"...From
the drop-dead gorgeous graphics to the tremendous depth in gameplay,
this is the most amazing fighting game ever released..."
Over the years
Namco has developed a reputation for making some of the most stylish and
entertaining videogames on the planet. Whether it’s a racing game, an
RPG, or a fighter, gamers have come to expect a great deal from this
company. When Namco announced that they would be bringing Soul Calibur
to the Dreamcast cheers could be heard echoing throughout the gaming
community, all be it confused cheers (Namco making a game for their long
time rival Sega? Get out of here!). Being a long time fighting game
aficionado and a Sega supporter since the Genesis days, I could hardly
wait for 9/9/99 to come around. Now that I’ve finally had the chance
to play this game I may have a very hard time going back to any of my
classic fighters.
The first thing
that I noticed when I fired up Soul Calibur was the graphics. I know
that a 128-bit system will yield far more impressive images, but the
graphics for this game just knocked me off my feet. The images are so
sharp that it almost defies belief. Namco really took advantage of the
high-res abilities of the Dreamcast while porting Soul Calibur, before
this game I had only seen graphics this vibrant on a 3D accelerated PC.
The attention to detail is spectacular. The backgrounds of the various
arenas are awe-inspiring; the water on the shores, flickering candles,
and lens flares in arenas where the sun is shining (mmmmm…sweet, sweet
lens flares). Looking off into the distance, the sense of depth is
amazing. The mountains become more and more blurry the further away that
they are from the battleground. What really stands out, though, is the
detail that Namco put into the characters themselves. The character
design is top-notch (Nightmare and Astaroth looked especially imposing).
There are so many little things about the animation that add that extra
bit of visual oomph, like Mitsurugi’s hair flowing according to how
he’s running around the ring, or how the eye on Nightmare’s sword
looks around. With such high quality graphics, onlookers may think
they’re seeing a CG cut scene. To tie this visual splendor together
Namco has also made sure that Soul Calibur runs at a silky-smooth 60
frames-per-second, graphically this game has all the bases covered.
The controls are
quite good, surprisingly. The responsiveness is excellent. You won’t
find yourself with gnarled claws where your hands used to be after
playing this game for several hours, the way the moves are set up you
don’t really have to worry about the odd button and D-pad placement of
the Dreamcast’s controller. Speaking of moves, there are plenty of
them. It’s incredible watching your player dance across the screen as
you pull off a wicked combo. Better still, you really have to earn these
combos; button mashing just won’t pull off the most advanced maneuvers
(unless it’s one heck
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of a fluke). The best part about the controls is
that anyone can pick it up and start playing. Button mashers can just
thwack away, while fighting game veterans can craft breath-taking
assaults (with a little practice of course). The characters are also
more balanced than anything I’ve seen in a fighter. There are the huge
behemoths, like Rock and Nightmare, lumbering about inflicting
tremendous amounts of damage; if that’s not to your liking, you can
choose one of the little speedsters, like Sophitia, and start darting
around, slowly eating away your opponent’s energy. Even the weapons
are well balanced, you can rush in headlong with Maxi for some up close
combat, or you can fight from a distance with Kilik and his staff.
The sound
effects in Soul Calibur fit like a glove. From the thuds of someone
hitting the ground, to the swoop and clang of the weapons, the sounds
add an amazing level of immersion. What’s also nice to see is that
Namco opted not to translate the speech for the characters, instead they
kept the Japanese voices intact and added subtitles, Astaroth already
sounds incredibly menacing, while Xianghua has a sweet, innocent tone,
so why mess with it? The music is as good as ever. Its film score vibe
makes it a welcome change to the usual techno / modern music that has
been in recent fighters, Ivy and Sueng Mina’s levels being exceptional
examples.
Namco,
not being satisfied to do a straight port, have also added a number of
extras to the home version. Besides the usual Arcade Mode, Survival
Mode, etc. they’ve added a Missions Mode. Here you’ll travel the
world fighting under specific conditions, you may have to compensate for
a strong wind, or your hit points may steadily drop as the fight
progresses. When you win a bout you’re rewarded points that can be
saved up, then spent to open up pictures in the Gallery. Some of these
pictures are simply artwork, but when others are opened you also unlock
new features or characters. If this doesn’t add replay value nothing
will.
Now
that Soul Calibur has been released it will, in all likely-hood, become
the template by which all 3D fighters are compared. From the drop-dead
gorgeous graphics to the tremendous depth in gameplay, this is the most
amazing fighting game ever released.