Soulcalibur IV – 360 – Review

Soulcalibur is one of the most respected names in
the genre. It was the first fighting game to incorporate a sword-based gameplay system, leading to many knock-offs that could barely compete. This
"franchise" was just that – a mammoth display of success from a developer that
already had a leading fighting game series: Tekken. For many years, the two
were unstoppable.

Soulcalibur IV comes at
a time when playing it safe is the most popular move in game development.
You’ll gain access to more than 20 characters, wield lightsabers with Yoda and
The Apprentice from The Force Unleashed, and battle online over Xbox Live. But
aside from the addition of two Star Wars characters (three total if you count
Darth Vader in the PS3 version), Soulcalibur IV doesn’t do anything that
wasn’t expected. The major differences (breakable armor, new critical attacks)
are minimal; the minor differences (slower game speed, rehashed character
mechanics hidden by new aesthetics) are monumental – and not in a good way.

If the Star Wars characters do their job,
Soulcalibur IV will attract players that have never played the series before,
and possibly not any fighting game at all. Unquestionably, those players will
be in awe. But if you’re a series veteran, brace yourself for the same old
song and dance – plus an online mode but minus some of the
things that made Soulcalibur a fighting champion.

 

Characters Aplenty

Soulcalibur IV is more of a Tekken Tag-style
collection than a true sequel. All your favorite characters return, plus many
you probably don’t care about, a couple newcomers you’ll love, and several
clones you’ll wish didn’t exist. For the first time in Soulcalibur, clothing
and armor damage are now visible. The afflicted fighter is partially weakened,
though not to the extent you might expect. If you’re the kind of fighting fan
that pays attention to every gameplay detail, this may be useful to your
strategy. But it’s more of a visual addition than a physical one, as
characters respond the same regardless of their appearance.

Three of the four brand-new characters are less
realistic – or rather, more fantasy – than Soulcalibur’s previous combatants.
This isn’t limited to Yoda and The Apprentice, who use lightsabers and should
therefore be able to cut through the sword and flesh of any adversary (they
can’t, of course). Algol, another new character, uses projectile force balls
that float through the air. He has spikes that pop out through his back, and
can lift others into the air as if he was one with The Force. Hilde is the
only new character that tries something unique. Her fighting style is filled
with hints of Kilik or Seong Mi-na, but she doesn’t merely use a staff – she
wields a spear and a dagger. This combination leads to some excellent moves
that will surely appeal to fans looking for someone more complex to master.

Other supposedly new characters aren’t so new:
the other five are aesthetically different but are physically the same as an
existing Soulcalibur character. With a cartoon face, unusual clothing and an
exaggerated body, Angol Fear looks like she came out of an anime. But her
moves mirror those of Seong Mi-na.

 
She’s very flexible.

New and existing (but locked) characters are
acquired by completing the story mode, arcade mode, or by purchasing them with
points earned from playing those modes. Points are earned from every win. In
addition to unlocking characters, points may be used to buy new weapons and
equipment for your characters. This plays into the character creation mode,
which is more of a customization feature than anything else. Armor and
clothing may be added or removed. Equipment is linked with various properties
that enhance your fighter in minor ways. The most deadly is the one Algol uses
in the story mode that prevents him from losing to a ring out. But you can
also find equipment that’ll increase your ability to resist being thrown. That
too can cause problems for the player trying to execute the throw.

On the single-player end, Soulcalibur IV has
the aforementioned story and arcade modes, the former being very short, easy,
and without much depth. You should be able to beat the story mode with most
characters in eight minutes or less. That’s pretty sad, to say the least.
There was once a time when Soulcalibur was not only one of the most
challenging fighting games, but one of the most difficult games of any genre.
The developers pulled a Tekken Tag by throwing in a tag element that lets you
compete with a partner or two while taking on as many as four different
opponents, one at a time.

Aside from training, your only other
single-player option is the Tower of Lost Souls. This mode rehashes the story
mode experience of having multiple adversaries per battle but is more
challenging and is therefore closer to the arcade mode in execution. There are
no lame text intros to read, and no boring real-time sequences to sit through.
It’s just one battle after another, testing your endurance and nothing else.

Not surprisingly, Soulcalibur IV’s greatest
asset is its ability to compel, addict and enamor every player that engages in
a two-player battle – offline or online. Though most of the characters have
been seen and mastered in previous iterations, the vast number of unique
fighting styles, no matter how familiar, ensure the game will have a long
life. Two or three years from now, gamers will still be playing it on Xbox
Live and PSN. But they’ll be playing it as fans of what Namco accomplished
more than eight years ago with the first Soulcalibur (and before that, to a
degree, in Soul Blade).

 
Yoda and The Apprentice square off.

