Soul Calibur V Review
A tale of souls and swords eternally re-told, but this time with new characters and super moves. Can the 6th instalment (yes, including Soul Blade it’s 6) in the Soul series rejuvenate this fighting series?
Content downloads,Leaderboards,Voice chat
Posted By Yousif A. about 3 months, 3 weeks ago
I used to call myself a fan of the Soul Calibur series. However, after the release of Soul Calibur IV had to rethink my relationship severely. After the blandness of III and the disappointment of IV, I had to start questioning my ‘fandom’ for the series. With the release of Soul Calibur V I had hoped that this didn’t become a 50/50 division.
Set 17 years after the events of Soul Calibur IV, this new tale of souls and swords introduces a plethora of new characters taking the place of staple holdouts since game one. But with some new blood in the mix, can Soul Calibur V make me a fan again?
| PROS | Tons of characters, exquisite detail on character models, great character creation, online fights are smooth across countries |
| CONS | The balance is off, defensive play is punished, no host migration for online lobbies, no intros, no endings, few modes, much much more |
| WTF?! | I saw Siegfried used as a rush down attacker. He pulled of sword combos at a speed that would make Xianghua blush (if she was in the game) |
One thing that is impossible to complain about is the character selection this time around. The solid amount of returning characters have been re-imaged, although the loss of more established favourites (Zasalamel is noticeably absent, but I still have one character to unlock…so maybe?), the returning cast is iconic enough to keep the old guard enticed, while the newcomers add a new dynamic into the mix. Xiba, for example, is basically Kilik. Not to say that the fighters are 100% carbon copies, but the tweaks in movement speed, range, move lists, and so forth has the newcomers stand out from their obviously based forefathers.
What is special though is the graphical detail put into each and every character. This is no simple update of the SCIV character models, but a complete reworking of the games’ engine can be seen, right down to the detailed scars on Mitsurugi’s chest. It doesn’t just stop with the pre-made models either, the character creation has returned and is, once again, excellent. I’ve seen perfect recreations of Dante (DMC), Gutts (Berserk) and Goku (Dragon Ball), each of the exquisitely detailed enough to be part of the main cast. It’s a great character creation tool and I look forward to seeing the creations people make in the future.
Now we get onto the bad news. Somewhere in the development process someone decided that the Soul Calibur series needed speeding up. This by itself is not necessarily a bad thing, some pace in a fighting game never hurt anyone. Unfortunately, when speeding up the fighters, they forgot to balance everyone evenly. Characters like Siegfried are now capable of keeping up with the likes of Xiba and Maxi. This makes for the first balance breaking change to the game. When you combine high damage/impact characters with speed there is little any can do to stop the onslaught.
By speeding up the game the focus has shifted away from tactical spacing and timing to aggressive fighting. Fighters guard break bars (Blocking too much and getting staggered) now carry over to the next round, meaning if you just took a pummelling from high impact fighters like Nightmare and lost the round, you likely to suffer a moment of stagger early in the next round. Combine this with the new focus on high damage combos and you have yourself a problem.
Basically, 70% of the characters are now capable of performing combos that would make Guilty Gear jealous. By combining launchers, stuns, staggers and moves that hit a downed opponent, I have seen many a fighter pull off combos that take slice a health bar in half. What’s worse is that some characters can do this with very simple, low risk moves. Patroklos, for example, is able to knock out a launcher move at a long range with very little recoil. Should he hit it’s just a case of combining a simple attack and then the use of his spin dash move twice to hit the enemy on the way day down. The way to deal with characters like this in SC2 was to go defensive and wait for a mistake, but SCV will punish you for that.
You may be thinking that a good old bit of guard impact would sort this problem out. However, guard impact has gone and instead we get ‘just guard’, which is activated by blocking just as a strike hits home. Unfortunately this doesn’t quite work as it just reduces your recoil, instead of staggering your opponent. Poor characters like Raphael are left weeping in a corner with his counter strikes and clever play, while heavy handed fighters just swing their way to victory.
It feels reminiscent of what Namco-Bandai did with Tekken 5, focusing on aggressive gameplay and juggle combos, rather than the clever use of the diverse moveset presented to each character. The strategic elements of Soul Calibur V are lost due to this major unbalance, akin to a drunken blind man on a tight rope. And the sad part is, I doubt any amount of patching will fix it.
So now you might be thinking “I’ll pick it up or rent it to get through the storyline and see the endings.” Well, you can save yourself the money friend, because there are no endings. Arcade mode consists of six battles, always ending with Nightmare. You get timed on your runthrough and your score is put up on a leaderboard. That’s right, Arcade mode in SCV has warped into time attack. None of the new characters (or old ones, for that matter) get introductions or endings, giving players no connection to these new faces whatsoever. That is, unless you like Patroklos and Pyyrah.
Sophitia’s children have a whole story mode dedicated to them. The 20 mission long story mode presents the tale of these two characters as they head towards Soul Calibur and Soul Edge, all of this, of course, peppered in with brief cameos from the other characters in-game. Due to the lack of explanation you always feel like you accidentally skipped a chapter. Points that characters bring up, old grievances that they get involved in, issues like this are just simply confusing. The developers seem to have forgotten that much of the cast is new, and we don’t know anything about them.
The worst moment comes when Patroklos heads out to search for Kilik and his weapon, only to find Xiba wielding it. No questions are asked, no explanation is given, no reason why he has it. In the end, after a tussle with Xiba, all we see is a new friendship forged. If you want to find out what happens to the two children of Sophitia, you do get some closure at the end, but for everyone else it’s a complete disappointment.
The only other modes for offline play are a challenge mode, which pits you against fighters of different ranks. The object is to increase your own rank, unlocking items like clothing bits for character creation and logos for your online card. Beware though! Taking on the A1 ranked opponents causes the AI to spike heavily, using the most lethal moves against you and showcasing the awful game balance in the worst way possible. Aside from this, you can try the new arcade mode, pitting yourself against some of the legendary characters from the series. While this does include one unlockable character, it basically is the same thing as fighting against re-skins in costumes from previous games.
This mode is also tough as everyone will use their most powerful moves. But when you get past the likes of Seigfried and Nightmare, you’ll notice how pathetically weak characters like Cervantes are in comparison.
Get to the end boss of this mode, and prepare to rage, as the final battle puts a nail in the games coffin. This boss is so powerful she can take a third of your lifebar out in one move! That’s not a combo people, that’s a one third of your entire lifebar in one hit.
And did I mention this boss is playable?
Ignoring training mode, which has some nice touches but doesn’t actually teach you anything, the other way to play is online. Now for all of SCV’s faults, the online mode is actually pretty good. A ton of modifiers can be tweaked to find a perfect match up, from location, connection strength, to even deciding which side of the screen you prefer to start on. You can either enter lobbies for non-ranked matches or participated in ranked games that throw you straight into the mix.
Lobbies allow you to watch others fighting while you wait, as long as you don’t join in the middle of one. However, with no host migration expect to see lobbies close more often than you would like, leaving you wondering why there is no quick match for non-ranked games. Stability online is pretty good, even with one bar of connection I noticed very little lag between moves. Overall, online modes have been developed with care, it’s a shame the same can’t be said for the rest of the game.
But, I haven’t even had the time to go into things like the 2D backgrounds and infinite floor space on some levels, which is reminiscent of an original Tekken title. Hell, I haven’t even expressed my disappointment in the lack of weapon master mode or my distaste for the new super moves. Nor have I had time to talk about the uninspiring soundtrack and the distinct lack of voice clips for each character. Expect to be grated by Patroklos’ decree of ‘This is justice’ every five minutes. He says it so often you would think he was Minute Man from Freedom Force.
In the end, Soul Calibur V is an utter disappointment. It feels like the development team wanted to go in a new direction and I don’t necessarily hate the direction they have gone in, but their execution is atrocious, to say the least. I give a couple of weeks maximum before infinite combos are found. Beyond that, I can’t see the online community sticking around with Street Fighter X Tekken coming up. Fat Megaman may be a kick in the teeth to the fans, but I bet he’s more fun to play then the entirety of Soul Calibur V.
This game was provided by the publisher for review purposes on Xbox 360. The game was played for roughly 15 hours. The game offers both online and offline gameplay. All completable offline modes were completed in roughly 3 hours. Online mode was played for roughly 5 hours and the rest of the time was spent experimenting with characters and move lists.
A tale of souls and swords eternally re-told, but this time with new characters and super moves. Can the 6th instalment (yes, including Soul Blade it’s 6) in the Soul series rejuvenate this fighting series?
Today at Comic-Con, Namco-Bandai decided to showcase off three more fighters entering the fray.
Allow me to be the first to welcome all of you back to the stage of history.
Posted By Robert G. about 10 months ago
Today at Comic-Con, Namco-Bandai decided to showcase off three more fighters entering the fray.
Posted By Dant Rambo about 1 year ago
Allow me to be the first to welcome all of you back to the stage of history.
Posted By Yousif A. about 3 months, 3 weeks ago
I used to call myself a fan of the Soul Calibur series. However, after the release of Soul Calibur IV had to rethink my relationship severely. After the blandness of III and the disappointment of IV, I had to start questioning my ‘fandom’ for the series. With the release of Soul Calibur V I had hoped that this didn’t become a 50/50 division.
Set 17 years after the events of Soul Calibur IV, this new tale of souls and swords introduces a plethora of new characters taking the place of staple holdouts since game one. But with some new blood in the mix, can Soul Calibur V make me a fan again?
| PROS | Tons of characters, exquisite detail on character models, great character creation, online fights are smooth across countries |
| CONS | The balance is off, defensive play is punished, no host migration for online lobbies, no intros, no endings, few modes, much much more |
| WTF?! | I saw Siegfried used as a rush down attacker. He pulled of sword combos at a speed that would make Xianghua blush (if she was in the game) |
One thing that is impossible to complain about is the character selection this time around. The solid amount of returning characters have been re-imaged, although the loss of more established favourites (Zasalamel is noticeably absent, but I still have one character to unlock…so maybe?), the returning cast is iconic enough to keep the old guard enticed, while the newcomers add a new dynamic into the mix. Xiba, for example, is basically Kilik. Not to say that the fighters are 100% carbon copies, but the tweaks in movement speed, range, move lists, and so forth has the newcomers stand out from their obviously based forefathers.
What is special though is the graphical detail put into each and every character. This is no simple update of the SCIV character models, but a complete reworking of the games’ engine can be seen, right down to the detailed scars on Mitsurugi’s chest. It doesn’t just stop with the pre-made models either, the character creation has returned and is, once again, excellent. I’ve seen perfect recreations of Dante (DMC), Gutts (Berserk) and Goku (Dragon Ball), each of the exquisitely detailed enough to be part of the main cast. It’s a great character creation tool and I look forward to seeing the creations people make in the future.
Now we get onto the bad news. Somewhere in the development process someone decided that the Soul Calibur series needed speeding up. This by itself is not necessarily a bad thing, some pace in a fighting game never hurt anyone. Unfortunately, when speeding up the fighters, they forgot to balance everyone evenly. Characters like Siegfried are now capable of keeping up with the likes of Xiba and Maxi. This makes for the first balance breaking change to the game. When you combine high damage/impact characters with speed there is little any can do to stop the onslaught.
