| Consumer Advice |
ESRB Rating: Teen (13+) Animated Violence, Suggestive Themes
Parents should take note that Soul Calibur is
clean and wholesome martial arts fun as far as fighting games go. You won't find any of the extreme gore popularized by Mortal Kombat. Also, be
forewarned that all the Japanese dialogue (with the inclusion of English subtitles) has remained in the U.S. version. There's nothing wrong with
that directly and there's even somewhat of a nostalgia factor stemming from the early days of Street Fighter 2 (which was another game that did
little to mask its Japanese nuances). I was just surprised because titles today, especially role-playing games, usually go at great lengths to
fully domesticate foreign imports. A quick glance at the enormous 'Moves List' for any character is likely to make
the casual gamer, who isn't into extensive research and study in the name of games, squeamish. Though many may be surprised, as I stated in my
review, Soul Calibur on its default level settings is a breeze and surprisingly accessible to even casual button-mashers. But anyone who really wants to
get into the depth that Soul Calibur offers needs to devote extensive time to learning all the exhaustive amounts of techniques and skills. Having an
arcade stick would also help being that some moves are near impossible to execute on a standard control pad. Having human
competitors to face off against goes a long way towards motivation in learning and perfecting those skills. |
Here's a brief rundown of my fighting arts career (in games, of course!). My early 'education' began in the late 80s
with games like Double Dragon, River City Ransom, and Final Fight. In the early 90s, I graduated from
the school of Street Fighter. I then went on to achieve my Masters from the school of Tekken some years later.
Now, as the century comes to a close, I was hoping to end it with a bang of by completing my doctorate in Soul Calibur. Already widely praised by critics and fans alike as the main reason to own a Sega Dreamcast system, I was extremely
looking forward to continuing my 'education' with the home translation of the two-player competitive arcade
fighter. But much like the first day at any new school, I didn't get off to such a good start. I had some serious reservations
and what appeared promising at first was starting to look an 'incomplete' grade.
What got of me off to such a rocky start on Soul Calibur was how easily I blew through the one-player mode on a Normal difficulty
setting on my first attempt (with a couple of continues) by employing somewhat unrestrained button-mashing (not to mention
it only took me about ten minutes to do so). The level of ease at which I completed the game (with one character) and executed
moves without even knowing what I was doing made the game feel weightless especially compared to the likes of Tekken 2. Not only
did Tekken have a more intuitively ingenious control scheme with the four main buttons representing the arm and leg attacks
(left and right respectively), but it also required that I develop advanced skills before I could convincingly beat any human
or computer opponent. I felt unmotivated to bone-up on the literally hundreds of complex techniques involving combos, counters,
parries, charges, 8-way run attacks, and grappling moves that Soul Calibur offered when it didn't seem necessary to do so to be successful
(at least initially in the default one-player arcade mode).
I would eventually change my mind after prolonged play against higher difficulty computer levels and far more importantly,
Dale's cursedly lethal Mitsuguri. I found the two-player competitive battles against Dale to be incredibly intense and satisfying
because the difference between victory and defeat in Soul Calibur's weapon-based combat was often just a few deadly blows. This meant a
lot of come-from-behind victories and many never-know-what-to-expect outcomes. It's really the two-player versus matches against
Dale that drove me to eventually wade though the
hundreds of techniques and tactics in order to find and perfect a few more effective killer attacks that would give my character
of choice, Kilik, the edge over Dale (unfortunately, this has yet to happen).
Aside from the default one-player 'Arcade' and 'Two-player Versus' modes, there were also more home-exclusive ones that held
my interest like the 'Mission Battle' mode. This is a mode that has players hopping around in a board game-like interface and
completing missions that almost always involve fighting some character, but with slight additional twists like environmental
dangers (extreme blowing winds, sinking sand, deadly mice) or specific objectives (ring-out required, first to hit the floor
loses). Completed missions reward you with 'points' that can be spent of unlocking various pictures in the art gallery that range
from conceptual designs to promotional illustrations. Unlocking the pictures (which can get to be a pretty addictive quest in and
of itself) in turn will open up more bonus features like additional stages, costumes for certain characters, and a 'Exhibition'
mode where characters will automatically demonstrate a martial arts form. Beating the 'Arcade' modes with different characters,
much like in Tekken 2, can also reveal secret selectable characters. There's also the other, more standard issue modes: 'Time
Attack' (completing the game for fastest time), 'Survival' (defeat as many opponents as possible with one life bar), 'Team Battle'
(King Of Fighters-style group fights) and 'Training'.
Of course I have yet to mention Soul Calibur's most publicly talked about feature, the graphics. I'm inclined to agree with popular
sentiment that the graphics are staggeringly beautiful and currently unmatched in its genre. The environments are fully decked
out with either lively natural landscapes for the outdoor stages or with
meticulously detailed architecture for the indoor ones.
The characters in Soul Calibur may not be as dysfunctionally interesting when compared to the morally depraved Tekken bunch and they may
start to look a little facially stilted compared to the bawdy Ready 2 Rumble crew,
but they are still technically impressive and boast smooth life-like animation (especially noteworthy due to the authentic
motion-captured martial arts techniques), some incredibly intricate costumes, and wonderfully distinct personalities with designs
worthy of Namco's grand reputation. Topping off the overall presentation is the background music consisting of wonderfully lavished
musical scores that have an epic, orchestra-like ambience, which matches the 'worldly' nature of Soul Calibur.
So much like my first day of class in a new school, I had some initial fears when first playing Soul Calibur. It wasn't what I had
originally hoped for (like realizing college isn't just one long party) and I was like a new freshman longing for his yesteryears
as a lower-school senior (back when I could muster up one combo chain after another in Tekken 2, resulting in some serious cans of
whup-ass). Sadly, those techniques have faded in my memory and I was left to deal with the reality of now being a student of Soul Calibur.
But fear not, because after finding new motivation (like punking Dale until he cries like a girl) and studying up on the techniques,
I'm beginning to pick up the ropes and see the light that is Soul Calibur. It's only a matter of time now that, as my skills develop,
my experience grows and pretty soon I'll achieve my PhD in Soul Calibur. Then people will have to start calling me Dr. Kilik instead of
Mr. Fishcake.
- Published December 6, 1999
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