these are superficial, save for the equipment they wear as this determines how well your created character will survive in the new fighting mode.

Yes, a new single player mode has been added to the established arcade and story mode (both of which are now tied with online rankings) and this mode is known as the Tower of Souls, with 60 odd floors to climb and descend, and can be done either with an existing character, or with one of your own creation. In this mode, each floor has a challenge that must be met, be it block 5 times in a row, throw the opponent 3 times or never lose any health, but the game never straight out telling you what you have to do, rather it gives you a cryptic clue such as ‘lure the enemy into the abyss’ flat out means that you must throw the enemy out of the ring. Meeting these challenges are required to unlock new equipment for the character creation element, of which is necessary to meet the increasing challenge as the floors go higher and higher. It is this new mode that is the meat and potatoes of Soul Calibur IV and is the most addictive part of the game. Forever changing the equipment to get a few extra points for spending on supplemental abilities such as health bursts or auto counters becomes an exercise in endless manipulation and late night fine tuning. And once the ascension part is complete you can descend the tower, fighting an endless stream of opponents, unlocking equipment once every 5 levels.

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I'm going to start swinging my arms like this. If you get in the way it's your own fault!

The Dark Side

Along with the new tier of fighters Namco Bandai have decided to reach into other franchises for expansion of the roster and on this occasion they have chosen to dip into the Star Wars franchise to pinch some iconic characters as exclusive fighters for the two rival consoles, with Yoda for the Xbox 360 and Lord Vader for the PS3. Both consoles do receive the Apprentice from the Force Unleashed. On the surface these characters seem ridiculous to be included in the proceedings and the back story justifying their presence is even more confusing, but for the most part they are fine additions for the game. Vader fits in well with his powerful and intimidating style and the apprentice is more of a sleek ranged fighter with some particularly cheap projectile attacks. And then there is Yoda, who will no doubt be the favourite for most, not only because he is so quick and nimble, but because he is a balance breaking short fighter where a good portion of attacks simply fly over his head and grabbing him is near to impossible. These three also have a force gage giving them some extra moves, but because it drains when in use and if it runs out then they are especially vulnerable to attacks. These may seem like odd choices for a fantasy based fighting game, but as individually designed characters Project Soul have done these fighters great justice bringing them to HD gaming.

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Pole dancing: the early years

Fully utilizing the power of the 360 and PS3, Soul Calibur IV has to be one of, if not the prettiest fighters ever to be released. Characters are hugely detailed, with intricate additions to armour and facial expressions and some of the finest texture work seen on gaming consoles to date. Coupled with the splendid depth of field effects and the mandatory high dynamic range lighting, which for once is not too over powering the game is given an incredibly stylized look, and when combined with the luscious environments ranging from clean open aired jungle environments to the boiling hot volcano levels the game looks a real treat, and with no noticeable jaggies and silky smooth frame rates, incredible art style, and short loading times everything fits in naturally and just feels right. The soundtrack is also quite stirring, with string and wind instruments preaching melodic and melancholy tunes that feel so in tune with the visual style, that is makes the experience so much richer. Voice acting is a little bit too jarring though, taking a bit of a step back from the likes of Soul Calibur II, but with such a minimal focus on the voices, and more on the deep fighting engine it really isn’t that much of a bother. This is also not a game for anyone who is not willing to invest allot of time in learning all the intricacies of the fighting engine, as it is very daunting for those who are used to button mashing, a technique which will quickly see you defeated quick smart.

Low Blow

So far then you would assume that Soul Calibur IV manages to reach the same levels of insanely high polish and hardcoreness, as did the Dreamcast edition all those years ago and for most of the experience I had with the game you would assume correct. But there are a few minor issues here and there. For starters some of the dialogue goes beyond weird and ventures into farce, such as when Cervantes defeats an opponent he will walk away sprouting “I shall never look back” only for him to stop in his tracks and look over his shoulder, or when the poster boy of SCIV Siegfried shouts out “I shall say nothing more....just leave” which says to me that these people either are incredibly stupid or just fail to follow their own advice. The other little issue is with clipping of equipment on character models, mainly little things like sword sheaths or capes with go straight through the character model, effectively killing any sense of immersion it manages to create. These may be only minor grievances but they do undermine the incredible amount of polish Project Soul has managed to accomplish.

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Coochy, coochy, coochy, coo


Stage Cleared

Utilizing everything Project Soul have learned over the years developing one of the most complete fighting games in existence, these fine developers have managed to take a well established genre and thoroughly take it to new heights with some very smart decisions. This can only mean one thing however, that as complete as SCIV is, if another game is to be made from the Soul Calibur franchise it will have a hell of a hard time trying to top what is now a shining example of how to take a near perfect game, and reinvent what our definition is of perfect is. Soul Calibur IV then is a fighting game that does just about everything right without ignoring what made it great in the first place.

Gameplay – 95
Visuals – 96
Audio – 90
Overall – 94

Deep, intricate and highly tactical, this is one seriously great fighter.

