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    Soul Calibur IV

            Soul Calibur IV has grabbed many column inches over the last few months leading to its near-simultaneous worldwide release, and not least from your own Electronic Theatre. The hype machine reached it peak when Character Designer Hideo Yoshie released a statement detailing the aim of theElectronic Theatre Image design behind Algol – one of the game’s new characters. One of five, in-fact, designed by renowned anime artists, in addition to the heavily touted addition of Star Wars characters; which to some may seem almost as ludicrous as the forthcoming Mortal Kombat Vs. DC Universe.

            However, much like Midway’s more brutal offering, every effort has gone to ensure these characters blend well within the Soul Calibur universe. Indeed, their tales of how they came to be competing for the ultimate weapon may lack the coherency of “true” Soul Calibur characters, but this doesn’t diminish from their playability. Yoda may feel somewhat unbalanced at times, being not only tricky to master but also tricky to beat – acting as the equivalent of GoldenEye 007’s Oddjob or Tekken 3’s Gon – yet is intrinsically satisfying for those who do either.

            These new characters aren’t Soul Calibur IV’s only addition to the series, however. While an Arcade Mode of a-typical Beat-‘Em-Up structure is included, the Story Mode is deigned to offer the bulk of the Single-Player experience. Each character must compete through a series of five predetermined Stages, each with varying rule sets. A one-on-one battle may be less common than a two-versus-three, until the final bout. Player attributed character traits, known as Skills, are utilised in this Mode, as in Tower of Souls, and money can be earned to buy new items and characters in the Character Creation Mode.

            Tower of Souls is basically a revamp of Tales of Souls from Soul Calibur III, which in itself was a revamp of Soul Calibur II’s Weapon Master Mode. Player through a series of Floors, the player has the ability to bring teams of two-or-three for what are basically endurance matches Electronic Theatre Imageagainst a group of opponents. The Tower of Souls Mode is no doubt where most players will be spending much of their time – allowing for further weapon unlocks, Skill Set customisation and XboxLIVE! Leaderboards.

            The Character Customisation Mode is, however, where most of the development time has clearly been spent. Allowing players to customise any pre-built character, or develop their own based on an existing Move Set, the options here have been significantly upgraded from that of Soul Calibur III. Equipping characters with clothing, armour and supplementary adornments, players earn Skill Points with which they can use to attribute any unlocked Skills. The variations available on the Character Models is comparable to even the likes of The Elder Scrolls IV: Oblivion’s Character Creation System, and being able to customise existing characters for battle in Tower of Souls or online Special Versus Mode will become quite an addictive experience for most. The only disappointment here being the lack of any Lightsaber Move Set or tweaking of such characters.

            The Fighting System has also received a few teaks, most of which are largely superfluous. The Face Buttons control much of the action, with the A Button Blocking, X and Y Buttons for horizontal and vertical slashes, and B Button for kick, the layout will be familiar to fans of the series. Critical Finishes are an entirely new proposition, in which an instant kill can be claimed. Each player now feature a Soul Gauge next to their standard Health Bar, which will change from green to blue when on the offensive, and green to red when continuously blocking without returning blows. The offensive player can not only destroy a piece of their opponents armour when the Soul Gauge reach red – meaning further hits to the specific area will increase in Electronic Theatre Imagedamage – but also, should the timing be right, execute a Critical Finish but pressing all four Face Buttons simultaneously, or the Left Button. The animations for Critical Finishes, however, are somewhat underwhelming for the most part, and the window of opportunity for their execution so slight that most will simply remain ignorant of them.

            Soul Calibur IV sparkles with detail in both its Arenas and Character Models. Much of the Arena list included has been redesigned, allowing for tight-knit combat where Ring Outs become a much more worrying factor in a game that demands you to be reactionary and always on the offensive. The soundtrack has always been a pleasing feature of the series, and Soul Calibur IV is no different. However, the already available selection of tracks from the original DreamCast Soul Calibur on XboxLIVE! Marketplace - at a premium - will annoy many wondering as to why such appreciated music has not been included on the disc.

            Soul Calibur IV attempts to do many things, and at most it succeeds. While it doesn’t quite match the depth of Virtua Fighter 5 or the audacity of Dead Or Alive 4, it certainly squares-up as a more well-rounded package than both. With the oncoming one-on-one Beat-‘Em-Up onslaught – including the long-awaited Street Fighter IV – one has to wonder exactly how long Soul Calibur IV will remain on it’s perch; but for now at least, it’s the highest one on the Current-Generation tree.Electronic Theatre Image

Kev J.                                                                                                                                         Reviews Score Table Interpretation.

01/08/08

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