Game Card SoulCalibur (Xbox360)

Genre: RPG
Publisher:
Namco Bandai
Developer:
Namco Bandai
Release Date:
02.07.2008
Number of players:
n/a
Age:
Modern Times
Reality Factor:
Fantasy
Type:
Fighting
SoulCalibur Headquarters
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Review

We play SoulCalibur...

The most amazing thing about the Xbox Live Arcade version of Soulcalibur is its size. It’s just over a hundred megabytes, but is still more enjoyable than most modern games. Originally released in 1998 in arcades (and then on SEGA’s doomed console the Dreamcast in 1999), Soulcalibur is considered by many a pioneer. With names like Tekken, Virtua Fighter and Street Fighter all jostling for shelf space, Soulcalibur still managed to work its way into fighting fans’ hearts. The fourth instalment is due for release at the end of July, so to build up some interest and satiate fan’s appetites, NAMCO have re-released the original over Microsoft’s Xbox Live Arcade.

Ten years is a long time, especially in the visual-obsessed video gaming world. Thankfully Soulcalibur has stood the test of time. The majority of players wouldn’t even consider scoring a ten year port’s graphics. For those who just cannot let it go, you will be happy to know that Soulcalibur has undergone a bit of plastic surgery. It’s had the customary Xbox Live Arcade facelift which means ‘HD’ graphics are in and low polygon counts are out. It looks great for its age, especially when played on a large HD television. It feels as though you’re playing an arcade game. Everything is sharp, from the backdrops to the character outfits. Shadows are defined, weapon swings colourful and character models are detailed. When in motion it comes together to create a fabulous experience. It’s encouraging for fans as it’s a sure sign that the fourth instalment will be breath-taking. Playing it on a widescreen TV will see black borders, (which will cause some community lash back), but even so, it runs smooth as you’d expect.


Arcade Mode
Cervantes


You instantly forget the game’s age and lose yourself in nostalgic glee. Unlike the original Dreamcast version, everything is already unlocked. It’s a design choice that has mixed results. For new players, it removes any sense of progression or achievement. It’s just like going to the arcade to play it; play through the Arcade mode, beat the game and post your score on the online leaderboards. For Soulcalibur veterans, the ability to jump in with your favourite characters will be welcomed. There’s no need to grind through the game to get everything unlocked. You can instantly jump in with your preferred fighter and indulge in the competitiveness of Xbox Live.

Sadly, that’s as far as online multiplayer goes. It’s astonishing that no versus online multiplayer has been implemented. The release on Xbox Live may bring new fans into the series or boost the franchise’s exposure, but for those that are familiar with the game, there’s little on offer to actually warrant the purchase. It’s a severe case of ‘seen that done it’. Experienced pros will buy it purely because it offers the chance to be crowned number one in the world. The common fan can only dream of that, so would have found solace in the opportunity to fight friends. It’s a shocking revelation that will put many people off.

Nevertheless, there’s plenty to do to pass the time. The Arcade mode lets you pick any character from the decently sized roster (nineteen in total), each with their own weapon set and fighting style. It was great to get behind the alias of Voldo and enact a beating on the huge Knightmare. You play through 8 battles (where the seventh was always a set opponent for each character) and then post your score on the local / online leaderboard. Realistically, it’s the only structured mode with a loose storyline behind the constant fights to slug through.


Hard Rock
HD-Glory


Elsewhere is Time Attack which has you fighting against the clock. Team Battle offers a multi-opponent fray with a choice of up to eight characters under your control. Survival adds an infinity supply of battles and your aim is to beat as many as possible. Eventually your health runs out (as it carries over between battles, minus a small heal amount) and its game over. Extra Survival has the idea, but is a one-hit-kill affair. Practice is good for trying out new combos and Museum has artwork and biographies for the fighters (and earns you an achievement if you explore it end to end). Controversially, Mission Mode has been removed which originally had you unlocking outfits, moves and artwork for characters. It’s another sore omission that’ll result in puzzled thoughts. The game’s severely watered down and difficult to suggest as a purchase for those that already own it.

Luckily, the gameplay remains unchanged. The controls seem fine mapped onto an Xbox 360 controller. It won’t be long before you’re remembering combos and special attacks. If you can’t, the game provides a handy chart of every move possible for every character by simply pressing pause. Stringing together combos is as satisfying as it was ten years ago. The characters feel representative of their weight and size. Larger characters are heavier and more powerful, while smaller fighters are nimble, jabbing quickly with their weapons. There’s a range of play styles on offer so it’s difficult not to find one you’ll like. It’s a robust experience that has had none of its addictive qualities lost in translation.



Lizardman
Look at the crisp shadows


NAMCO have done well, but the crux of the argument is that they could have done so much better. Microsoft is not without fault. Their 150 megabyte limit on arcade titles practically prevented the option of online multiplayer. If you’ve played Soulcalibur before then it’s difficult to recommend, especially if you still own the Dreamcast version. For those looking for a way to pass the time until IV’s release, it may just be a nice stroll down memory lane at only 800 Microsoft Points.

Best Gaming Moment: Earning an achievement for simply looking at Museum content.

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