By speeding up the game the focus has shifted away from tactical spacing and timing to aggressive fighting. Fighters guard break bars (Blocking too much and getting staggered) now carry over to the next round, meaning if you just took a pummelling from high impact fighters like Nightmare and lost the round, you likely to suffer a moment of stagger early in the next round. Combine this with the new focus on high damage combos and you have yourself a problem.
Basically, 70% of the characters are now capable of performing combos that would make Guilty Gear jealous. By combining launchers, stuns, staggers and moves that hit a downed opponent, I have seen many a fighter pull off combos that take slice a health bar in half. What’s worse is that some characters can do this with very simple, low risk moves. Patroklos, for example, is able to knock out a launcher move at a long range with very little recoil. Should he hit it’s just a case of combining a simple attack and then the use of his spin dash move twice to hit the enemy on the way day down. The way to deal with characters like this in SC2 was to go defensive and wait for a mistake, but SCV will punish you for that.
You may be thinking that a good old bit of guard impact would sort this problem out. However, guard impact has gone and instead we get ‘just guard’, which is activated by blocking just as a strike hits home. Unfortunately this doesn’t quite work as it just reduces your recoil, instead of staggering your opponent. Poor characters like Raphael are left weeping in a corner with his counter strikes and clever play, while heavy handed fighters just swing their way to victory.
It feels reminiscent of what Namco-Bandai did with Tekken 5, focusing on aggressive gameplay and juggle combos, rather than the clever use of the diverse moveset presented to each character. The strategic elements of Soul Calibur V are lost due to this major unbalance, akin to a drunken blind man on a tight rope. And the sad part is, I doubt any amount of patching will fix it.
So now you might be thinking “I’ll pick it up or rent it to get through the storyline and see the endings.” Well, you can save yourself the money friend, because there are no endings. Arcade mode consists of six battles, always ending with Nightmare. You get timed on your runthrough and your score is put up on a leaderboard. That’s right, Arcade mode in SCV has warped into time attack. None of the new characters (or old ones, for that matter) get introductions or endings, giving players no connection to these new faces whatsoever. That is, unless you like Patroklos and Pyyrah.
Sophitia’s children have a whole story mode dedicated to them. The 20 mission long story mode presents the tale of these two characters as they head towards Soul Calibur and Soul Edge, all of this, of course, peppered in with brief cameos from the other characters in-game. Due to the lack of explanation you always feel like you accidentally skipped a chapter. Points that characters bring up, old grievances that they get involved in, issues like this are just simply confusing. The developers seem to have forgotten that much of the cast is new, and we don’t know anything about them.
The worst moment comes when Patroklos heads out to search for Kilik and his weapon, only to find Xiba wielding it. No questions are asked, no explanation is given, no reason why he has it. In the end, after a tussle with Xiba, all we see is a new friendship forged. If you want to find out what happens to the two children of Sophitia, you do get some closure at the end, but for everyone else it’s a complete disappointment.
The only other modes for offline play are a challenge mode, which pits you against fighters of different ranks. The object is to increase your own rank, unlocking items like clothing bits for character creation and logos for your online card. Beware though! Taking on the A1 ranked opponents causes the AI to spike heavily, using the most lethal moves against you and showcasing the awful game balance in the worst way possible. Aside from this, you can try the new arcade mode, pitting yourself against some of the legendary characters from the series. While this does include one unlockable character, it basically is the same thing as fighting against re-skins in costumes from previous games.
This mode is also tough as everyone will use their most powerful moves. But when you get past the likes of Seigfried and Nightmare, you’ll notice how pathetically weak characters like Cervantes are in comparison.
Get to the end boss of this mode, and prepare to rage, as the final battle puts a nail in the games coffin. This boss is so powerful she can take a third of your lifebar out in one move! That’s not a combo people, that’s a one third of your entire lifebar in one hit.
And did I mention this boss is playable?
Ignoring training mode, which has some nice touches but doesn’t actually teach you anything, the other way to play is online. Now for all of SCV’s faults, the online mode is actually pretty good. A ton of modifiers can be tweaked to find a perfect match up, from location, connection strength, to even deciding which side of the screen you prefer to start on. You can either enter lobbies for non-ranked matches or participated in ranked games that throw you straight into the mix.
Lobbies allow you to watch others fighting while you wait, as long as you don’t join in the middle of one. However, with no host migration expect to see lobbies close more often than you would like, leaving you wondering why there is no quick match for non-ranked games. Stability online is pretty good, even with one bar of connection I noticed very little lag between moves. Overall, online modes have been developed with care, it’s a shame the same can’t be said for the rest of the game.
But, I haven’t even had the time to go into things like the 2D backgrounds and infinite floor space on some levels, which is reminiscent of an original Tekken title. Hell, I haven’t even expressed my disappointment in the lack of weapon master mode or my distaste for the new super moves. Nor have I had time to talk about the uninspiring soundtrack and the distinct lack of voice clips for each character. Expect to be grated by Patroklos’ decree of ‘This is justice’ every five minutes. He says it so often you would think he was Minute Man from Freedom Force.
In the end, Soul Calibur V is an utter disappointment. It feels like the development team wanted to go in a new direction and I don’t necessarily hate the direction they have gone in, but their execution is atrocious, to say the least. I give a couple of weeks maximum before infinite combos are found. Beyond that, I can’t see the online community sticking around with Street Fighter X Tekken coming up. Fat Megaman may be a kick in the teeth to the fans, but I bet he’s more fun to play then the entirety of Soul Calibur V.
This game was provided by the publisher for review purposes on Xbox 360. The game was played for roughly 15 hours. The game offers both online and offline gameplay. All completable offline modes were completed in roughly 3 hours. Online mode was played for roughly 5 hours and the rest of the time was spent experimenting with characters and move lists.
Two major tournaments down, and still no game breaking balance issues Yousif. I think you’ll be eating crow in a few months. (You should be doing so already, but whatev.)
Also Seigfred’s considered one of the weakest characters in the game now.
Siegfried is as fast as Xiba and Maxi? That just isn’t true. All the fighters are faster, but Sieg and the rest of the slow characters are still slower, and can be overcome by faster characters if you play right–try Boss Rush as Siegfried if you don’t believe me. This isn’t to say the balance is perfect, but it’s not like Yousef claims at all.
No balance patch could ever fix? It’d be damn easy, actually–simply slow down or nerf the overpowered moves. The rest of the guys don’t need any speeding up, besides maybe some of Maxi’s moves. Xiba could be slowed a bit too, actually.
It has by far the best story of any recent SC, but it almost doesn’t matter due to how limited it is. That the other characters don’t even get a story is game’s critical flaw.
It’s a pretty pitiful attempt at an interest-gathering controversial review. Too bad it worked on me, don’t let the same happen to you.
Did this reviewer seriously try and make a judgement on a fighting game’s balance this early on in a game’s lifespan?
Please never review a fighting game again.
I don’t see how this is a problem. Some fighting games are ~that~ unbalanced that you can tell they can are within a few hours of playing. Marvel vs. Capcom 2 & 3 are such notorious examples of fighting games so broken you can tell at a glance, it seems Soul Calibur V has joined those ranks. Plus, he described the mechanics, it seems pretty clear they prefer heavy hitters enormously.
Allright… How is SC V grossly unbalanced. Yousef offered no evidence and you haven’t either.
Yeah it’s really easy to say Mvc2 is broken at a glance after it had a competitive life of about 10 years to develop. Some things in mvc3 seemed to stay pretty good (wolverine+akuma tatsu, dark phoeniks) while others fell off (she-hulk, sentinel) and some emerged (Dante, Zero) either way we’ll never know for sure because the game had a really short lifespan.
He did describe SOME of the mechanics, but failed to mention things like the new Guard Impact which costs some meter but deflects high, mid, and low all at once and gives you a bigger opening than the older free GI. He also didn’t mention quick step which gives you a really quick sidestep that’s great for avoiding vertical attacks and can lead to a punish. Also Just Defend works like a 3rd strike parry so I fail to see how this benefits the heavy hitters more than characters who can strike faster and more often. Heck he didn’t even really talk about supers (besides just saying he dislikes them) or brave edge moves.
So yeah why am I supposed to be convinced he can make a good judgement on balance when he seems to omit several gameplay related things from the review?
Given Yousef’s comments on launchers, I also doubt he’s aware you can air control out of juggles in the game.
No, you can’t tell within a few hours on how balanced the game is. Characters have different uses and different setups that if found could make a horrible character into an amazing one. Take for example Nathan Spencer in MVC3. NO ONE liked him at first. He was slow, didn’t do tons of damage, and had some fairly mediocre supers. It wasn’t until someone like Combofiend broke him down that everyone saw how great of a character he was. I’m pretty sure that Yousif is not up to par with those that are still trying to figure out who the best is in this game right now, and instead wrote some BS about how him and his “SC2 tournament playing” friend were using 2-3 hit combos to find out who’s cheap.
Hmm….gotta disagree with the score on this one. It’s more to me right in the very middle of a “5″, to at the very most Angry Joe’s “7″ score since the stuff that was done right, it was really done right. First week of online was really solid for me and I only had a few issues of getting an opponent and so far only 3 “disconnects”, when I was winning at the time.
The offline mode TRULY was lacking, where in a way, had they had a MUCH longer story mode that could’ve been similar to at least Blazblue for the different characters, it would’ve made a much higher score all around.
Overall, it’s really for the hardcore fans of the series, everyone else, they should at least rent first before abandoning it totally.
I feel your pain. My friend loves this game but honestly, I am realy fighting the urge to buy this, especially with this piss-poor roster
The roster’s fine. Get over Cassie.
The charater roster’s not bad, however I finally got to play the game. The game isn’t terrible, but I would have liked to have a charater ending after playing through the arcade. Altough I have some new characters that are my favorites now (Viola, Natsu, and Pyrrha).
I got into fighting games because of the charaters and the different fighting styles they have. The stories don’t realy matter to me, but endings do. I’d like to be rewarded for something after taking on the bosses.
I was looking forward to getting Soul Calibar V, but seeing the reviews about the single player modes, I’m not going to bother.
It’s interesting to note that the game that regulars in the genre seems to dislike the most, Soul Calibur 3, seems to be getting a lot of love here. Clearly there’s a divide in interests ![]()
I thought 4 was hated?
I liked all of them, though 4 didn’t draw me in as much as 2 and 3 did. 1 is good too. ![]()
Well, I listen to a MASS of reviews before I buy any game, It seems like this game is in the 7-8 Range (This includes Angry Joe’s Review). I’m still Buying this….
AND, I recently Bought this and the Final Boss isn’t Hard at all, AND Guard Impacts ARE in the game, AND this is the First game in the Series to have a Real story mode, So i wasnt Expecting a Great plot here.
(BTW I got the Collectors edition
)
“Ignoring training mode, which has some nice touches but doesn’t actually teach you anything, the other way to play is online.”
Since when has any fighting game really ever taught you how to play with the exception of the recent Mortal Kombat? Shoving the player into a room with a move list and an opponent who you can tell to beat you up or not is pretty much all they ever try to do.
Fighting game developers know who they’re appealing to, and it’s not the curious new comer who’d like to learn how to play, it’s the obsessive compulsive snob gamer.
MK9 didnt teach me shit. it wasnt a tutorial – it was mini games in a fighting game.
i could make complaints about the game buts its really not that bad when compared to umvc3 and mk9.
umvc3 is all about combos.
mk9 is all about story.
sc5 is all about customization.