Game experienced on 360 at 1080i over component on Sony Bravia with 7.2 audio

Strike105X
March 8th, 2009, 00:06
Great review snick i really enjoyed reading it and i couldnt agree more with this part:

"as it effectively stops people from blocking the whole time and forcing them to either use the counter system or to actually go on the attack. It may seem cheap to some, but stopping people from whoring the block button goes a long way in making online matches a bit fairer."

Oh God i hate block spamers

Cheesus
March 8th, 2009, 14:20
Excellent review.

You should seriously start your own review site. They're that damned good.

nosound.97
March 8th, 2009, 14:26
Great review. I have this game on my 360. Cool and repetitive :thumb:

snickothemule
March 9th, 2009, 23:20
Thanks for the comments guys, I greatly appreciate them.

Excellent review.

You should seriously start your own review site. They're that damned good.

emwearz has been working hard on his own review site and has delightfully asked me to join in contributing to the site and I have gratefully agreed. It has yet to be launched, but what is available now is looking pretty shmick and very nice. If you have a look in http://forums.ngemu.com/game-reviews/118158-super-mario-bros-nes.html emmy gives a few details of what is going on.

Cheesus
March 11th, 2009, 14:42
Sweet. xD

Be sure to keep everyone posted on the progress, and projected date of launch.

SCHUMI_4EVER
March 13th, 2009, 15:56
Awesome review Snick :D

I seriously wish this game could come to PC, most fighters just don't offer enough to justify a purchase over more PC based games but this one looks like it provides enough for everyone and has enough clout to make it on the PC.



Does emwearz have his net back yet? His site development seems to have stalled since he moved.

Silenus
March 19th, 2009, 23:24
Whoah didn't see this review before.

This is brilliant and you are great.
Loved the simpsons comment btw.

AC Valkyrie
August 1st, 2009, 19:16
This was a good review, but it only touched in passing the highly in-depth custom character builder, which is such a huge part of the game.

snickothemule
August 2nd, 2009, 01:10
Good point AC, I might make an amendment and include it a little bit later.

Samor
August 2nd, 2009, 02:43
snick, you should become a games journalist (if you aren't already).
I love your reviews; they're very professional and tons better than the crap I read on the established sites. Keep 'em coming :)

@AC Valkyrie; is the customization much bigger than in Virtua Fighter 5?

skoreanime
August 2nd, 2009, 03:43
Kudos.

I'll pick this up once I get a new TV going... Been looking around for a good while now.

snickothemule
August 2nd, 2009, 05:03
Thanks for the nice comments guys.

Well I had a go at going into a bit more detail about the character creation element, and I was tempted to rewrite the whole thing, but I think that I got the general idea of what goes on with the customization right.

And also good news for PS3 owners, as Soul Calibur 4 is in the platinum hits range, so for those who don't have the game yet, you should be able to get it rather cheaply.

cooliscool
August 2nd, 2009, 05:30
Great review as always my friend. :thumb:

"Deep, intricate and highly tactical, this is one seriously great fighter." - Couldn't agree more. The only issue I have with the whole Soul series is that there's not much of a "necessary" learning curve, in the sense that a button masher can easily defeat a skilled, tactical player; something that can't be said about the Street Fighter series for example (too many button mashers have tried to face me in SF and I've never lost to one :p). Two skilled players however is a blast. :)

Strike105X
August 2nd, 2009, 06:45
If a button masher can defeat a skilled tactical player then maybe "the skilled tactical player" should learn a little more it is a little friendly with mashing but that doesn't happen with a skilled player.

Lynamo
August 13th, 2009, 06:03
G8 review. Makes me want to play the Dreamcast one again.

Silenus
August 13th, 2009, 19:36
... something that can't be said about the Street Fighter series for example (too many button mashers have tried to face me in SF and I've never lost to one :p) :)

Wonder if you have the same results in marvel vs capcom. :p

cooliscool
August 13th, 2009, 20:50
Wonder if you have the same results in marvel vs capcom. :p

Absolutely. ;)

Silenus
August 13th, 2009, 21:17
Then props to you.

I'm good in Street fighter but I've never liked MvC because of the cheap button smasher tactics.

Lynamo
August 14th, 2009, 07:25
Same, button smashers suck.

Paratech
August 16th, 2009, 03:28
I got the chance to play it for an hour today and it seemed to me to be a nice mix between Soul Calibur and Soul Calibur 2 with a few extra characters added.

I liked playing "arcade" as Yoda and beat the final boss after 3 continues. I couldn't get very far with the apprentice, or the various female characters I played.

Since this wasn't my 360, I didn't get to purchase characters, but I earned 30,000 gold playing it, had it been my copy and I owned a 360, I could have unlocked 7 characters and that would have been great as I'd love to unlock Sophita and Cervantes as well as a couple other characters.

I thoroughly enjoyed the hour I spent playing it and when I get a 360, I'll buy the game ASAP.

Wal Mart has it for ~$16, which is tempting...