Fighting, features sharpen ‘Soulcalibur IV'

By David Wilcox

Friday, August 8, 2008 11:39 AM EDT

“Soulcalibur IV” carves out a generous share of the next-generation fighting game market with sharp play, pristine graphics and several life-extending play modes and special features.
The game continues the “Soul” series' epic mythos, set in Renaissance-era Europe, with the introduction of a new boss and the return of 29 “Soulcalibur” warriors vying for the twin blades of untold power, Soul Calibur and Soul Edge. Like “Soulcalibur II,” “IV” also allows players to fight as console-specific characters from outside the game's universe. This time, they come from a galaxy far, far away: The PlayStation 3 edition adds Darth Vader to the fold and the Xbox 360 version features Yoda.

On the PS3, Vader makes a daunting combatant in the “Soulcalibur” arena, which distinguishes itself from fellow 3D fighters like “Virtua Fighter” and “Tekken” with weapons-based combat. “Soulcalibur's” stages are also somewhat smaller and more intimate than those of its contemporaries, and features like equipment smashing - breaking opponents' armor for points and strategic advantage - help it stand out further.

In “IV,” the series' fighting achieves a steady balance of accessibility and depth. Players new to “Soulcalibur” won't find themselves too heavily outmatched by the computer in the Story and Arcade modes. But with much practice, they'll be able to best enthusiasts in the Versus and Online modes by mastering special attacks and move chains. The game's “Tower of Souls” mode tests those skills by asking players to win a series of special battles for rewards.

With much success, “IV” also infuses the franchise with a few unique features to diversify the game play. Tag battles lengthen the fights' life spans and add the additional challenge of assembling well-balanced teams. A new “Soul Gage” system also discourages excessive guarding by making fighters vulnerable to a Critical Finish - a one-hit kill of sorts - should the gage flash red after enough blocks. Though such finishes prove rare, the system feels like a natural, unforced outgrowth of “Soulcalibur's” fighting mechanics that infuses guarding with both urgency and strategy.

Competing with the game's actual fighting game play for time is its Character Creation mode, where players can spend the currency they accumulate in battle to customize characters. Everything from clothing to weaponry to skill attributes are subject to player manipulation, and by exhausting very option, players can fully optimize a fighter to match their strategic strengths.

“Soulcalibur IV” continues the reputation of spectacular presentation sustained by its predecessors with superb graphics. Character models - including the obnoxiously large-breasted female fighters - are detailed with stunning realism, down to the tiny etchings of their armor and the vibrant outfits adorning them.

Between the time spent staring at “Soulcalibur IV's” sumptuous visuals and that devoted to designing characters and mastering their every move, the game promises to claim a significant portion of its players' souls.

Staff writer David Wilcox reviews video games for The Citizen. He can be reached at 253-5311 ext. 245 or david.wilcox@lee.net

If you play

Game: “Soulcalibur IV”

Score: A-

Parental rating: Teen for sexual themes, partial nudity, mild language and violence

Publisher: Namco Bandai

Developer: Project Soul

Platform: PlayStation 3, Xbox 360

Price: $59.99

Features: 1 player, multiplayer

The final boss: “Soulcalibur IV” makes a robust addition to the next-generation fighting scene with rich graphics and rock-solid play mechanics.

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