I have to respectfully disagree with this review. That isn’t to say it was 9 or 10 out of 10 material, but what you played, and what I played clearly, are not the same game.
After spending some time with it earlier this week, the gameplay felt like” Soul Calibur II with Supers”
That’s not to say it was perfect. Again as you pointed out the guard was changed, and some characters did seem a little overpowered. But not to the point where the game is broken because they were too cheap or anything.
I will agree however the game is crazy light on features. If you come into it expecting a deep story mode, or RPG like weapon upgrades, or a CAW mode as deep as the one in SC3 yes you are going to be woefully disappointed. But those omissions, at least for me don’t knock everything down to a 3. To me it really felt more like a 6. Not an “OMG Gotta buy it day one” game, but one that is at least worth trying out if it seemed even remotely interesting to you.
I did enjoy it more than the speediness of SC3, and the sluggishness of SC4. So that has to count for something. SC2 is still the best SC Imho.
Can’t respond directly so here goes.
rgrekejin:
Well, most of the big fighters are doing it and it seems to go well. Tekken, Street Fighter, KoF, BlazBlue, MvC3. None of them offer much in terms of single player yet they are all selling fine. The one game recently that has had a beefy story mode is Mortal Kombat, and that game is a complete mess in just about every other aspect (kudos for at least trying this time though, it’s the least sucky MK ever).
Again, i think we are seeing things very differently. For me a fighter is an inherent multiplayer experience. Be it online or offline, it’s only worth playing with other players. Now again, i do realize that there is a large segment of gamers that want a single player portion, but that bit must absolutely NOT come at the cost of the core mechanics of the game. Which in games like MK, it very much felt like it did. The game focused a lot on the crap around the actual fighting and in the end it’s utterly mediocre as compared to it’s peers. Now a lot of people still think MK is the greatest fighter ever concieved and that’s great for them i guess, but as long as the gore was still there they’d think that if the game was as plished as, say, SFIV too. I don’t think anyone would miss Test Your Luck or the freaking crypt if you got a better core game in exchange.
Soul Calibur solved it in a good way in it’s past itterations, just tack some extra parameters on to fights and bam, there is your story mode. Easy to make, doesn’t take up a lot of time and your writer get’s to give the game a lot of lore (for a fighter). I’m fine with that. But it’s just icing on the cake.
Also, that’s not true about who buys what I’m worth way more to Namco, Am2 and Capcom than the average gamer. I’ve bought Tekken 6 three times, SFIV two times and VF5 at least three times. From stores, not used ![]()
Yeah… I guess it’s fair enough to not want the mechanics to suffer for the sake of the story. But at the same time… tacking on a story mode would have been SO EASY. Some scrolling text and a cutscene per character would have done the (admittedly halfhearted) job. There’s really no excuse for not to at least acknowledge that there’s a huge portion of your fanbase that buys the game for that reason.
I really have to ask, though… why buy the same game multiple times? I own Soul Calibur II for three different systems, but that’s something entirely different from buying the same game over again. Why? (I’m not trying to be rude, I’m legitimately curious)
Being more of an RPG player, I don’t typically pay much attention to fighting games. But Soul Calibur is the exception. Since Soul Edge, I enjoyed the characters, the stories, its equal-opportunity eye-candy (^^ discussion for another time mayhaps), fun character creation, and the RTS-like elements in SC3 was great! My husband is more for fighting games; and he enjoyed the same things I’ve listed along with its (though not always perfect) balance and variety. So Soul Calibur was a game that the RPGer and Fighter could both enjoy together.
-_- Somehow I knew there was going to be trouble when Petroklos (pardon spelling) was being shoved in every trailer looking all determined like he was Anakin Skywalker.
We plan to rent the game and test it out for ourselves, but I am not fond of what I’m seeing. What’s most obvious to me are the balance issues. Our regular characters are Maxi (me) and Seigfried (my guy). One look on youtube and Yousif’s WTF?! is easy to find. What used to be a challenging duel of a speedy character vs a power character has now been reduced to basically tossing a baseball against the largest bat. -_- Nice. I’m all for Experimenting, but was it necessary to change the character balance that was present for several games? Seemed to work well before. O well. Most likely its about the player learning the characters all over again , and that’s what rental is for.
So here’s to another Fighting title, I’m off to the Red Box.
I play Maxi as my primary character and I’ve been doing so since SC1.
Maxi was actually beefed up quite a bit from SC IV. The balance has not been ruined at all judging from the Siegfried’s I’ve played so far. Learn to punish him when he’s at disadvantage (seriously look at the SG Guidebook, almost everything leaves him at negative frames on block) and he’s not terribly scary.
So Namco-Bandai just pulled a Capcom on us. well fuck, so we have a Soul Calibur game that is now the Marvel vs Capcom 3 of 2012 this early…this does not bold well. Hopefully things will get better as the year goes on. anyway thanks for the save.
I’m getting it for sure now. ![]()
The only thing I read here that I didn’t like is that Ezio is in the game. I hates me some Assasins Creed. Bring back Link. ![]()
I wanted to like this game, I really did. I bought the collector’s edition and everything because I’m a big fan of Soul Calibur. I’ve played every Soul Calibur from I to V now. The words bare bones comes to mind here, though. No character endings? Lame story both lazily written and executed? Modes that really offer no variety whatsoever? What the fuck! You know what the bonus mode for this game is? It’s just an arcade mode on infuriatingly cheap difficulty.
My favorite SC is III, personally, mainly because of all the fun content to be had. Chronicles of the Sword was fun and engaging, as it was like an RTS and fighting game hybrid with leveling elements thrown in.
I’m no tournament player, so I guess I have a different idea of what makes a fighting game fun than some of you die hard nuts out there. I still play them with other people, and I’ve had a fun time beating people in the arcades when they were still popular (especially with Taki). I don’t know why they had to make things more fast paced and completely remove movesets in this though. I was careful and methodical in previous games, and that was fun for me (along with all the extra content).
This game was a huge disappointment for me in almost every area. I wouldn’t go so far as to give it a 3 though, I’d give it a 6 myself.
Oh yeah, and don’t get started on some of the new character designs on here. I have no love for Ninja Rikku, Kid Kilik, Tekken wannabe ZWEI, or weird uninspired orb wielding chick.
A very mixed review this seems. I’m still waiting for the game before I pass Judgement. One thing I think we shall agree with though. We are probably going to see an Insane amount of well done Custom Creator characters. Even the day one stuff in that department is Stupidly Good.
Interesting, lowest score I’ve seen, I’ve seen mostly 8s and 9s so far.
Opinions really can differ I guess.
Just remember people, reviews are opinions, if you’re interested in a game, rent it to check it out, no what reviews say, always good to think for yourself.
It’s worth noting that the reviewer misses a few details. World Colosso mode (a mode which Namco added for free on release day) does allow you to sit in an open challenge area so you don’t have to worry about a lobby closing.
Also his claims on balance are barking nuts. The top players in Europe have been testing this game, and Namco’s watching relevant player feedback closely. If something terribly unbalanced does in fact appear, the game will be patched.
Why he thinks the game will lose its audience for a broken game that nobody will play competitively (I guess game breaking gems are perfectly cool as long as there are character endings) is also somewhat confusing to me.
Just gonna warn you guys: Cassandra’s moveset isn’t in this game at all. Sure there’s a couple sword and shield characters, but Cassandra’s moves aren’t in this at all. Nor Talims or Zasalamels. Also, Devil Jin’s IS.
Alot of the characters you grew to love aren’t playable in this game either. (Hell, some aren’t at all) Honestly, its sad that they could fuck up a game this badly…right down to the roster ideas…= .
From what I saw in the game I played last night.. Cassandra’s move set was kind of in there.. if not it would be that other one… Sophitia
Nope. It’s like an odd mix of Cassandra and Sophitia, with alot of moves that only resemble the two characters, but are still different.
They messed up Cassandra? Now I know I’m not getting this game. She’s my favorite and best character.
Fucking called it. As soon as I saw the trailers for this game, I knew that this was NOT worth my money. I agree with EVERY point you made, Yousif. I myself was a diehard fan of the franchise, but then it took a major nosedive, and I found myself unable to recover. With plenty of other good fighters out there, I decided months in advance to save my money for a game like the new Ninja Storm game or Street Fighter X Tekken (ignoring the cameo-that-shan’t-be-named).
And another thing I called, the story mode. While 3 may have been a bit bland, it had not one, but TWO different, decent story modes, the basic one which played like a choose your own adventure, and an RTS one for original characters and original move sets. 4 decided to wipe it’s ass with this by making story mode a few fights with a cheap as hell ending for each player, and to this one to NOT even have endings for this? For shame, Namco, for shame. I fully support your 3/10, and I hope this sends a message to Project Soul
Too bad, I thought SC4 was lacking already, and they go and reduce the story down ever further. IMO stories are important to a fighting game and if you ignore that or make very little of it, I don’t see much reason to play it otherwise, or at least it doesn’t convince me that its a full 60$ game.
Thanks Yousif A. You saved me quite a bit of money (£69.99) for the Collectors Edition I was about to purchase. I don’t know about you guys but I dig the the intros and the endings from the previous soul games. Maybe SC3 was bland but it had content, which I thought some of it lacked in SC4, and I don’t know why, but I thought that this would be the biggest SC game yet, but sadly it seems smaller then SC4.
Well now I know why the used so much boob’s and ass’s in they’re advertisements…
Well, it depends on how you see it. It doesn’t have a big single player campaign, but then again it has a huge load of changes in mechanics and tweaks. I’d say it’s probably the largest game in the series, if you look at the changes made from precious titles instead of the single player features.
Really though, if you buy fighters to play them alone you are doing something wrong to begin with. Fighters exist solely for the multiplayer. Squaring off against another thinking human is what makes them excitig. If you just want to pulverize things, buy something like Devil May Cry or Ninja Gaiden instead. Games like that have what you want. Fast flashy action and single player focus.
Giving a fighter a poor grade because it lacks single player is like snobbing WoW becuse ther eis no single player. It’s just not how it was meant to be played! Local multiplayer, online and practice is all i need ![]()
Wait wait wait wait wait. What?
Please explain to me why the developers even care to include a single player “campaign” in EVERY fighter out there? Why not just include a training stage with some configurable AI ?
Maybe it’s because even characters in fighting games need to be fleshed out to be interesting?
Maybe because there has to be some reason WHY those people fight each other? (may it be stupid or not)
Maybe it’s because SOME people actually like the single player in fighting games?
Hrm. Maybe.
E.g.: Me. I like fighting games. I’m good at fighters. In fact I’m so good that none of my friends wants to play against me, cause it’s frustrating. (or maybe they’re just bad – I don’t know) But I don’t like online multiplayer in most fighters. I don’t like lobbys. I don’t like beating up complete strangers. So what do I do if there is no single player with challenging AI ? (challenging – not cheap! I’m looking at you, Capcom!)
E.g.: Mortal Kombat. Why is Mortal Kombat’s single player content so highly praised if fighters only exist for the multiplayer?
I respect your opinion and your way of playing fighters. But some of us like to play the singleplayer content. Especially in a series that used to have a good storyline and great singleplayer.
Well, not to be insulting or anything but have you heard ofthe term “bedroom warrior”? A bedroom warrior is a person who thinks he is great at a game because he beats all his friends at it. Then he plays against an actual competitive player and get’s his ass handed to him on a silver platter.
