Reader Review: Soul Calibur V

Itching to play a new fighting game? Kotaku reader Tristan Damen has taken Soul Calibur V for a spin. Does a fifth iteration do the game some good? Or should the developers have left it at number IV?

Soul Calibur V

It was a bright Saturday afternoon when I'd first realised that I didn't like the direction that the Soul Calibur series had taken. I'd just finished an hour long session against a skilled opponent who'd bested me five times straight with Edge Master's feminine duplicate, Elysium. Cycling through a series of move sets - both old and new- and coupled with a near-unblockable Critical Edge attack, I had found my match for the day. I persisted, however: another five fights until a breakthrough - and not to mention, painfully-close - fifth round win. In spite of this achievement, I felt nothing but apathy for a series that I'd loved since my final years of High School.

What was to blame? Was it just that my skills had failed to evolve across six iterations (remember Soul Edge/Soul Blade kids)? Had I come to rely too much on new features aimed at newcomers? Was it the lack of compelling single player content?

It was a combination of all of the above, plus a few other minor annoyances that I had encountered throughout my twenty-something hours with Project Soul's latest weapon-based fighter. The overriding feeling I got was that what was added wasn't substantial enough to mask the features that were watered-down or taken away.

A fighting game with a story?

As with Tekken 6, the first thing that your gaze will be thrust toward is the new Story mode. Set in 1607 A.D (seventeen years since the last instalment), players will control a handful of characters in a (roughly) four hour quest to destroy the cursed sword Soul Edge. You'll spend most of your time with protagonist, Patroklos (and his Alpha variant), but you'll also get some time with his whiny sister and the mysterious Z.W.E.I. Fights are tied together with hand-drawn stills overdubbed with melodramatic voice acting. All comments about the predictable, woefully-told story aside, it's odd that the developers opted to use a central character that is so difficult to use (this observation is true for his variant as well). Patroklos' attacks don't seem to flow like that of series veterans like Cervantes or Mitsurugi, so the later chapters are actually quite difficult

Apart from the aforementioned Story mode, there's very little else to keep solo players engaged for a sustained period of time. To their credit, Project Soul has implemented some practical elements to the genre staple Training mode; with the ability to enable prompts that offer advice as to when you should use specific attacks as well as the more common move lists. Quick Battle is very similar to Ghost Battle from the more recent Tekken games, with the exception that you can earn titles for the new License system (more on that later). Arcade mode follows the standard time attack formula and has no hints of story for those intrigued by the rest of the game's cast. Finally, there's Legendary Souls mode which will be a welcome addition for the more skilled players amongst you, as it sets the CPU difficulty to near unbeatable levels (read: be prepared to face off against perpetual combo machines). After about eight hours, you'll have seen all that Soul Calibur V can offer you without engaging in online competition.

The game-changer

It may not be apparent at first, but new mechanics inspired by (or derived from) Capcom's recent revival of the fighting game genre have significant implications for the Soul Calibur formula as we know it. First, there are Critical Edge moves that act as your Ultra Combos (for those experienced with Street Fighter IV and its subsequent releases). Performing a double quarter circle motion in concert with pressing all three attack buttons will trigger a flashy, multi-hit attack that can either turn the tide of a match, or at least help you keep up depending on your choice of character. While all of these moves are expertly animated and awesome to behold, some of them are grossly overpowered. Characters like Yoshimitsu, Elysium and Siegfried can take - in some scenarios - more than fifty percent of their opponent's life with a carefully timed Critical Edge manoeuvre; turning what could have been a close contest into a series of one-sided affairs. I liked the concept initially: a last minute gambit that could help newcomers (or those like me with lesser skills) to get back into the match, but it's been poorly implemented across the board with some being neutered by range or lacking comparable power.

Project Soul has also lifted the License system from Marvel Vs Capcom 3 and have implemented it with similar aplomb. You can customise your license with titles that you've unlocked in Quick Battle and icons (pictures of the cast and your custom characters). Your license will also track your stats across single player and online activities and you can compare your accomplishments with any players that you encounter. The developers have also managed to put their own spin on this with the Rival system which allows players to compare vital stats (time played offline/online, best Arcade time, win/loss ratios and more) with up to three registered players. It's a great idea and it managed to ignite my competitive side for a few speedy playthroughs of Arcade at the very least. Soul Calibur V benefits from the blend of old and new book-keeping techniques.

Horses in pink g-strings?

