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PLAYING
WITH POINTY THINGS
SOUL
CALIBUR II
Written By Shaun McCracken
On the last week of August 2003, Nintendo got a double shot of some of
the best games of the year to appear on the Gamecube. Of course, we
know one was Soul Calibur II and the other being F-Zero GX. Two totally
different games, but share a link of being some of the best games of
the year. I guess you can find another link between the two, the fact
that we had to wait a few years for a long-awaited follow-up.
Those who do not know what this game is about or know about it's
origins, Soul Calibur II is the sequel to the arcade and critically
acclaimed Dreamcast home version, which in turn, were sequels to a
mildly accepted arcade and PS1 port of Soul Blade. The wait for the
SCII sequel was a long 4 years since the Dreamcast release. We first
got a taste of the game back in 2001 in it's arcade forms, then later
shown as a GCN build. Later, the PS2 and X-Box versions were built, and
in 2003, the game finally hit home, first in Japan back in April, then
in August in the US. Was it worth the wait? That depends on who you
ask. I personally think it was, but quite a few critics, while
accepting the game pretty well, have been comparing it highly to Sega's
Virtua Fighter Evolution. Finally, a rivalry that involves games, not
the system.
Enough of the history. Let's get into what this game is about.
Basically, it almost seems like a photocopy of the plotline of the
first SCII, but with a different final boss. Participants in the game
go on a quest for the blade known as the Soul Calibur. Everyone has a
different reason and agenda for wanting the blade. Some want to destroy
the blade, others would like to use the blade to destroy their enemies.
The game is set up with a vast amount of game play options. You have
the arcade mode, which plays just like it's titled. You defeat your
opponents one by one for seven stages, and then fight the final boss
for the eighth and final stage. You have a time trial mode, which is
pretty similar to the arcade mode, but you get no continues and you're
playing for a time record, rather than fulfilling a storyline of your
chosen character. There's the fairly addictive Survival mode, which has
you going against as many opponents as you can on just one life.
There's a VS Battle mode for you to go against one of your friends (or
foes) on a one on one battle. Sort of hidden in the madness lies the
Team Battle mode, which is actually pretty fun, and adds a slight
dimension to the game play. You can choose up to three players to join
your team, and fight through 5 stages. Basically, it's almost similar
to the time trial, but I think you get to continue. It's pretty
reminiscent of the game play of Capcom Vs. SNK 2, but you are not as
powerful if you decide to take less people in your team. Team Battle is
also available in a two-player mode. Every one of the said game play
modes (also including a practice mode) is also available as an "Extra"
mode, which basically lets you use weapons you have won or bought in
the Weapon Master mode.
Speaking of which, we have the Weapon Master mode, which is pretty much
the same mode offered in the first Soul Calibur for the Dreamcast (it
may have been under a different name). The Weapon Master mode is a
wonderful addition to the game. If you've ever played Mortal Kombat
Deadly Alliance's "Konquest" mode, then this will seem a bit familiar.
Except here, the stages go beyond learning your moves and abilities,
and actually offers challenges within a storyline. You can play as any
character you have unlocked, and you are also able to change the
character at any point before you start a stage. The Weapon Master mode
takes you through different towns and challenges of varying
difficulties, with a storyline in between. I won't go into storyline
details for the sake of not spoiling it for you. I will say that there
is a lot of reading involved, and there are no cinematic that direct
the action. Seems a bit lazy on Namco's part, but there's also the fact
that it probably wouldn't fit on a GCN disc. Depending on how quickly
you move through this mode, or how well you do, the amount of time it
takes to complete this mode will vary. I'm still going through it, but
I've been all over in the game, so my focus was not totally directed on
the Weapons Master mode. A great addition to the game, and one that
should be explored to unlock and buy various items that can be used in
other parts of the game, such as weapons or galleries.
Soul Calibur II was indeed a long-awaited and much hyped about game.
But when you really look at it, it is just a fighting game. How deep
can a game like this be? Well, it's much deeper than a lot of fighters
on the market, such as Bloody Roar Primal Fury or Dead Or Alive 3. But
then there are somethings done in other games that seem more appealing
or interesting than what is offered here. For example, Mortal Kombat
Deadly Alliance, while not a terribly deep game, offers three different
fighting styles for each of the fighters that can be changed instantly
during combat. While this may seem deeper than SCII's one-style
fighting engine, it's also more complicated. I appreciate SCII's more
approachable fighting engine, despite the fact that you're limited to
weapon attacks, throws and kicks (but there are a lot of them). Then
there's Virtua Fighter 4 (and the newer Evolution), which a lot of
people seem to like a little bit more than SCII. The fighting system is
different, as well as the overall game play. I haven't gotten into VF4
yet (mainly because I bought a busted-ass copy, and missed out on
getting refunded for a broken product), but when I do, I can be able to
discuss which is better. I think I may have lost focus somewhere. I was
trying to explain if the game has enough depth for a fighting game. I
think it does. You have a large variety of game play modes (more than
MKDA), a pretty smooth and easily accessible fighting system, a great
Weapons Master mode, and some unlockable content (but not nearly as
much as the content in MKDA, which had a sh*t load). And depending if
you're playing against other people, this game may stick around in your
system longer. I will admit, I have been playing F-Zero GX twice as
much as this, but I managed to get in almost 10 hours so far. I'm still
not done with it, and I think when I have seen and done everything, the
game play time will be around 20 hours. Not too bad for a fighting
game.