I mean i thought i was good at fighting games until i started playing people with tournament experience. I was humbled. Now, and that is with a LOT of practice and time sunk in to Tekken, i can consider myself somwhere in the middle. Intermediate if you will.
As for the single player campaigns, well they are there to satisfy the scrubs and casuals. It’s as simple as that. And please, don’t even bring MK up in a discussion about serious fighters. It’s a complete piece of trash. It get’s praise from people who never played fighters before or who just don’t udnerstand the other games available. Same goes with the single player. It get’s a lot of praise because people are missing the point.
Here, let me explain to you why playing hte AI can never be as challenging or fun. To bea the AI you need to do one of two things. Either find a glitch/exploit in the AI and abuse it or, and this is what you really should be doing but ptobably isn’t, ONLY use safe pokes and then punish whenever you get the chance. Se, you can never have a interesting experience against the AI because the AI can never think ahead of you or learn what you are doing. In most games you can just work up a pattern and leep on spamming that shit untill kingdom come. A real player will see your patters and punish you for it. A real person will see that sweep coming form a mile away. I see players in Tekken just hammering away at those strings and 10 hit combos all the time, they just don’t understand why it doesn’t work against me. I know where the lext low is comming and get a parry. Oops. Shouldn’t have practiced against the AI there buddy ![]()
You are of course free to play fighters in wahtever way you like, but they were still made to be played by two players. That’s the whole idea with a fighter and a Artificial Stupidity can never replace a real player. Now i fully realize not everybody plays at that level either, and that’s why you have the single player content. It’s there to even out the cash flow, not to please the fans. The real fans are in an arcade or gaming club/gathering somwhere playing with other good players.
I’m wondering if you even get what you’re telling me.
yaddayaddayadda “I’m better than you casuals so fuck off. You don’t know fighters!”
I’m not saying that’s what you intended to say but that’s the message.
The game is a bare bone mess and I think the score is earned. Maybe a BIT too harsh but it’s nowhere near a good game.
If the Pro Elite series in the whateverhadoukentournaments thinks otherwise – fine. But the REAL customer shouldn’t bother with this.
Well, perhaps this review just isn’t for you, then. Because, let’s face it, the *vast* majority of gamers (including gamers who play fighters) are what would be described as casual gamers. Very few of them are ever going to put in the time and effort needed to get to the level of skill that a tournament player would possess. For them, a storyline and multiple decent modes of offline gaming are important.
I mean, just as an example, less than half of all Xbox 360′s ever sold have ever connected to Xbox live. And of those that have, only half of them have Gold memberships. So, when we’re talking about online play, that’s something only a quarter of all Xbox users can actually use anyway. Clearly, there are still a lot of people out there who don’t care about online gaming. Are you seriously suggesting that the developer should make a game that ignores 75% of it’s possible audience right out of the box? Playing against other people is great, but good single player and AI that is respectable against mid-level players are what you really need here. Just casually suggesting that these people aren’t important, and the developer should pay no attention to what they want, is silly on it’s face.
The type of players that you insist fighting games should be tailored towards (the high-end tournament crowd) make up a tiny minority of the game’s audience. And even if they pour hundreds of hours in to playing the game, the fact remains that, from a purely financial perspective, there’s very little difference between them and the guy who plays for twenty minutes every other day to unwind. They both purchased the game exactly once. By taking out the story and the alternative single-player modes, you’ve created something which is unappealing for probably upwards of 90% of the people who buy the game. Do it long enough, and you know what you’ve done? Killed the franchise. And it’s a shame, because it would be so easy to fix. We don’t expect fighting games to be Shadow of the Colossus, or even God of War. But we do expect them to try to have a story, and Soul Calibur used to be good at that.
If game developers want to try and make a game that’s perfectly balanced caters to hardcore fighting enthusiasts and basically no one else, that’s their prerogative. But that game is almost certainly not going to sell, because hardcore fighting enthusiasts are much too small a market segment. From a pragmatic perspective, what the game needs to focus on are the things that make it appealing to the most gamers – and that’s a good story and workable single player, not a bare-bones experience with exceptional mechanics and balance. That said, this review is a good review for the average gamer. These are the issues that most people who consider buying this game are going to actually care about.
And I also have to point out that it is pretty easy to determine which characters will be balanced and which ones will not be balanced in the hands of players with mediocre skill levels. High-level balance is an entire other thing. I got the impression that this review was talking more about the former, not the latter.
I do wonder how many times exactly anyone played MK9′s story mode. I’m guessing once.
Lack of offline modes are disappointing, but that will only be an issue when the online scene eventually dies, with such an established franchise, that’s not really a problem.
I won’t trust any opinions of the gameplay system, be it good or bad, now that people have only gotten in 5-ish days of play. You pretty much have to buy the game and experiment for yourself unless you want to wait and see until the game is well played and explored, which will take months, but hey! at least the game will be cheaper then too.
Well, not to bash anyone or anyhting but when reviewers try to review fighters it always ends up shitty. I eman 15 hours? You can’t judge if a game is broken or unblanaced in 15 hours of playing solo. Hell, the community will be debating what is and isn’t broken when Soul Calibur 6 comes out.
You say that defensive play is not rewarded? Maybe turtling like a bitch isn’t but it seems to me that proper blocking and punishing works better now than it ever did.
The death penalty of this review was when you brought up Tekken though. I mean T5 was the best entry in the series at the time. You have PLENTY of reason to play a defensive game in tekken 5, even if i tend to agree that you see a clear design difference in the new and old characters. That said it’s still not just a mash-fest. know your frame data and punish accordingly and you get great results.
Nah, i wouldn’t trust this review score unless you are a very casual player. If you are unsure about the game, wait for a while and hear what the community has to say instead. That’s usually much more reliable.
Also i just want to underline that i’m not trying t bash the review as such, it’s just a very hard genre to review. Most people are extremely casual when it comes to fighters and as a reviewer you don’t have the required time to spend to give the game a fair shake. So yeah, if you just want something to mash out with, this review is probably accurate. Want to get in to the nitty gritty of the game? Don’t even look at the score ![]()
Also a question; You have to unlock characters? Really? Man i had hoped that every character would be unlocked from the start this time ![]()
That’s true about reviewing fighting games. If people would just take an appropriate amount of time to really get into to every aspect of the game and it’s characters instead of trying to beat the rush of other review sites by having your review out on release day as well, then we in the fighting game community might take reviews a little more serious. We don’t care when a review is out just that it be a thorough one.
I know it can’t be helped sometimes when you are given a ludicrous deadline, but I’m just stating a mostly common fact. As it is right now, the FGC play the games they like and are used to and I don’t see this changing in the near future.
Yeah, it’s always best to take early impressions and reviews of fighting games with a huge grain of salt. Especially when it comes to balance – even high-level tournament players can’t tell where balance issues really lie with so little time put into a game, much less more casual fans, whether they have an understanding of the genre or not. It takes time to learn what everyone is really capable of, and what can be done against each thing that each character can do.
For example, when MvC3 came out, everyone thought Sentinel was overpowered – but then people learned how to play against him. Now you hardly ever see him in online matches, and tournament players have relegated him to the role of assist character/X-Factor comeback character (and there are numerous better X-Factor comeback characters). The health nerf he was given accelerated this, but tournament players tend to agree that that nerf was an overreaction on Capcom’s part, and Sentinel was not going to dominate as much as he did early on for long regardless.
Similarly, I really doubt that whoever seems overpowered at first glance in this game is going to turn out to be genuinely the best, they’ll just be the easiest to do well with early on, before everyone who plays the game at a decent level breaks open the real possibilities of the game’s system and characters.
So you’re critique is basically “You aren’t hardcore enough to appreciate this game”?
Considering we’ve had a pretty good run of fighters in the past year that offer something to casual and tournament players alike, that is not a good sign.
More like “You’re not hardcore enough to be able to tell whether the gameplay (not the entire game) is solid”.
Uh… He played the game -mostly against the AI- for 15 hours and declared it was broken. He can’t say how because he didn’t actually find anything that was broken, but rest assured, an infinite combo may appear in a few weeks.
While i agree that tiers and overall balance is discovered with time, I am a fighting game veteran with experience ranging far back too the days of Fatal Fury at the arcade (love me some SNK and NEO GEO). The majority of my time with this game was spent with another SC vet that I used to attend UK tournaments with for SC2. Together we worked on finding characters flaws and strengths.
Although our analysis may not be perfect, I’m confident in saying the balence is off. If in 6 months time I am proved wrong i’ll hold up my hand and admit it.
This is review is so ridiculous that it’s laughable. First off, as others have said, balance is not defined in day 1 and offline with just 2 people. While you may have felt that Mitsurigi got nerfed, which he did I don’t doubt it, characters like Maxi and Yoshimitsu received huge buffs. That’s the waiting fighting games go. So putting balancing as an issue is a big problem with this review.
Secondly, I hate to question your credibility for fighting games but having someone that attended tourneys for SC2 does not an expert make. I was playing for several hours with guys who competed on the highest levels in the U.S. since SC1 and they were breaking everything down with me. In comparison, this game is more of an upgrade from SC4, so basing your idea of balance from SC2 is not a good choice.
Thirdly, Just Guard doesn’t stagger but it’s similar to the parry system of Street Fighter 3: Third Strike. With practice you can pull of extensive Just Guards and gain an advantage on your opponent for a free hit. Aris from avoidingthepuddle.com made a great tutorial explaining it in full and commented that he preferred the Just Guard over Guard Imapact as Just Guard was much safer overall. You can watch the video here – http://www.youtube.com/watch?feature=player_embedded&v=v0L4j82SMog
Finally, with the addition of meter moves and less Ring Outs/Wall Splats, the amount of strategy in this game far outweighs previous Soul Calibur games. It’s almost no comparison. The fact that you made no mention of this puts into question the extent you reviewed this game.
Seeing as you have such a vast experience of fighters then, one might think that you’d reserve your judgement of the balancing in the game until it’s been better established by the community. Two players hammering away at it for a few hours just isn’t enough.Maybe you just suck too bad to counter Sieg or something,who knows? I bet it’s nowhere near as borked as you make it out to be. Nerfing Mitsurugi? Seems like a given, he was complete freaking BEAST in 4. Well in competent hads at least. Easiest bloody 50/50 mixup in the game, not blockable on reaction and some pretty juicy combos and efficient pokes. Also rather easy to play efficiently.
Now i’m no expert when it comes to Soul Calibur, and i’m not saying that it’s NOT broken. It might well be. All i’m saying is hold your horses, wait and see what the community comes up with after pooling thousands upon thousands of hours of gameplay. Much like it was said above, maybe a cahracter seems OP to begin with but then later turn out to be maybe not so great.
Could you explain this?
“However, guard impact has gone and instead we get ‘just guard’…”
I just saw a video with guard impact in it for this game. What did you mean by this statement?
Still find it strange that nobody on 8wayrun is complaining about Siegfried being supercharged or Pat’s launcher. It’s almost as if experienced players aren’t having trouble with this stuff at all.
As to the unlockable characters: nope, you have to play through the shitty story mode first. Ezio, though, is playable from the get-go.