The character creator returns in Soul Calibur V, with the ability to customise the look of your favourite fighters or deliver your own spawn to the dueling grounds. Gone from this instalment is the quasi RPG weapon and ability selection, this time it's all about looks. I've fought everything from provocatively-dressed lingerie models to pixel perfect likenesses of comic book heroes. I've also been tasked with defending myself against some more abhorrent creations, like a horse dressed in a pink g-string, sporting a conical dongle and bright white, spherical testicles. This is what you get when the default placement area for waist accessories is directly over a character's crotch. In any case, Soul Calibur V's creation suite showcases the most creative and deviant elements of a fledgling fighting community.

In terms of presentation, Soul Calibur V features what are easily the most technically-impressive visuals in a fighter on this generation of hardware. Minor clipping issues through clothing aside, the game is achingly beautiful; even when showing duels between the most loathsome of cast members. It must be said that in this iteration more than any other, Project Soul has the camera squarely pointed up the skirts of the feminine cast members and this can be off-putting; particularly when you manage to break some of these characters' armour.

Despite the spirit of negativity that permeates throughout this review, you should know that the 8-Way Run system and weapon-based combat still holds up well after all these years. The new additions may cheapen some contentious battles, but Soul Calibur V is still a competent fighting game. It's just that the game has drifted so far from its point of difference that I yearn for the days of the Dreamcast original. The visuals are just as striking as any of its predecessors, the soundtrack rousing, the cast varied, but Project Soul hastaken too much from the competition and omitted features and characters that endeared the series to me all those years ago. A great game, though merely a solid entry in an otherwise distinguished series.

The Roster

There are quite a few new faces to the Soul Calibur series: front and centre being Patroklos and Pyrrha, series veteran Sophitia's children. Pyrrha handles similarly to her mother and her Omega variant's move set is nothing short of deadly.

Viola is an interesting addition, being able to place her weapon behind you to juggle and otherwise continue combos.

Z.W.E.I is similar to Patroklos in that he's pretty hard to read, and even harder to use.

Natsu, Leixia and Xiba are ring-ins for Taki, Xianghua and Kilik respectively, and handle somewhat like their predecessors. There are also several returning characters with minor tweaks; but some have stood to benefit more from the passage of time than others.

Ezio Auditore, of Assassin's Creed fame, also makes an appearance, and he's a perfect fit for the series. Dampierre, the bumbling thief from the PSP instalment, Broken Destiny is present as EBGames-exclusive DLC. It's a shame that this lively character is held to retail ransom, but I'm glad that he made it all the same. Puzzlingly, there's now three Edge Masters (read: characters that switch move set in every round) available in this instalment: Edge Master himself, Kilik and Elysium. Edge Master and Kilik inherit everything - including Critical Edge maneuvers - from the characters that they imitate.

It may sound like sour grapes, but there's a distinct lack of balance in this roster and it's also missing some characters that have endeared themselves to the series faithful (Zelasamel and Talim are the most notable omissions). This is made worse when you consider that three characters perform what is essentially the same function.


Comments

    Sounds like if I was bored with SCIII after five or six hours there's nothing for me here either. Shame.

    Honestly... I loved "Soul Blade", and "Soul Calibur", and then it has been slowly going down the drain since... the worst part is the "Story Mode" which is a bunch of fight using some of the worst characters (you can't change character), who later become the alpha and omega versions... which are worse still. Patroklos is fairly horible, then he becomes Alpha Patroklos and is made worse!?!
    I think it was III with the empire building sort of game using your created characters, that was quite fun, at least they tried something different... there is absolutely nothing different about V except the characters that tend to be worse versions of previous characters.

      Omega Pyrrha has a really user-friendly move set and her Critical Edge can catch you as your falling, so I wouldn't say she's worse. While I had a lot of trouble using Alpha Patroklos, someone just won a tournment with him:

      http://shoryuken.com/2012/02/12/scv-return-of-the-jaxel-drome-3-tournament-replays/

      I'd hardly say that Soul Calibur is going down the drain, but they need to look at what made the series great in the first place. I loved Edge Master mode where you could go through with each character and sometimes you had really wierd conditions placed on the match (for example: you can only do damage using throws). Plus the roster was truncated a bit this time around.

      Good game, but not a great entry in the series.

    I was really excited for this until I found out they'd systematically axed all the characters I used in previous games, several without a replacement and the rest replaced by inferior versions. That combined with the extremely poor single-player element sapped almost all my interest. May get it when it's extremely cheap.

    I think a lot of the problems they've had over the years is that Soul Calibur did so much right, and since then they've been unable to resist tinkering and fiddling with everything, ostensibly to make it 'fresh' and 'new', and that has actually ended up breaking the bits that were fine.