Ok, so we get that out of the way. Before I go on to the graphics, I
want to talk about the controls. A lot of critics from different gaming
publications have bitched about the GCN controller. "It's not well
suited for this game", "The D-Pad is too small", "The PS2 controller is
better". You must really suck at gaming if you can not tolerate this
controller. These people have probably been using the Gamecube longer
and more often than I have (although I've had mine for over a year, so
I've had time with it as well), so I would suspect they could find
their way around this game just fine. But from the way they complain,
they sound like they are just too inept to use a controller such as
this. In fact, the only publication that didn't slam the GCN's
controller as much was Gamepro, which is one (publication) I never
really cared for. In fact, they made a valid point by citing that the
X-Box may be harder to control, because it has two different
controllers. People are so used to the controller S now, that they may
forget that some people actually still own the huge and cumbersome
controller that originally debuted with the system. Nintendo never
changed their controller halfway through the GCN's life cycle, and has
remained the same. So, why bitch? Ok, here's the point I'm trying to
make: Personally, I have no problem with the GCN controller. The stick
works just as well as a D-Pad for me (I would prefer to use the analog
stick), and the button layout seems pretty fair. In fact, every move
you need to make is available on the face buttons (except for the soul
charge, which can be done by using Z). I found the layout fairly
intuitive, and never really struggled with the controls. So why is it
I, who is not really a professional gamer and run a site I don't even
get paid for, manage to find my way around this game without
complaining about the controls?
Well, now that my semi-rant is done, let's get into the visuals. When I
played the demo of this game, I was kind of mixed about the graphics.
The library stage and the palace stage that was offered looked great,
as well as the characters, but the green underground stage didn't look
as nearly as good as I would expect. Well, most of the game's stages
look spectacular in the final version, in comparison to the "green
stage". The detail and textures are done very well, the characters look
great, the lighting looks great, the frame rate is fluid and runs at 60
FPS and the character animations are done right. So far, this is the
best looking fighter on the system, and looks more realistic than the
action figure like characters done for Mortal Kombat Deadly Alliance (I
think we can thank RenderWare for that). And seeing how this was a
multi-console game, it's surprising to see that no quality was
sacrificed here. If Namco continues the trend, R: Racing Evolution will
kick ass.
The sound is equally great. The music is excellent, the sound effects
are fantastic. You now have a choice in voice-overs for the characters.
You can keep them in the English format, or have them speak Japanese
(which was the only option you had in the first SC). While it's great
to have English, it's nice to know that you can play the game the way
it was originally done it it's Japanese form (minus Japanese in
subtitles, they're all English here). I should say, that the English
voices are not that perfect. Some phrases have awkward pauses or are
just said in an awkward fashion. It's not terrible, but it seems a
little jilted. Some come off well, other's don't.
Well, the question is to get Soul Calibur II or not. Well, if you're
starving for a fighting game (especially on this system), then this
will do you very well. If you're expecting a radically different
sequel, with brand new changes, it may disappoint you. It's overall
design is pretty similar to the Dreamcast SC. If you're looking for a
good game, you can't do wrong with this one. If you own a Gamecube, and
want this game, I encourage you to get this version (if you own other
consoles). The game plays just fine, I doubt it's that much better on
the X-Box, and since it's not online for any system, there's not much
reason to bother with the PS2 version. Plus, we get Link, the X-Box and
PS2 people don't. Does it seem like GC favoritism? Well, not really. I
remember that the game started out on the GCN, so really it was the
first console version to be developed and shown (prove me wrong if you
can), so really this should be the better version. Also, isn't it time
for the GCN to have it's moment in the sun?
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Published
By :
NAMCO
Developed
By:
NAMCO
Year Published :
2003
Players :
1-2
ESRB Rating:
TEEN
OVERALL
SCORE
9.3
VISUALS |
9.7 |
AUDIO |
9.6 |
GAMEPLAY |
9.2 |
REPLAY
VALUE |
9.1 |
INNOVATION |
8.7 |
One of the best fighters on the system since Super Smash Bros. Melee.
Mortal
Kombat Deadly Alliance
Mortal Kombat Deception
Bloody Roar Primal Fury
Virtua Fighter 4 Evolution
Dead Or Alive 3
Super
Smash Bros. Melee
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