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Review

Soulcalibur IV Review

Namco Unleashes A New Stage Of History
by Adam Biessener on Sep 28, 2009 at 10:59 AM
Reviewed on Xbox 360
Also on PlayStation 3
Publisher Namco Bandai Games
Developer Namco Bandai
Release
Rating Teen

I've always loved Soulcalibur's brand of weapon-based one-on-one combat, from its precursor on PSone to the amazing multiplatform sequel and the mediocre third entry on PS2. This latest iteration falls somewhere in the middle of the series' legacy. While it doesn't recreate the finely tuned excellence of Soulcalibur II, it sidesteps many of the issues found in III and adds a ton of single-player depth and lag-free online play. Plus, on an HD display, you really have to see this thing in motion.

Mechanically, Soulcalibur IV is nearly identical to its predecessors. Equipment breakage and a simplistic blocking gauge strongly discourage turtling, but otherwise you could easily be playing the first game with new characters and tweaked move sets. Unfortunately, sideways dodging in IV is just as bad as it was in III, with vertical attacks magically tracking to negate lateral movement on the defender's part. The flow of a round still finds that magical balance between combos, juggles, defense, and positioning more often than not, which is the most important thing.

Venturing outside of the traditional Arcade or Versus modes is finally worth your time here, and not just for unlocking the full roster of characters. The plethora of challenges, many of which hearken back to the totally unfair (in a good way) adventures in Soul Edge, will take even dedicated Soulcalibur nuts months to clear. Nearly everything you do works toward leveling up your fighters, unlocking new ones, and padding your in-game wallet. In most other titles in the genre, this would be an afterthought. Here, the introduction of an astoundingly deep character creator/editor allows you to ­customize the look and capabilities of created characters and stock fighters to an impressive degree. I normally don't bother with this sort of peripheral frippery no matter the genre, but I spent almost as much time playing with the character editor as I did beating the crap out of Miller or the CPU.

Skills like ''Auto Grapple Break'' and ''Invisible'' add a wacky element to the game, but it's all fun and games in single-player since setting up your favorite fighter to handle some of the more unfair challenges can be an entertaining metagame. Hardcore fans can relax, though – Arcade and Standard Versus modes still require unmodified characters, so you don't have to deal with the lack of gameplay balance these new skills present.

Online play, a first for the series, is well implemented. Most of the matches I played were lag-free, and the matchmaking system works well. It still doesn't beat having a couple of buddies over and passing off the controller between bouts of smack talking, but the option is nice.

Frame-counters and other savants will probably have issues with some aspects of Soulcalibur IV's gameplay, but the average player or fighting game enthusiast is well served by this title's array of game types and tight weapon-based duels. I know I'm more than satisfied.

8.75
Concept
Bring Soulcalibur into the current generation, complete with smooth online play and matchmaking
Graphics
The series has always looked great, and this is the best of the lot
Sound
The voices are often hilariously bad. The clash of steel is what it is
Playability
Just about perfect on PS3, but the 360 pad is very poorly suited to this style of game
Entertainment
This is undeniably Soulcalibur, with all the brilliance and flaws therein
Replay
Moderately High

Products In This Article

Soulcalibur IVcover

Soulcalibur IV

Platform:
PlayStation 3, Xbox 360
Release Date: