Posts Tagged‘character customisation’

Soulcalibur VI: A Tale of Souls and Swords.

It’s 2006 and I’ve just moved into a new house with 2 of my friends. It was all our first time living in a share house but we were convinced that we’d avoid the disasters that had befallen all those before us. That hubris lasted about 3 months before the expected happened but shortly after something happened: we started playing Soulcalibur III together. From then on we spent many nights and weekends battling each other, refining our skills on our chosen characters. We played so much that the edges of our thumbs callused over, which we nicknamed the Soulcallus. It was also the only time I’ve ever thrown a controller across the room in frustration after an appalling 12 run losing streak against one of my mates. So the Soulcalibur series holds something of a special place in my heart and the long time between drinks for the series (6 years since V was released) has left me very much wanting. Whilst that special ingredient of my mates sitting around the couch might still be missing it’s been great to see that the Soulcalibur series is still very much in form so many years on.

Soulcalibur VI takes us back to the beginning of the series, taking us back to the 16th century. The stories will be familiar to long time fans of the series although if you’re like me, joining the series somewhat late in the piece, the campaign missions give you a good insight into the background to the main recurring characters of the series. Similarly the Libre of Soul missions, which put you as an unknown character in the same world, explore some of the events that happened around the main plot. So whilst there might not be much added to the main plotline of the Soulcalibur series it does build out the history a lot more. It should also help to attract those who may have given the series a miss until this point, even though no one really plays fighting games for the plot.

As you’d expect from a fighting game, where framerates are key, the graphics aren’t cutting edge and the art style is reminiscent of previous instalments’ highly stylized art direction. There’s certainly a lot more particle effects and in-battle cutscenes though following the current trends among fighting games to make them feel grander in scale. It certainly achieves that as pretty much every fight feels like a scene out of a shonen anime. It follows then that performance is consistent across the board with even the most visual heavy moves unable to bring about a drop in framerates. This being built on the Unreal engine (just as Tekken 7 was) I’m sure the look and performance will be the same across the multiple platforms.

Soulcalibur VI builds upon the series’ long heritage by adding on a few new mechanics and reverting others. The largest addition to the core fighting mechanics is the reversal edge, a defensive counter that locks you into a kind of rock-paper-scissors mini-game. Guard impacts have reverted back from their change in Soulcalibur V, making them a lot more straightforward in their execution. The Soul Gauge remains but now has 2 levels to it and can be used to execute high damage attacks. The previous soul gauge mechanic, whereby blocking for a long time drained it, is still there although it’s decoupled from the gauge and will now show up as a red outline on your health bar. The changes follow the larger fighting game trend to make games faster, flashier and to prevent long beatdowns from which you have little hope of recovering from. For a mostly aggressive player like myself I like these changes, even if it means that I’m more open to counters than I ever was before.

The returning characters retain their signature styles and will be instantly familiar to long time fans of the series. My personal favourite character, Ivy, felt a lot more streamlined than I remember her being with the previous instalments making her feel clunky and slow when compared to previous instalments. Looking at the world leaderboards it’s quite possible that’s due to her being a current top tier pick so maybe I’ve just lucked out this time around. Raphael by comparison feels a little more unwieldy than I remember him being although I will admit I never really did get a good handle on his preparations. I haven’t had a chance to thoroughly test out Talim, a character I lamented the omission of in Soulcalibur V (I replaced her with Viola in my roster). Suffice to say Soul Calibur VI retains the tradition of keeping the cores of the characters consistent whilst mixing them up slightly, ensuring that it doesn’t feel like the same old game.

The main campaign is well done, following Kilik’s origin story with his quest to destroy the Soul Edge. Whilst I do appreciate that there’s been a bit more effort put in than what has been done in the past I’m still not a huge fan of the visual novel style. Sure, it allows a lot more content to be created for the same price, but it’s always a lot less immersive than in-game or cinematic cutscenes. Part of this is also due to the pace, which is a little stilted thanks to the numerous loading screens that you have to go through in order to watch the dialogue, load into a fight (which you only get to do a couple of in the first hour of the campaign, which was a little annoying) and then load again to see the post-fight scenes. Still once the pace starts picking up towards the end it stands out as the best fighting game campaign I’ve ever played, even if that’s a relatively low bar to jump over.

Libre of Soul is the ancillary mode where you can level up a character of your own creation. It has all the trappings of a light RPG game with weapon upgrades, XP and gold that you’ll need to gather to do things like travel, hire mercenaries to fight for you and buy food to regen health between fights. It’s a similar mode to what Killer Instinct has, essentially pitting you against an endless stream of enemies. There is a storyline in here but it’s pretty minimal and mostly serves as background to the main campaign mission to give you an insight as to why certain characters were there when they were. I played a decent amount of it and it certainly served well as a kind of extended tutorial, allowing me to get familiar with my preferred character whilst still making some progress. After spending some time in that I decided it was time to test my meddle against some real human beings and this is unfortunately where Soulcalibur VI is a bit of a let down.

Fighting games have always struggled to get online right, owing to their unique set of challenges in requiring low latency between players and the niche appeal of the games limiting the size of said playerbase. Perhaps it’s better in more populated countries but here, in Australia, I can’t name one fighting game where I’ve been able to get matches consistently. Soulcalibur VI is no exception as I’d often be waiting 5+ minutes for a ranked match, if I could ever find one. Worse still is the casual mode which takes the form of a King of the Hill game style. Essentially whoever won the last round is at the top and you have to wait your turn to beat them. If you lose, back to the bottom of the pile. When I did get in the matches were great though, the lag seeming to make little impact on my ability to pull off big combos.

What keeps me, and many others, coming back to games like this is a solid quickplay mode where we can drop in, play a few matches and then bug out. I mean sure, the ability to train while you wait is nice but it’s not enough to keep you coming back time and time again. This, coupled with the fact that I don’t live in a house with multiple other Soulcalibur players anymore, means that I haven’t put much more time into this one than I would have otherwise. It’s a bit of a shame really as I was certainly hyped for the release, hoping that I’d get suckered back into the fighting game world. Maybe it’s a good thing that I didn’t splurge $300 on that Hori Real Arcade Pro N

Soul Calibur VI revitalises the series that’s laid dormant for the past 6 years. I’d usually lament retreading ground but, as someone who came to the series late in its life, going back to the beginning has been great in order to see the game’s history that I was only vaguely familiar with. The campaign and its ancillary story mode are great additions, even if they’re not enough by themselves to keep me coming back. The online is, unfortunately, the biggest mark against this instalment, lacking the right mode to keep people coming back for that quick fighting game hit. Still I’m hopeful that it’ll improve and hopefully the dedicated niche of fighting game enthusiasts will mean that I’ll be able to get my fighting game fix for a long time into the future.

Rating: 8.75/10

Soulcalibur VI is available on PC, PlayStation 4 and Xbox One right now for $59.99. Game was played on the PC with 4 hours of total playtime and 12% of the achievements unlocked.