As to everything else: that’s nice, except that the game features no tutorial mode at all. None. Zero. New to this game? Good f**king luck. Hell, I am a more casual fan of this game (I hated SC4 partially because of a difficulty slider, and I didn’t like my ass being handed to me on Arcade mode by the f**king Jedi), and really wanted to like this game. Fighting games are a genre that really need, in the beginning at least, to have some hand-holding. You can’t go from normal difficulty in Story mode or Arcade to uber-death mode online. It just won’t happen. Can players figure stuff out for themselves? Well, yeah. But in order to engage those “casual” players, you need to show them how the mechanics work. You can’t throw in more complex mechanics and not explain how they work or how they are activated.
Oh absolutely. But that’s hardly an issue just concerning SCV. The only fighter that has a decent tutorial is VF4 EVO. The tutorial in that game actually helps you understand the game, it explain the system. No other fighter does this and it’s baffling to me. I don’t understand why the moves list doesn’t include all the info on a move and so forth. Why not include frame data in the moves list in a game? I mean teh developers know, why not add it? It’d help a LOT ![]()
BlazBlue: Continuum Shift also has a decent tutorial mode. Not a full-blown in-depth introduction to the fighting game genre that many might need, but it covered some important basics that beginners need to learn, like the concept of mixups, and using one character’s invincible shoryken-like move in conjunction with the game’s instant guard ability to counter an enemy’s attacks.
But yeah, fighting games as a genre really need to start including serious tutorial modes, so that casual players can actually learn how they function. There’s so much about them that, at present, you’re not going to learn unless you visit websites dedicated to the genre and mostly full of tournament-level players, which is going to be intimidating for most people, especially with the contempt many tournament players evince for “scrubs.”
I’m not super at any fighter, i’m ok when it comes to Tekken and VF but that’s about it. I don’t mind scrubs, i mean we were all scrubs in the beginning. I do however hate retards, like some people in this here thread, talking like the tournamnet players are som little fringe group and that fighters shold cater to the idiots that want beefy single player campaigns and crap like that. It’s the hard core fans that keeps the genre alive, it’s us who play our favorite games for hundreds upon hundreds of hours who are the real fans and who knows the genre. Then again, games like Mortal Kombat are doing exceedingly well so maybe that is indeed what’s in the cards. I weep for the future ![]()
I fully understand that there are casuals out ther who want another experience, and that’s why there are other games to play. There are plenty of games with great single player campaigns. I don’t see the point in giving a game poor marks for doing what it’s supposed to. If you are a casual scrub and still want to play fighters, then that’s great, just don’t act like you know wtf your are on about is all i’m saying. (That’s no really aimed at anyone in particular, just people yapping on about fighters in general
)
In the Soul Calibur case though, i guess it might be more understandable that people expect more from the single player campaign as the first 4 games (inclding soul blade as the first) had some interesting things going for the lone wolves out there. Especially back in the day before online fights were possible. But the game is still a fighter at it’s core and should be judged as such. For a fighter, this game seems to offer a robust roster, a slew of new mechanics, a load of tweaks and excellent online support. Sounds like pretty decent package to me. In theory at least.
Now, i haven’t played it yet so i don’t know if it actually is any good, but i just don’t see any justification for marking it down for fore mentioned reasons. And again, talking balancing issues already… it just seems way too early.
I don’t know, i’m just passionate about fighters and i get annoyed easily when people start spouting inane stuff about my favorite genre. I hope you guys aren’t offended as i’m not trying to be a jerk as such. I just get worked up ![]()
Sorry, I couldn’t respond to your most recent comment, so I had to do one before, if it makes a difference.
Anyway, I, for the most part, agree, and that is probably why Angry Joe gave this game a 7/10; the mechanics make for a very well-designed fighter, and if you play online, or just with other people, it shows. I did not notice any balance issues, and I’m not really that good at the game, so when I talk about how shit this game is, I tend to not discuss those aspects.
However, the reason I and others really do not like this game is not that the single-player modes are just piss-poor, it’s that they WERE awesome, and now, for literally no discernible reason, they are shit. The difference between the single-player in SC2 and SC5 is astounding. Better mechanics should not, do in this case do not, justify the reduction or absence of what were simply amazing single-player modes, established and well-liked characters, or the introduction of new placeholder characters with no background given.
Practice mode does have a help mode that has a pop up explain what a move does etc. Also the manual tiny and it still manages to explain game’s core defensive and offensive features.
Aww man, really? Really?!
This sucks. This is my favorite fighting game series; I can’t believe this one’s such a disappointment.
I might get it anyway just to play around with the character editor and stuff, but I’ll definitely wait for a price drop. I was looking forward to this, too.
I actually like this game. It’s the best Soul Calibur game since part 2. Intros, endings, and the like are just eye candy that aren’t important. It’s about the game play and it’s really good. If you want flash and story mode endings and the like go play Mortal Kombat. If you’re a Soul Calibur fan and all you care about is the game play (what’s MOST important) and not to mention the best and smoothest online experience I’ve ever had in a fighting game, give this a try.
I’m not hating on your review, it’s your job. I’m just giving my opinion as you were yours. Also, you must not be a Siegfried player because he could always move that fast.
My main problem with Siegfried is that his impact level has gone up, his damage has had a slight increase and his stances are now even easier to switch between mid combo.
Look at a character like Mitsurugi and he has had one of his stances taken away, his damage decreased and the delay between stance/ attacks lengthened leaving him open more often.
Gameplay is important, but I really feel it took a massive knock in this title.
However, you are correct, you are entitled to your opinion and if you enjoy the game who am I to tell you not to!
I’m sorry, but this is wrong. is the gameplay important? Hell yes it is, but what about the characters? Why are they suddenly not important? IN SC5, all they are are fighting styles with different faces. In literally every other SC game there has been a story mode that established at least some sort of personality or characterization, but in this game, there is nothing of the sort.
Also, in SC3, the single-player modes were excellent. Why did they disappear? Why does Project Soul now not give a damn about their characters? Even in fighting games, the fighters need to be people, and not just punching bags.
This game wasn’t a first day buy anyway. We’ll have to wait and see what the sales have to say about that. Besides, I was upset Amy and Talim aren’t in the game but that’s not saying much. I wonder what the hardcore fighting game elitists will have to say about this?
Well, money well saved for Blazblue Continuum Shift Extend and Phantom Breaker
I had a big rant here. Really – the main issue is the terrible editing. Slamming a game with 3 is fine, but making sure your article is well written and properly edited is a better way to ensure that you are taken seriously.
Somehow my unedited version ended up on the site instead of my final version. Thanks for pointing it out. I’ve changed it over now!
That one wasn’t even spell checked! WHOOPS
There still seems to be a lot of errors. Has it been updated yet?
Sounds good – glad someone didn’t like me pointing it out. I’m a game journalist too and it’s rare that you find journalist that care at all. Doing my part to keep this line of work respectable!
Appreciated. I’m reading through it again now. Found this review quite hard to write. Any negative comments presented nicely will always be taken on board.
Yeah – still a chunk of errors hidden in there. A few spots that could be cleared up quiet a bit. If you guys are on the look out for an editor – I’m always looking to add more experience and pad my resume more! The article is well written from a conversational standpoint. On paper, it just needs a chunk of changes and edits to be more clear in what it is trying to say.
I’ve had good old Rob G. go through it with me. Should be all sorted now. Don’t know what was wrong with me, but I apologize.
Big thanks to Rob
Ow! That blows since I really like this series.
Oh well, back to BlazBlue: Continuum Shift.
3/10???? I can see you think it’s bad but THAT BAD?!!! ouch.
less modes, lack of character endings in arcade mode, story mode lacking, unbalanced roster, etc…..but still…damn.
I had to think about the 3. I was gonna give it a 4, but then I realised its not even close to average.
Yeeeouch! It was perhaps too much for me to hope for a more robust single player, but if the fighting’s broken now, what’s left?
You can’t tell whether the game is balanced (or the fighting is broken) this soon. It usually takes at least few weeks to be at least somewhat certain who is top tier, but even then you can’t know if the game is balanced or not.
I don’t understand, why reviewers want to talk about balance when they usually are not even able to play the game properly, which of course most people can’t.. since fighting games are not easy to learn. I’m sure even pros won’t be able to play this game up to it’s full potential for at least few weeks.
What a fighting game’s review should talk about are graphics, sound, singleplayer and other features (like some tutorials, challenges.. etc), online play quality.. of course a little bit of gameplay, but not as much as you would think because of the reasons stated above.
I don’t think he’d be making bold claims about the balance issues if he wasn’t damn sure.
You know why you don’t see other reviews of other fighting games talk about overall balance? Because they may not be as glaringly obvious as what’s in here. Or what may be in here. I haven’t played it, and I’m going to fulfill the purpose of the review and stick to my guns.
One of the coolest bars in gaming also happens to be one of the most interesting.
Two major tournaments down, and still no game breaking balance issues Yousif. I think you’ll be eating crow in a few months. (You should be doing so already, but whatev.)
Also Seigfred’s considered one of the weakest characters in the game now.
Siegfried is as fast as Xiba and Maxi? That just isn’t true. All the fighters are faster, but Sieg and the rest of the slow characters are still slower, and can be overcome by faster characters if you play right–try Boss Rush as Siegfried if you don’t believe me. This isn’t to say the balance is perfect, but it’s not like Yousef claims at all.
No balance patch could ever fix? It’d be damn easy, actually–simply slow down or nerf the overpowered moves. The rest of the guys don’t need any speeding up, besides maybe some of Maxi’s moves. Xiba could be slowed a bit too, actually.
It has by far the best story of any recent SC, but it almost doesn’t matter due to how limited it is. That the other characters don’t even get a story is game’s critical flaw.
It’s a pretty pitiful attempt at an interest-gathering controversial review. Too bad it worked on me, don’t let the same happen to you.
Did this reviewer seriously try and make a judgement on a fighting game’s balance this early on in a game’s lifespan?
Please never review a fighting game again.
I don’t see how this is a problem. Some fighting games are ~that~ unbalanced that you can tell they can are within a few hours of playing. Marvel vs. Capcom 2 & 3 are such notorious examples of fighting games so broken you can tell at a glance, it seems Soul Calibur V has joined those ranks. Plus, he described the mechanics, it seems pretty clear they prefer heavy hitters enormously.
Allright… How is SC V grossly unbalanced. Yousef offered no evidence and you haven’t either.
Yeah it’s really easy to say Mvc2 is broken at a glance after it had a competitive life of about 10 years to develop. Some things in mvc3 seemed to stay pretty good (wolverine+akuma tatsu, dark phoeniks) while others fell off (she-hulk, sentinel) and some emerged (Dante, Zero) either way we’ll never know for sure because the game had a really short lifespan.
He did describe SOME of the mechanics, but failed to mention things like the new Guard Impact which costs some meter but deflects high, mid, and low all at once and gives you a bigger opening than the older free GI. He also didn’t mention quick step which gives you a really quick sidestep that’s great for avoiding vertical attacks and can lead to a punish. Also Just Defend works like a 3rd strike parry so I fail to see how this benefits the heavy hitters more than characters who can strike faster and more often. Heck he didn’t even really talk about supers (besides just saying he dislikes them) or brave edge moves.
So yeah why am I supposed to be convinced he can make a good judgement on balance when he seems to omit several gameplay related things from the review?
Given Yousef’s comments on launchers, I also doubt he’s aware you can air control out of juggles in the game.
