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Soul Calibur IV

Sunday, 10 August 2008

Sorry, this review has been a while after the game actually came out, but I've been busy. At any rate, here it is.

Firstly, I'd like to say this game, in a quick pleinary before we begin, is a lot of fun, and a good time to play. But that's all. It's not going to get nominated for game of the year (and if it does, it certainly shouldn't win it). It lacks imagination and innovation, though some of the techniques used aren't justified to change. The Soul Calibur formula is pretty untouchable.

Let's discuss that formula first off. The things that define the Soul Calibur series is beautiful graphics, topped with a good, simple fighting style and an imaginative inventory, varied, but easy to chop and change to suit your own style of play. To an extent SCIV has managed to maintain this: the fighting style is still simple, easy to understand and not chocked full of thousands of combos which you have to memorise. However, the simplicity of the fighting system can occasionally be marred by a slow catch up time. Often, whilst I was attempting an attack on the lower body of the opposition (performed with down and Y, B or X) it would, first time, do a mid attack, and not adjust until the next strike. Particularly frustrating when you're trying to get around the opponents block, and you just keep striking them with no damage.

The imaginative inventory I was discussing earlier has also been damaged. Back in SC2, I remember there was a great way of acquiring weapons which involved working your way through a map. There were hidden areas, and you defeating the inhabitants often meant you won some sort of weapon or item of clothing. This system was fantastic: in fact, it was one of the reasons I bought SCIV. However, SCIV has done away with this system. You acquire new sets of items when you get 5, 10, 15, 20, 25, 30 achievments. And weapons are unlocked when you complete the story mode. However, you can also get items by unlocking them in the 'Tower of Lost Souls'. Though, there's little point to this, seeing as you can simply buy them, and they cost next to nothing. The items in the inventory have no explanation to them and seem just to have been created for the sake of them. One good part to this system, or so it seems, is the ability of a piece of armour to affect stat percentages and skill points. This way, both your overall attack and your special moves (which you can manually select with the amount of skill points you have) are decided by just the items you carry (levelling up has no bearing on it). This is a very clever system. A bit too clever: if you care enough, you will find yourself spending hours editing your character to get the right balance between different types of skill points, just so you can get the skills you want.

The character graphics are just as beautiful as they should be: the physics are sometimes a bit off with the hair, but the character models are very good, as are the cutscenes. However, many of the backgrounds seem rushed, with water detail looking flakey at best (when the difference between the texture of water and the texture of lava is difficult to decipher, you know something's wrong).

Now there were two big marketing points for this game: things that it built on to SC3. Firstly, was the inclusion of Star Wars characters. For the 360: Yoda and for the PS3: Darth Vader. With Darth Vader's Apprentice appearing on both platforms. Now, it's true that this seems a bit stupid, and they may be right. Certainly these characters seem to have been stuck onto the game with airfix glue. But, personally, I don't see why it should be such a problem. You don't have to play as them, and they aren't fundamental to any plot aside from their own. Also, Yoda and the Apprentice (I haven't played as Darth Vader yet) have been very tastefully done. The voice acting for them is spot on, and they fit very well into the Soul Calibur role, despite DW's accusations that they are broken characters. His grounds for this are that Yoda is too short to be hit, and that the Apprentice's throw always performs a ring out. However, I contest that. The two characters have some bonus attributes because, due to their nature, they can't have their costume edited, and so they can't be given skill points. Their bonuses are just to account for this.

The other marketing pitch was the new Create-a-Character piece. To be honest, Creating a Character should be fun, and in this game, it just isn't. There aren't enough settings, and all the characters just end up looking like one of the pre-mades anyway. And even when you've done this, you've still got to go through all the palava of kitting him out with the skills you want him to have, and the armour he needs for that.

The story mode gives you a lot to unlock. A lot of characters that can be purchased, and a lot of items to buy too. But the story mode itself lacks any sort of imagination. The opening screen for each character tells you what the characters wants with the Soul Blade/Calibur, you do five stages (mostly in the same locations) and then there's a cut scene telling you that the character got what they were after in the opening screen. Far too short, far too expected, far too shit. It is tricky doing stories and cutscenes and bits and pieces for 32 different characters (33 including both Yoda and Darth Vader), but if that's the case then there should be fewer characters. The game would not harm from having only 10 characters, possibly less, as long as the stories were interesting, and their fighting styles were varied. Instead, I was forced to slog through these 32 different stories to get full completion of the story mode. Luckily, it only took me 10 hours. But is that a good thing? If 32 characters only leave a story trail that last 10 hours?

Far more promising is the Tower of Lost Souls. You get a choice to ascend or descend (descending is only an option once you've gotten to the 20th floor of ascension). The Ascending is basically a more challenging version of the story mode, involving 1 or more stages of 1-4 enemies. You have to get through all the given stages in a slot with just your starting amount of health (though you are allowed, usually two or three characters). This is a challenge sometimes, but fun. A much better time than trying to complete story mode. The Descending is just a survival mode: two characters versus the hordes of time.

There are other points: an arcade mode that leaves much to the imagination (each time through, with all characters is the same), and a well-composed, but largely irrelevant, soundtrack. But the last point that needs to be made is about the online. The online system is incredibly simple, and very easy to play. In ranked or player it's fun, especially if you just want a quick game. Most people use customised characters (and win with them I've found). However, the game falls prey to the only Live problem that such a game cannot fall prey too: lag. The lag on this game, all too frequent, just spoils and ruins play, making it more or less impossible to play. It's not always a problem, but when it is, you may as well leave the room and go find somewhere else (I don't mean on the Xbox, I mean, literally, get up and just leave the room, come back when the servers are less crowded).

It's fun, there's a lot to complete, but it can be monotonous at times. It's great if you're on school holidays or whatever, and you've got nothing to do on the long boring days when no one's out, because you can just keep playing it. But it's not anything special, not worth buying if you can wait till September when some better games are coming out. I give it a 7.

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Article Posted: Sunday, 10 August 2008 at 10:29.
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