SoulCalibur 5 Review
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SoulCalibur V is trying to be all things to all people, so intricate changes are felt across most facets of the game. Guard Impacts have been modified, with no need to discern between high and low attacks. The ability to parry your opponent and throw them to the ground is no longer an option, but this been replaced by the Just Guard system, where slapping the block button as an attack connects lets you absorb the attack in a manner similar to Street Fighter III.
But these mechanics don't work in harmony, with the Just Guard superseding the Guard Impact in almost every possible instance, as both require finicky timings but the former doesn't consume your meter and has less recovery time.
Then there's the Brave Edge, which uses a large chunk of your meter but allows you to use certain moves to extend combos. These attacks promote variety in an series that's been blighted by repetition and can even be finished off with a Critical Edge attack if you wish, although strict damage scaling means you'd only want to do this for the purposes of showing off.
SoulCalibur has always placed a greater degree of importance on 3D space than most fighters, and quicker side-stepping means evading telegraphed attacks is easy and vital. The combat, which can initially seem closed and restricted, blossoms once you get to grips with its 8-way movement. The key is in managing space and creating openings with cautious and considered use of quicker horizontal attacks as opposed to the meaty weight of powerful vertical strikes.
A robust training mode helps your fingers limber up with each character, offering up detailed advice on how to use their various intricacies to both press the offensive and counter common attacks. This is an excellent inclusion, only marred slightly by a cumbersome and messy UI, and this kind of hand-holding is exactly what most fighting games sorely need if they're looking to attract genre newcomers.
Other single-player modes include a threadbare arcade campaign, composed of a brief six fights with no ending cinematics, and a Quick Battle mode designed to emulate traditional Versus play. Namco Bandai adds a nice little flourish to the mode by having all of the opponents designed by the game's community using its character creation tools, but it's hard to imagine many players actually choosing to slog through the masses of AI drones.
All of this is designed to shift players towards the skill and comprehension required to tackle competitive play against humans, and SoulCalibur V supports the usual local versus modes as well as a now-mandatory online component. The implementation here is a step in the right direction compared to the shockingly dire netcode of Soul Calibur IV and Tekken 6, but lag is still too frequent (even on five-bar connections) and pulling off precision moves subsequently too fussy for any semi-competent play over the Internet.
Other online options are handled better. There's a suite of a few hundred titles to adorn your player card, similar to that of Street Fighter IV, though most selections feel prescribed and charmless. There is also the option to establish three rivals over Xbox LIVE and PlayStation Network, whose records will be displayed alongside yours throughout the game's menus - a particularly nice touch for those with a competitive streak.
SoulCalibur V is definitely a step in the right direction for the maligned series. Despite plenty of changes and improvements, however, the game is still too complex to be casual and too flawed to be taken seriously. SoulCalibur V might have forged its own soul, but it's not burning brightly just yet.
Version Tested: Xbox 360
VideoGamer.com Score
7 Score out of 10- Looks pretty
- Good cast of characters
- Story mode is dull
- Online netcode could be better



User Comments
Wido@ Endless
Endless@ Wido
This time around we can all sit in a lobby and train with eachother!
pblive
Wido@ Endless
I wouldn't mind getting a Fighting Stick, but that has been pushed back, due to my 360. Probably get one April time or so, but is there any real point? March could be possible with the likes of SFxT, as the hype would just run wild.
I think a lot of people will be picking this up and I cannot wait to become part of the online community and getting a few wins there and then hopefully. :laugh:
thedanyrand@ squidman
Bloodstorm@ squidman
SFxT, ALWAYS that, too many elitists are preparing for Skullgirls so i'm avoiding that like Las Plagas.
squidman@ thedanyrand
It also happens if you attack enough times after KO (possibly random) like in the video, so mash a few buttons post-victory for naked party success.
thedanyrand
squidman@ Bloodstorm
I've played every one of these since Soul Blade, just in a post-SFIV world this one just doesn't do it for me. Sorry.
Bloodstorm
And yet you reviewed it? I'm not questioning your skill or anything, just how much this score merits, nothing personal.
squidman@ Bloodstorm
The net code is alright for a bit of a buttony mash, sure.
Bloodstorm
Surely the netcode isn't that bad?
"However, the game is still too complex to be casual and too flawed to be taken seriously."
That's not what the lads over in Eventhubs, SRK and Giant Attack are saying......
Endless
I have a fighting stick I got on the cheap and I have to say i'm not massively impressed with it. The problem being that in order to get a better quality one I need to spend more money but I dont know if I want to spend the money if I ultimately end up not getting on with a stick.
I have a feeling though that my MadCatz Fightpad isnt as accurate as it used to be, so I may have to pony up for something for SfXt anyway :|
Wido
My favourite Soul Calibur's are 2 & 3 and I haven't played SCIV. SCV looks fresh, yet I still feel it doesn't have that same appeal like Street Fighter and your Tekken. Big name just not as popular as the other two in my view. I still enjoy them however, so that is the main thing! I am heavily debating to invest in those fighting sticks. I do want to go a bit more mainstreamed with Fighting games as something has triggered it.