No, you can’t tell within a few hours on how balanced the game is. Characters have different uses and different setups that if found could make a horrible character into an amazing one. Take for example Nathan Spencer in MVC3. NO ONE liked him at first. He was slow, didn’t do tons of damage, and had some fairly mediocre supers. It wasn’t until someone like Combofiend broke him down that everyone saw how great of a character he was. I’m pretty sure that Yousif is not up to par with those that are still trying to figure out who the best is in this game right now, and instead wrote some BS about how him and his “SC2 tournament playing” friend were using 2-3 hit combos to find out who’s cheap.
Hmm….gotta disagree with the score on this one. It’s more to me right in the very middle of a “5″, to at the very most Angry Joe’s “7″ score since the stuff that was done right, it was really done right. First week of online was really solid for me and I only had a few issues of getting an opponent and so far only 3 “disconnects”, when I was winning at the time.
The offline mode TRULY was lacking, where in a way, had they had a MUCH longer story mode that could’ve been similar to at least Blazblue for the different characters, it would’ve made a much higher score all around.
Overall, it’s really for the hardcore fans of the series, everyone else, they should at least rent first before abandoning it totally.
I feel your pain. My friend loves this game but honestly, I am realy fighting the urge to buy this, especially with this piss-poor roster
The roster’s fine. Get over Cassie.
The charater roster’s not bad, however I finally got to play the game. The game isn’t terrible, but I would have liked to have a charater ending after playing through the arcade. Altough I have some new characters that are my favorites now (Viola, Natsu, and Pyrrha).
I got into fighting games because of the charaters and the different fighting styles they have. The stories don’t realy matter to me, but endings do. I’d like to be rewarded for something after taking on the bosses.
I was looking forward to getting Soul Calibar V, but seeing the reviews about the single player modes, I’m not going to bother.
It’s interesting to note that the game that regulars in the genre seems to dislike the most, Soul Calibur 3, seems to be getting a lot of love here. Clearly there’s a divide in interests
I thought 4 was hated?
I liked all of them, though 4 didn’t draw me in as much as 2 and 3 did. 1 is good too.
Well, I listen to a MASS of reviews before I buy any game, It seems like this game is in the 7-8 Range (This includes Angry Joe’s Review). I’m still Buying this….
AND, I recently Bought this and the Final Boss isn’t Hard at all, AND Guard Impacts ARE in the game, AND this is the First game in the Series to have a Real story mode, So i wasnt Expecting a Great plot here.
(BTW I got the Collectors edition
)
“Ignoring training mode, which has some nice touches but doesn’t actually teach you anything, the other way to play is online.”
Since when has any fighting game really ever taught you how to play with the exception of the recent Mortal Kombat? Shoving the player into a room with a move list and an opponent who you can tell to beat you up or not is pretty much all they ever try to do.
Fighting game developers know who they’re appealing to, and it’s not the curious new comer who’d like to learn how to play, it’s the obsessive compulsive snob gamer.
MK9 didnt teach me shit. it wasnt a tutorial – it was mini games in a fighting game.
i could make complaints about the game buts its really not that bad when compared to umvc3 and mk9.
umvc3 is all about combos.
mk9 is all about story.
sc5 is all about customization.
I have to respectfully disagree with this review. That isn’t to say it was 9 or 10 out of 10 material, but what you played, and what I played clearly, are not the same game.
After spending some time with it earlier this week, the gameplay felt like” Soul Calibur II with Supers”
That’s not to say it was perfect. Again as you pointed out the guard was changed, and some characters did seem a little overpowered. But not to the point where the game is broken because they were too cheap or anything.
I will agree however the game is crazy light on features. If you come into it expecting a deep story mode, or RPG like weapon upgrades, or a CAW mode as deep as the one in SC3 yes you are going to be woefully disappointed. But those omissions, at least for me don’t knock everything down to a 3. To me it really felt more like a 6. Not an “OMG Gotta buy it day one” game, but one that is at least worth trying out if it seemed even remotely interesting to you.
I did enjoy it more than the speediness of SC3, and the sluggishness of SC4. So that has to count for something. SC2 is still the best SC Imho.
Can’t respond directly so here goes.
rgrekejin:
Well, most of the big fighters are doing it and it seems to go well. Tekken, Street Fighter, KoF, BlazBlue, MvC3. None of them offer much in terms of single player yet they are all selling fine. The one game recently that has had a beefy story mode is Mortal Kombat, and that game is a complete mess in just about every other aspect (kudos for at least trying this time though, it’s the least sucky MK ever).
Again, i think we are seeing things very differently. For me a fighter is an inherent multiplayer experience. Be it online or offline, it’s only worth playing with other players. Now again, i do realize that there is a large segment of gamers that want a single player portion, but that bit must absolutely NOT come at the cost of the core mechanics of the game. Which in games like MK, it very much felt like it did. The game focused a lot on the crap around the actual fighting and in the end it’s utterly mediocre as compared to it’s peers. Now a lot of people still think MK is the greatest fighter ever concieved and that’s great for them i guess, but as long as the gore was still there they’d think that if the game was as plished as, say, SFIV too. I don’t think anyone would miss Test Your Luck or the freaking crypt if you got a better core game in exchange.
Soul Calibur solved it in a good way in it’s past itterations, just tack some extra parameters on to fights and bam, there is your story mode. Easy to make, doesn’t take up a lot of time and your writer get’s to give the game a lot of lore (for a fighter). I’m fine with that. But it’s just icing on the cake.
Also, that’s not true about who buys what I’m worth way more to Namco, Am2 and Capcom than the average gamer. I’ve bought Tekken 6 three times, SFIV two times and VF5 at least three times. From stores, not used
Yeah… I guess it’s fair enough to not want the mechanics to suffer for the sake of the story. But at the same time… tacking on a story mode would have been SO EASY. Some scrolling text and a cutscene per character would have done the (admittedly halfhearted) job. There’s really no excuse for not to at least acknowledge that there’s a huge portion of your fanbase that buys the game for that reason.
I really have to ask, though… why buy the same game multiple times? I own Soul Calibur II for three different systems, but that’s something entirely different from buying the same game over again. Why? (I’m not trying to be rude, I’m legitimately curious)
Being more of an RPG player, I don’t typically pay much attention to fighting games. But Soul Calibur is the exception. Since Soul Edge, I enjoyed the characters, the stories, its equal-opportunity eye-candy (^^ discussion for another time mayhaps), fun character creation, and the RTS-like elements in SC3 was great! My husband is more for fighting games; and he enjoyed the same things I’ve listed along with its (though not always perfect) balance and variety. So Soul Calibur was a game that the RPGer and Fighter could both enjoy together.
-_- Somehow I knew there was going to be trouble when Petroklos (pardon spelling) was being shoved in every trailer looking all determined like he was Anakin Skywalker.
We plan to rent the game and test it out for ourselves, but I am not fond of what I’m seeing. What’s most obvious to me are the balance issues. Our regular characters are Maxi (me) and Seigfried (my guy). One look on youtube and Yousif’s WTF?! is easy to find. What used to be a challenging duel of a speedy character vs a power character has now been reduced to basically tossing a baseball against the largest bat. -_- Nice. I’m all for Experimenting, but was it necessary to change the character balance that was present for several games? Seemed to work well before. O well. Most likely its about the player learning the characters all over again , and that’s what rental is for.
So here’s to another Fighting title, I’m off to the Red Box.
I play Maxi as my primary character and I’ve been doing so since SC1.
Maxi was actually beefed up quite a bit from SC IV. The balance has not been ruined at all judging from the Siegfried’s I’ve played so far. Learn to punish him when he’s at disadvantage (seriously look at the SG Guidebook, almost everything leaves him at negative frames on block) and he’s not terribly scary.
So Namco-Bandai just pulled a Capcom on us. well fuck, so we have a Soul Calibur game that is now the Marvel vs Capcom 3 of 2012 this early…this does not bold well. Hopefully things will get better as the year goes on. anyway thanks for the save.
I’m getting it for sure now.
The only thing I read here that I didn’t like is that Ezio is in the game. I hates me some Assasins Creed. Bring back Link.
I wanted to like this game, I really did. I bought the collector’s edition and everything because I’m a big fan of Soul Calibur. I’ve played every Soul Calibur from I to V now. The words bare bones comes to mind here, though. No character endings? Lame story both lazily written and executed? Modes that really offer no variety whatsoever? What the fuck! You know what the bonus mode for this game is? It’s just an arcade mode on infuriatingly cheap difficulty.
My favorite SC is III, personally, mainly because of all the fun content to be had. Chronicles of the Sword was fun and engaging, as it was like an RTS and fighting game hybrid with leveling elements thrown in.
I’m no tournament player, so I guess I have a different idea of what makes a fighting game fun than some of you die hard nuts out there. I still play them with other people, and I’ve had a fun time beating people in the arcades when they were still popular (especially with Taki). I don’t know why they had to make things more fast paced and completely remove movesets in this though. I was careful and methodical in previous games, and that was fun for me (along with all the extra content).
This game was a huge disappointment for me in almost every area. I wouldn’t go so far as to give it a 3 though, I’d give it a 6 myself.
Oh yeah, and don’t get started on some of the new character designs on here. I have no love for Ninja Rikku, Kid Kilik, Tekken wannabe ZWEI, or weird uninspired orb wielding chick.
A very mixed review this seems. I’m still waiting for the game before I pass Judgement. One thing I think we shall agree with though. We are probably going to see an Insane amount of well done Custom Creator characters. Even the day one stuff in that department is Stupidly Good.
Interesting, lowest score I’ve seen, I’ve seen mostly 8s and 9s so far.
Opinions really can differ I guess.
Just remember people, reviews are opinions, if you’re interested in a game, rent it to check it out, no what reviews say, always good to think for yourself.
It’s worth noting that the reviewer misses a few details. World Colosso mode (a mode which Namco added for free on release day) does allow you to sit in an open challenge area so you don’t have to worry about a lobby closing.
Also his claims on balance are barking nuts. The top players in Europe have been testing this game, and Namco’s watching relevant player feedback closely. If something terribly unbalanced does in fact appear, the game will be patched.
Why he thinks the game will lose its audience for a broken game that nobody will play competitively (I guess game breaking gems are perfectly cool as long as there are character endings) is also somewhat confusing to me.
Just gonna warn you guys: Cassandra’s moveset isn’t in this game at all. Sure there’s a couple sword and shield characters, but Cassandra’s moves aren’t in this at all. Nor Talims or Zasalamels. Also, Devil Jin’s IS.
Alot of the characters you grew to love aren’t playable in this game either. (Hell, some aren’t at all) Honestly, its sad that they could fuck up a game this badly…right down to the roster ideas…= .
From what I saw in the game I played last night.. Cassandra’s move set was kind of in there.. if not it would be that other one… Sophitia
Nope. It’s like an odd mix of Cassandra and Sophitia, with alot of moves that only resemble the two characters, but are still different.
They messed up Cassandra? Now I know I’m not getting this game. She’s my favorite and best character.
Fucking called it. As soon as I saw the trailers for this game, I knew that this was NOT worth my money. I agree with EVERY point you made, Yousif. I myself was a diehard fan of the franchise, but then it took a major nosedive, and I found myself unable to recover. With plenty of other good fighters out there, I decided months in advance to save my money for a game like the new Ninja Storm game or Street Fighter X Tekken (ignoring the cameo-that-shan’t-be-named).