      I really didn't like what they did to Kilik's move set (read: Xiba). Leixia and Natsu functioned pretty closely to their predecessors (well, at least how I used them), by my favourite combos were gone with Xiba.

      Talim and Zelasamel will be missed, but then you've got Seung Mina and Yun/Hwang missing as well. Yun/Hwang has been around in some form since Soul Edge, so this omission could hurt a lot of series' faithful.

      I agree with what you're saying RE: tinkering, but where do we draw the line? If they didn't implement some of these changes, people could acuse the series of stagnating a la Call of Duty: No innovation, no reason to buy the next instalment. Although, that being said MW3 was the highest grossing game of last year, so maybe Project Soul should have left the game virtually untouched!

      Definitely worth picking up when a little cheaper. Hopefully they'll have sorted the netcode by that point as well.

    3 was my first SC and I loved it. Never played 4 because all I would hear about is Star Wars guest characters, which turned me off. SW is fine, but keep it out of SC please. As for 5, I was really excited until I witnessed the new mechanics. I love Capcom and SNK fighters but that doesnt mean I want metres to suddenly show up in a Namco game. Oh well.

    Haters gonna hate. Great game, there will be allot of people enjoying it, to bad haters wont be enjoying the fun. C YA!.

    I don't understand why they got rid of Chronicles Of The Sword! There was a game-mode that actually had some lengthy play time to it, and then they had the regular story mode as well! All on Playstation 2. Why they removed it for number 4 and now number 5 too boggles the mind. I just don't understand what the hell the games industry is thinking these days.

    I'd say Soul Calibur II was the pinnacle of the series.

      Definitely especially the GC version with link, but also Cassandra and some other staple characters got progressively less cool after Sc II

    I found that SC2 and SC3 were the best of the series, its just slowly going down hill now. I also cant believe that they removed Zasalamel as he even fits the 17 year gap easily with his immortality, he was such a great character and instead we just get a bunch of unneeded characters like edge master.

    I totally agree with your review, in fact I wish I could get my money back for it, I have been a hardcore soul series fan since I was a kid I own every iteration from the franchise and the game is just short, shallow and depressing I wish I could fight project soul in real life what this game lacks is sheer variety of game modes and almost Zero replay factor aside from that the game itself is polished and entertaining for all of two to three hours, and basically for however long your friends can handle you smashing the crap out of them with siegfried

    I had Soul Blade, Soul Calibur (on the DC) and Sould Calibur II (on the GC) but since then I don't think they've differentiated enough to justify me purchasing - making a III a PS2 exclusive was just cruel and the whole Star Wars tie in of IV was ridiculous - however the thing that's piqued my interest in this edition is the character creation - there's some truly incredible creations doing the rounds on the net ATM so it seems like one of the most robust character editors out there.

      I've had my arse handed to me by a staff-wielding 70s Hulk (comic), Robin and Guts from Sword of the Beserk. You need to play for a bit to unlock a lot of the items, but I continue to marvel at what the community has been able to create. I played a few matches against this one player who showed a different, original skin for about ten different characters (styles). No licensed characters, just co-ordinated outfits that would have taken a buttload of time and effort and looked good enough to be legit alternate costumes.

    Everything about SCV just feels dated. Everything from the menu design, font, cheesy announcer / narrator, etc just feels so 90s.

    This game suffers from an identity crisis. Producer Hisaharu Tago and Game Director Daishi Odashima wanted the SC V to be "accessible" to those new to the series so they dumbed down some the complex movesets ( and for the first time ever, completely REMOVED some moves ) and reduced the character stances . THEN they didn't bother with a decent tutorial and threw in the suoercheap input-reading AI in Legendary Souls. Unbelievable.

    They lopped of the stuff "casuals" enjoyed, like Tower of Souls, Weapon Master, Chronicles of the the sword and what not. Who were they really aiming for with this new entry in the franchise? The hardcore tournament people and the wanna-be online e-thugs, not the "casuals' who make up 80% of those who bought SC since the Dreamcast days. Nice move,Namco.

    It's also ironic that SC V has the most modestly clothed Ivy ever,and this version does not seem to be selling well as SC IV, which had the most brazen Ivy costume in the entire series.

    I am very disappointed with SCV. Soul Edge/Blade n Soul Calibur 3 are one of the best SC series I have eva played. Story mode sucks, you only get to use 3 charecters? What about the rest of the roaster?

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