Slower With Age

Is it me or are fighting games aging? The last
three Mortal Kombat games were slower than Mortal Kombat 4, and MK4 was slower
than MK3. Smash Bros. hasn’t increased its speed at all since the first game.
And Tekken 4, one of the last fighting games to appear in American arcades,
was slower than Tekken 3. (Namco thankfully corrected that mistake with Tekken
5, which also came to a few American arcades as well as PS2 and PSP.)

Keeping with that theme, Soulcalibur IV is a
bit slower than Soulcalibur II and III. The average player may not notice,
especially while playing on a large high-def screen that magnifies the
characters, their beauty, and the entire visual experience. But if you’re one
of the several million gamers that played SCII to death, you’re going to
notice the drop in speed. While this doesn’t kill the fun it certainly
detracts from it. Aren’t fighting games supposed to be getting faster and more
intense with each console generation, just as they once did in arcades? We
could speculate all day long about why the developers would do this. But if it
had anything to do with making the game more mainstream, they’re dead wrong.

The Force (a little) Leashed

What could be better than playing as Yoda?
Nothing if he exuded the same power that he had in Episode II and III. But
while he has some of the same moves as his movie counterpart, his
actual movement is a bit sluggish. Yoda’s tiny stature isn’t a problem – if he
can take on Count Dooku and Darth Sidious, why should Kilik or Mitsurugi pose
a threat? But his combos are short and unenthusiastic. He should be leaping
all over the screen with power and finesse. Instead, Yoda is scaled back to
short strikes and lackluster spins. Without checking the move list or a
strategy guide, players won’t know Yoda’s attacks off hand. Regardless, they
won’t have any trouble finishing the story mode with him. While playing as
Yoda, enemies seemed to block less and use weaker attacks. It’s as if the game
wanted players to win – perhaps assuming that we may be entirely new to
Soulcalibur and have no interest in being challenged. Wrong again.

The Apprentice is not as sluggish as Yoda but
feels stiff. His moves are purposely fast and hard-hitting but lack the
ability to be linked for strings of seamless combos. He has combos but they
don’t feel quite right. The Apprentice seems better equipped for one- or
two-hit moves, rather than a lengthy display of movie-quality sword-wielding.
This differs from The Force Unleashed, where he truly moves and feels like
someone being trained by Darth Vader.

 

Soulcalibur IV isn’t a bad game. It’s a great
game we’ve already played. This is not the first time I’ve said that, but the
trend seems most potent with the fighting genre (and RPGs, which is ironic
considering the new equipment feature). As someone that invested hundreds of
hours in the series over the last 10 years, it’s hard for me to recommend this
game to series veterans. Would I myself be satisfied with spending $60 on a
game for a console that once cost $400, even though it’s not that different
from the first or second game, which retailed for $50 and were available for
consoles selling for $300 or less? It’s the lack of progress that Soulcalibur
made in 10 years and a couple console generations that’s most troubling. In
the long run I’ll probably spend another hundred hours playing Soulcalibur IV.
But that doesn’t lessen the disappointment.


Review Scoring Details for
Soulcalibur IV

Gameplay: 7.5
Soulcalibur IV plays a risky game by reducing the gameplay speed, rehashing
characters and failing to introduce any game-changing mechanics. One-on-one
multiplayer makes it entertaining, but if the fighting genre is going to
survive, Soulcalibur V had better deliver a game of a much higher caliber.

Graphics: 7.9
Gorgeous to a point. The animations are great (they always have been), the
backgrounds are nice, and the new destruction elements (breakable armor and
damageable floors) are not bad additions. But none of these will pop your eyes
out of their sockets. The shift from Soul Blade to the first Soulcalibur was
much more impressive.

Sound: 7
Soulcalibur 1 and 2 had the most breathtaking music. Their scores were
worthy of an RPG or major motion picture. Soulcalibur IV’s score isn’t quite
that good but is still worth some praise. However, the character whining (you’ll
hear them shout "high-yugh!" and other battle cries) is barely forgivable. It
has always been a part of the series but was never this obnoxious. It makes the
moaning and groaning from Link in The Legend of Zelda: The Ocarina of Time seem
tolerable.

Difficulty: Easy
What happened!? The story mode couldn’t be easier. (Well it probably could,
but then they’d have to call it Soulcalibur: Little Tikes Edition.) You can win
by button-mashing. Never before has a Soulcalibur game allowed you to do that.
The arcade mode is a bit more forceful, but only because it’s cheaper and the AI
is more repetitive. Skilled players won’t have a problem but others may be
frustrated. That’s a bad contrast – easy or frustrating.

Concept: 6.0
Minor additions (such as the character creation mode) and major reductions
(lower speed, more rehashed characters, etc.) are not as exciting as the time
when Soulcalibur’s content was fresh and new.

Multiplayer: 8.5
The only reason to own this game is an important one – fighters can’t
survive without top-notch multiplayer. But don’t be surprised if you feel like
you’ve played (and purchased) this game before.

Overall: 7.9
The soul still burns, just not as brightly as it once did.