And another thing I called, the story mode. While 3 may have been a bit bland, it had not one, but TWO different, decent story modes, the basic one which played like a choose your own adventure, and an RTS one for original characters and original move sets. 4 decided to wipe it’s ass with this by making story mode a few fights with a cheap as hell ending for each player, and to this one to NOT even have endings for this? For shame, Namco, for shame. I fully support your 3/10, and I hope this sends a message to Project Soul
Too bad, I thought SC4 was lacking already, and they go and reduce the story down ever further. IMO stories are important to a fighting game and if you ignore that or make very little of it, I don’t see much reason to play it otherwise, or at least it doesn’t convince me that its a full 60$ game.
Thanks Yousif A. You saved me quite a bit of money (£69.99) for the Collectors Edition I was about to purchase. I don’t know about you guys but I dig the the intros and the endings from the previous soul games. Maybe SC3 was bland but it had content, which I thought some of it lacked in SC4, and I don’t know why, but I thought that this would be the biggest SC game yet, but sadly it seems smaller then SC4.
Well now I know why the used so much boob’s and ass’s in they’re advertisements…
Well, it depends on how you see it. It doesn’t have a big single player campaign, but then again it has a huge load of changes in mechanics and tweaks. I’d say it’s probably the largest game in the series, if you look at the changes made from precious titles instead of the single player features.
Really though, if you buy fighters to play them alone you are doing something wrong to begin with. Fighters exist solely for the multiplayer. Squaring off against another thinking human is what makes them excitig. If you just want to pulverize things, buy something like Devil May Cry or Ninja Gaiden instead. Games like that have what you want. Fast flashy action and single player focus.
Giving a fighter a poor grade because it lacks single player is like snobbing WoW becuse ther eis no single player. It’s just not how it was meant to be played! Local multiplayer, online and practice is all i need
Wait wait wait wait wait. What?
Please explain to me why the developers even care to include a single player “campaign” in EVERY fighter out there? Why not just include a training stage with some configurable AI ?
Maybe it’s because even characters in fighting games need to be fleshed out to be interesting?
Maybe because there has to be some reason WHY those people fight each other? (may it be stupid or not)
Maybe it’s because SOME people actually like the single player in fighting games?
Hrm. Maybe.
E.g.: Me. I like fighting games. I’m good at fighters. In fact I’m so good that none of my friends wants to play against me, cause it’s frustrating. (or maybe they’re just bad – I don’t know) But I don’t like online multiplayer in most fighters. I don’t like lobbys. I don’t like beating up complete strangers. So what do I do if there is no single player with challenging AI ? (challenging – not cheap! I’m looking at you, Capcom!)
E.g.: Mortal Kombat. Why is Mortal Kombat’s single player content so highly praised if fighters only exist for the multiplayer?
I respect your opinion and your way of playing fighters. But some of us like to play the singleplayer content. Especially in a series that used to have a good storyline and great singleplayer.
Well, not to be insulting or anything but have you heard ofthe term “bedroom warrior”? A bedroom warrior is a person who thinks he is great at a game because he beats all his friends at it. Then he plays against an actual competitive player and get’s his ass handed to him on a silver platter.
I mean i thought i was good at fighting games until i started playing people with tournament experience. I was humbled. Now, and that is with a LOT of practice and time sunk in to Tekken, i can consider myself somwhere in the middle. Intermediate if you will.
As for the single player campaigns, well they are there to satisfy the scrubs and casuals. It’s as simple as that. And please, don’t even bring MK up in a discussion about serious fighters. It’s a complete piece of trash. It get’s praise from people who never played fighters before or who just don’t udnerstand the other games available. Same goes with the single player. It get’s a lot of praise because people are missing the point.
Here, let me explain to you why playing hte AI can never be as challenging or fun. To bea the AI you need to do one of two things. Either find a glitch/exploit in the AI and abuse it or, and this is what you really should be doing but ptobably isn’t, ONLY use safe pokes and then punish whenever you get the chance. Se, you can never have a interesting experience against the AI because the AI can never think ahead of you or learn what you are doing. In most games you can just work up a pattern and leep on spamming that shit untill kingdom come. A real player will see your patters and punish you for it. A real person will see that sweep coming form a mile away. I see players in Tekken just hammering away at those strings and 10 hit combos all the time, they just don’t understand why it doesn’t work against me. I know where the lext low is comming and get a parry. Oops. Shouldn’t have practiced against the AI there buddy
You are of course free to play fighters in wahtever way you like, but they were still made to be played by two players. That’s the whole idea with a fighter and a Artificial Stupidity can never replace a real player. Now i fully realize not everybody plays at that level either, and that’s why you have the single player content. It’s there to even out the cash flow, not to please the fans. The real fans are in an arcade or gaming club/gathering somwhere playing with other good players.
I’m wondering if you even get what you’re telling me.
yaddayaddayadda “I’m better than you casuals so fuck off. You don’t know fighters!”
I’m not saying that’s what you intended to say but that’s the message.
The game is a bare bone mess and I think the score is earned. Maybe a BIT too harsh but it’s nowhere near a good game.
If the Pro Elite series in the whateverhadoukentournaments thinks otherwise – fine. But the REAL customer shouldn’t bother with this.
Well, perhaps this review just isn’t for you, then. Because, let’s face it, the *vast* majority of gamers (including gamers who play fighters) are what would be described as casual gamers. Very few of them are ever going to put in the time and effort needed to get to the level of skill that a tournament player would possess. For them, a storyline and multiple decent modes of offline gaming are important.
I mean, just as an example, less than half of all Xbox 360′s ever sold have ever connected to Xbox live. And of those that have, only half of them have Gold memberships. So, when we’re talking about online play, that’s something only a quarter of all Xbox users can actually use anyway. Clearly, there are still a lot of people out there who don’t care about online gaming. Are you seriously suggesting that the developer should make a game that ignores 75% of it’s possible audience right out of the box? Playing against other people is great, but good single player and AI that is respectable against mid-level players are what you really need here. Just casually suggesting that these people aren’t important, and the developer should pay no attention to what they want, is silly on it’s face.
The type of players that you insist fighting games should be tailored towards (the high-end tournament crowd) make up a tiny minority of the game’s audience. And even if they pour hundreds of hours in to playing the game, the fact remains that, from a purely financial perspective, there’s very little difference between them and the guy who plays for twenty minutes every other day to unwind. They both purchased the game exactly once. By taking out the story and the alternative single-player modes, you’ve created something which is unappealing for probably upwards of 90% of the people who buy the game. Do it long enough, and you know what you’ve done? Killed the franchise. And it’s a shame, because it would be so easy to fix. We don’t expect fighting games to be Shadow of the Colossus, or even God of War. But we do expect them to try to have a story, and Soul Calibur used to be good at that.
If game developers want to try and make a game that’s perfectly balanced caters to hardcore fighting enthusiasts and basically no one else, that’s their prerogative. But that game is almost certainly not going to sell, because hardcore fighting enthusiasts are much too small a market segment. From a pragmatic perspective, what the game needs to focus on are the things that make it appealing to the most gamers – and that’s a good story and workable single player, not a bare-bones experience with exceptional mechanics and balance. That said, this review is a good review for the average gamer. These are the issues that most people who consider buying this game are going to actually care about.
And I also have to point out that it is pretty easy to determine which characters will be balanced and which ones will not be balanced in the hands of players with mediocre skill levels. High-level balance is an entire other thing. I got the impression that this review was talking more about the former, not the latter.
Battlefield 3 fanboy confirmed.
I do wonder how many times exactly anyone played MK9′s story mode. I’m guessing once.
Lack of offline modes are disappointing, but that will only be an issue when the online scene eventually dies, with such an established franchise, that’s not really a problem.
I won’t trust any opinions of the gameplay system, be it good or bad, now that people have only gotten in 5-ish days of play. You pretty much have to buy the game and experiment for yourself unless you want to wait and see until the game is well played and explored, which will take months, but hey! at least the game will be cheaper then too.
Well, not to bash anyone or anyhting but when reviewers try to review fighters it always ends up shitty. I eman 15 hours? You can’t judge if a game is broken or unblanaced in 15 hours of playing solo. Hell, the community will be debating what is and isn’t broken when Soul Calibur 6 comes out.
You say that defensive play is not rewarded? Maybe turtling like a bitch isn’t but it seems to me that proper blocking and punishing works better now than it ever did.
The death penalty of this review was when you brought up Tekken though. I mean T5 was the best entry in the series at the time. You have PLENTY of reason to play a defensive game in tekken 5, even if i tend to agree that you see a clear design difference in the new and old characters. That said it’s still not just a mash-fest. know your frame data and punish accordingly and you get great results.
Nah, i wouldn’t trust this review score unless you are a very casual player. If you are unsure about the game, wait for a while and hear what the community has to say instead. That’s usually much more reliable.
Also i just want to underline that i’m not trying t bash the review as such, it’s just a very hard genre to review. Most people are extremely casual when it comes to fighters and as a reviewer you don’t have the required time to spend to give the game a fair shake. So yeah, if you just want something to mash out with, this review is probably accurate. Want to get in to the nitty gritty of the game? Don’t even look at the score
Also a question; You have to unlock characters? Really? Man i had hoped that every character would be unlocked from the start this time
That’s true about reviewing fighting games. If people would just take an appropriate amount of time to really get into to every aspect of the game and it’s characters instead of trying to beat the rush of other review sites by having your review out on release day as well, then we in the fighting game community might take reviews a little more serious. We don’t care when a review is out just that it be a thorough one.
I know it can’t be helped sometimes when you are given a ludicrous deadline, but I’m just stating a mostly common fact. As it is right now, the FGC play the games they like and are used to and I don’t see this changing in the near future.
Yeah, it’s always best to take early impressions and reviews of fighting games with a huge grain of salt. Especially when it comes to balance – even high-level tournament players can’t tell where balance issues really lie with so little time put into a game, much less more casual fans, whether they have an understanding of the genre or not. It takes time to learn what everyone is really capable of, and what can be done against each thing that each character can do.
For example, when MvC3 came out, everyone thought Sentinel was overpowered – but then people learned how to play against him. Now you hardly ever see him in online matches, and tournament players have relegated him to the role of assist character/X-Factor comeback character (and there are numerous better X-Factor comeback characters). The health nerf he was given accelerated this, but tournament players tend to agree that that nerf was an overreaction on Capcom’s part, and Sentinel was not going to dominate as much as he did early on for long regardless.
Similarly, I really doubt that whoever seems overpowered at first glance in this game is going to turn out to be genuinely the best, they’ll just be the easiest to do well with early on, before everyone who plays the game at a decent level breaks open the real possibilities of the game’s system and characters.
So you’re critique is basically “You aren’t hardcore enough to appreciate this game”?
Considering we’ve had a pretty good run of fighters in the past year that offer something to casual and tournament players alike, that is not a good sign.
More like “You’re not hardcore enough to be able to tell whether the gameplay (not the entire game) is solid”.
Uh… He played the game -mostly against the AI- for 15 hours and declared it was broken. He can’t say how because he didn’t actually find anything that was broken, but rest assured, an infinite combo may appear in a few weeks.
While i agree that tiers and overall balance is discovered with time, I am a fighting game veteran with experience ranging far back too the days of Fatal Fury at the arcade (love me some SNK and NEO GEO). The majority of my time with this game was spent with another SC vet that I used to attend UK tournaments with for SC2. Together we worked on finding characters flaws and strengths.
Although our analysis may not be perfect, I’m confident in saying the balence is off. If in 6 months time I am proved wrong i’ll hold up my hand and admit it.
This is review is so ridiculous that it’s laughable. First off, as others have said, balance is not defined in day 1 and offline with just 2 people. While you may have felt that Mitsurigi got nerfed, which he did I don’t doubt it, characters like Maxi and Yoshimitsu received huge buffs. That’s the waiting fighting games go. So putting balancing as an issue is a big problem with this review.
Secondly, I hate to question your credibility for fighting games but having someone that attended tourneys for SC2 does not an expert make. I was playing for several hours with guys who competed on the highest levels in the U.S. since SC1 and they were breaking everything down with me. In comparison, this game is more of an upgrade from SC4, so basing your idea of balance from SC2 is not a good choice.
Thirdly, Just Guard doesn’t stagger but it’s similar to the parry system of Street Fighter 3: Third Strike. With practice you can pull of extensive Just Guards and gain an advantage on your opponent for a free hit. Aris from avoidingthepuddle.com made a great tutorial explaining it in full and commented that he preferred the Just Guard over Guard Imapact as Just Guard was much safer overall. You can watch the video here – http://www.youtube.com/watch?feature=player_embedded&v=v0L4j82SMog
Finally, with the addition of meter moves and less Ring Outs/Wall Splats, the amount of strategy in this game far outweighs previous Soul Calibur games. It’s almost no comparison. The fact that you made no mention of this puts into question the extent you reviewed this game.
Seeing as you have such a vast experience of fighters then, one might think that you’d reserve your judgement of the balancing in the game until it’s been better established by the community. Two players hammering away at it for a few hours just isn’t enough.Maybe you just suck too bad to counter Sieg or something,who knows? I bet it’s nowhere near as borked as you make it out to be. Nerfing Mitsurugi? Seems like a given, he was complete freaking BEAST in 4. Well in competent hads at least. Easiest bloody 50/50 mixup in the game, not blockable on reaction and some pretty juicy combos and efficient pokes. Also rather easy to play efficiently.
Now i’m no expert when it comes to Soul Calibur, and i’m not saying that it’s NOT broken. It might well be. All i’m saying is hold your horses, wait and see what the community comes up with after pooling thousands upon thousands of hours of gameplay. Much like it was said above, maybe a cahracter seems OP to begin with but then later turn out to be maybe not so great.
Could you explain this?
“However, guard impact has gone and instead we get ‘just guard’…”
I just saw a video with guard impact in it for this game. What did you mean by this statement?
Still find it strange that nobody on 8wayrun is complaining about Siegfried being supercharged or Pat’s launcher. It’s almost as if experienced players aren’t having trouble with this stuff at all.
As to the unlockable characters: nope, you have to play through the shitty story mode first. Ezio, though, is playable from the get-go.
As to everything else: that’s nice, except that the game features no tutorial mode at all. None. Zero. New to this game? Good f**king luck. Hell, I am a more casual fan of this game (I hated SC4 partially because of a difficulty slider, and I didn’t like my ass being handed to me on Arcade mode by the f**king Jedi), and really wanted to like this game. Fighting games are a genre that really need, in the beginning at least, to have some hand-holding. You can’t go from normal difficulty in Story mode or Arcade to uber-death mode online. It just won’t happen. Can players figure stuff out for themselves? Well, yeah. But in order to engage those “casual” players, you need to show them how the mechanics work. You can’t throw in more complex mechanics and not explain how they work or how they are activated.
Oh absolutely. But that’s hardly an issue just concerning SCV. The only fighter that has a decent tutorial is VF4 EVO. The tutorial in that game actually helps you understand the game, it explain the system. No other fighter does this and it’s baffling to me. I don’t understand why the moves list doesn’t include all the info on a move and so forth. Why not include frame data in the moves list in a game? I mean teh developers know, why not add it? It’d help a LOT
BlazBlue: Continuum Shift also has a decent tutorial mode. Not a full-blown in-depth introduction to the fighting game genre that many might need, but it covered some important basics that beginners need to learn, like the concept of mixups, and using one character’s invincible shoryken-like move in conjunction with the game’s instant guard ability to counter an enemy’s attacks.
But yeah, fighting games as a genre really need to start including serious tutorial modes, so that casual players can actually learn how they function. There’s so much about them that, at present, you’re not going to learn unless you visit websites dedicated to the genre and mostly full of tournament-level players, which is going to be intimidating for most people, especially with the contempt many tournament players evince for “scrubs.”
I’m not super at any fighter, i’m ok when it comes to Tekken and VF but that’s about it. I don’t mind scrubs, i mean we were all scrubs in the beginning. I do however hate retards, like some people in this here thread, talking like the tournamnet players are som little fringe group and that fighters shold cater to the idiots that want beefy single player campaigns and crap like that. It’s the hard core fans that keeps the genre alive, it’s us who play our favorite games for hundreds upon hundreds of hours who are the real fans and who knows the genre. Then again, games like Mortal Kombat are doing exceedingly well so maybe that is indeed what’s in the cards. I weep for the future
I fully understand that there are casuals out ther who want another experience, and that’s why there are other games to play. There are plenty of games with great single player campaigns. I don’t see the point in giving a game poor marks for doing what it’s supposed to. If you are a casual scrub and still want to play fighters, then that’s great, just don’t act like you know wtf your are on about is all i’m saying. (That’s no really aimed at anyone in particular, just people yapping on about fighters in general
)
In the Soul Calibur case though, i guess it might be more understandable that people expect more from the single player campaign as the first 4 games (inclding soul blade as the first) had some interesting things going for the lone wolves out there. Especially back in the day before online fights were possible. But the game is still a fighter at it’s core and should be judged as such. For a fighter, this game seems to offer a robust roster, a slew of new mechanics, a load of tweaks and excellent online support. Sounds like pretty decent package to me. In theory at least.
Now, i haven’t played it yet so i don’t know if it actually is any good, but i just don’t see any justification for marking it down for fore mentioned reasons. And again, talking balancing issues already… it just seems way too early.
I don’t know, i’m just passionate about fighters and i get annoyed easily when people start spouting inane stuff about my favorite genre. I hope you guys aren’t offended as i’m not trying to be a jerk as such. I just get worked up
Sorry, I couldn’t respond to your most recent comment, so I had to do one before, if it makes a difference.
Anyway, I, for the most part, agree, and that is probably why Angry Joe gave this game a 7/10; the mechanics make for a very well-designed fighter, and if you play online, or just with other people, it shows. I did not notice any balance issues, and I’m not really that good at the game, so when I talk about how shit this game is, I tend to not discuss those aspects.
However, the reason I and others really do not like this game is not that the single-player modes are just piss-poor, it’s that they WERE awesome, and now, for literally no discernible reason, they are shit. The difference between the single-player in SC2 and SC5 is astounding. Better mechanics should not, do in this case do not, justify the reduction or absence of what were simply amazing single-player modes, established and well-liked characters, or the introduction of new placeholder characters with no background given.
Practice mode does have a help mode that has a pop up explain what a move does etc. Also the manual tiny and it still manages to explain game’s core defensive and offensive features.
Aww man, really? Really?!
This sucks. This is my favorite fighting game series; I can’t believe this one’s such a disappointment.
I might get it anyway just to play around with the character editor and stuff, but I’ll definitely wait for a price drop. I was looking forward to this, too.
I actually like this game. It’s the best Soul Calibur game since part 2. Intros, endings, and the like are just eye candy that aren’t important. It’s about the game play and it’s really good. If you want flash and story mode endings and the like go play Mortal Kombat. If you’re a Soul Calibur fan and all you care about is the game play (what’s MOST important) and not to mention the best and smoothest online experience I’ve ever had in a fighting game, give this a try.
I’m not hating on your review, it’s your job. I’m just giving my opinion as you were yours. Also, you must not be a Siegfried player because he could always move that fast.
My main problem with Siegfried is that his impact level has gone up, his damage has had a slight increase and his stances are now even easier to switch between mid combo.
Look at a character like Mitsurugi and he has had one of his stances taken away, his damage decreased and the delay between stance/ attacks lengthened leaving him open more often.
Gameplay is important, but I really feel it took a massive knock in this title.
However, you are correct, you are entitled to your opinion and if you enjoy the game who am I to tell you not to!
I’m sorry, but this is wrong. is the gameplay important? Hell yes it is, but what about the characters? Why are they suddenly not important? IN SC5, all they are are fighting styles with different faces. In literally every other SC game there has been a story mode that established at least some sort of personality or characterization, but in this game, there is nothing of the sort.
Also, in SC3, the single-player modes were excellent. Why did they disappear? Why does Project Soul now not give a damn about their characters? Even in fighting games, the fighters need to be people, and not just punching bags.
This game wasn’t a first day buy anyway. We’ll have to wait and see what the sales have to say about that. Besides, I was upset Amy and Talim aren’t in the game but that’s not saying much. I wonder what the hardcore fighting game elitists will have to say about this?
Well, money well saved for Blazblue Continuum Shift Extend and Phantom Breaker
I had a big rant here. Really – the main issue is the terrible editing. Slamming a game with 3 is fine, but making sure your article is well written and properly edited is a better way to ensure that you are taken seriously.
Somehow my unedited version ended up on the site instead of my final version. Thanks for pointing it out. I’ve changed it over now!
That one wasn’t even spell checked! WHOOPS
There still seems to be a lot of errors. Has it been updated yet?
Sounds good – glad someone didn’t like me pointing it out. I’m a game journalist too and it’s rare that you find journalist that care at all. Doing my part to keep this line of work respectable!
Appreciated. I’m reading through it again now. Found this review quite hard to write. Any negative comments presented nicely will always be taken on board.
Yeah – still a chunk of errors hidden in there. A few spots that could be cleared up quiet a bit. If you guys are on the look out for an editor – I’m always looking to add more experience and pad my resume more! The article is well written from a conversational standpoint. On paper, it just needs a chunk of changes and edits to be more clear in what it is trying to say.
I’ve had good old Rob G. go through it with me. Should be all sorted now. Don’t know what was wrong with me, but I apologize.
Big thanks to Rob
Ow! That blows since I really like this series.
Oh well, back to BlazBlue: Continuum Shift.
3/10???? I can see you think it’s bad but THAT BAD?!!! ouch.
less modes, lack of character endings in arcade mode, story mode lacking, unbalanced roster, etc…..but still…damn.
I had to think about the 3. I was gonna give it a 4, but then I realised its not even close to average.
Yeeeouch! It was perhaps too much for me to hope for a more robust single player, but if the fighting’s broken now, what’s left?
You can’t tell whether the game is balanced (or the fighting is broken) this soon. It usually takes at least few weeks to be at least somewhat certain who is top tier, but even then you can’t know if the game is balanced or not.
I don’t understand, why reviewers want to talk about balance when they usually are not even able to play the game properly, which of course most people can’t.. since fighting games are not easy to learn. I’m sure even pros won’t be able to play this game up to it’s full potential for at least few weeks.
What a fighting game’s review should talk about are graphics, sound, singleplayer and other features (like some tutorials, challenges.. etc), online play quality.. of course a little bit of gameplay, but not as much as you would think because of the reasons stated above.
I don’t think he’d be making bold claims about the balance issues if he wasn’t damn sure.
You know why you don’t see other reviews of other fighting games talk about overall balance? Because they may not be as glaringly obvious as what’s in here. Or what may be in here. I haven’t played it, and I’m going to fulfill the purpose of the review and stick to my guns.