The Soulcalibur shot on a adrenaline shot, and Soulcalibur VI is both. October 19, circles back for a do-over of the first few Soulcalibur games, retelling the major characters' stories all over again and even putting everyone back in their original outfits.
Soulcalibur V came out six years ago, and by now, it's been all but forgotten. Between the controversial addition of a super meter and reduced movement speed, SCV matches tended to feel sluggish. Kayane stepping away due to disappointment in the design. Even for casual players, SCV had little to offer; its single-player What a few hours long, bizarrely, it eschewed stories about the series popular well-known characters in favor of focusing on two unpopular nobodies.
Soulcalibur VI reverse course on most of that , No one had populated the multiplayer servers in the advance copy that I got for review, so I can not tell you about multiplayer yet, but I have good news for those disappointed by SCV . There's tons of single-player content, the game's speed is faster, and there are some new mechanics in the game that make it easier to fight back when you're getting battered. Ironically, these new elements revolve around the defensive options, and these elements serve to counteract the return to a speeding movement speed and hopefully help them out of the ring as often. [19659005Therearetwosignificantnewmovetypesin SCVI : The Reversal Edge and the Lethal Hit. When executed, both involve a big dramatic animation slowdown. Each character has different Lethal Hits they can perform and flashy, reminiscent of Tekken 7 's slow-motion moves. Clearly, Bandai Namco has decided that slo-mo fighting games look cool, and it's not wrong.
Learning which of a character's moves can be successful in a lethal hit slowdown, as well as the best time to do it some practice. The Reversal Edge, on the other hand, is easy for even a total Soulcalibur novice.
If you're taking a beating, you just tap that one button, and you're on the next hit, you want to enter the Reversal Edge sequence, a slow-motion rock-paper scissors battle. The vertical attack button wants to beat their opponent if they hit the horizontal attack, the horizontal attack wants to beat their kick, and the kick wants to beat their vertical attack. But it's more than just rock-paper-scissors, because there are more options than just these three. Using the guard button or the directional stick will further alter your potential outcomes, so it's more of a rock-paper-scissors-gun-dynamite situation. The Reversal Edge is a game of chance in the middle of a game of skill, and since it's built to work as a defense, it puts a strong potential tool in the belt Soulcalibur newcomer.  Here's my Ivy with a Reversal Edge, then a Lethal hit. Slo-mo on slo-mo.
Another defense-friendly change in SCVI is that the Guard Impact move, which is basically a parry, does not cost any of your meter charge. You could always hit the block for free, but now, there's no reason not to do more Guard Impact blocks, which just requires you to tap forward on the joystick and then block. Your timing has come to be perfect, but since there's no gauge cost and you should be blocking it anyway, it will allow you to practice guard impact. In its current form, Guard Impact can seem almost cheap. During the beta, I saw some players complaining that nothing was done.
Overall, executing moves in Soulcalibur VI is simple, which is another tick in the advantage column for newcomers. For example, Critical Edge, which is each character's big splashy special move, can now be done with a single button press instead of a double quarter circle. Some moves, like Ivy's notorious Summon Suffering grab, still have the same kinds of onerous inputs that they always did, but overall, the game makes it easy to pull off impressive, damage-dealing moves. Combos feel easier, too, simple modular building blocks that require a simple press of one or two buttons, or double taps in just one direction. The simple inputs encourage players to focus on their feet;
Soulcalibur VI introduces a couple of new characters, Grøh and Azwel. The former is in eyeball-wearing swordsman who's in denial about his evil side; the latter fights with a pair of gloves and rocks a dramatic villain that would put Skeletor's to shame. There's also guest character Geralt of The Witcher ; his fighting style and lore seem like a decent fit for this magical medieval world. In other words, he makes a little more sense in a Soulcalibur Game than Darth Vader did, but barely. Azwel's the wackiest of the new additions, since fighting with enchanted gloves makes his weapon. He might be the F.A.N.G.
Want a story mode? Have two
Soulcalibur VI so swings back hard at all the complaints about SCV 's lackluster single player content by including two story campaigns. The first, titled Libra of Soul, makes use of Soulcalibur VI 's character customization options: You design your own fighter (human, lizardman, automaton, whatever) and select their weapons, fighting style, and aesthetic. Soulcalibur mainstays like Kilik, Maxi, and the rest.
You make "moral choices," which are labeled blue or red depending on what you want to do good or bad. So far, I've been making "good" choices, which means the Libra of Soul scales icon at the bottom right of my screen has begun to tip in the blue direction. SCULLY 's Chronicles of the Sword mode. Soulcalibur Faces, the game takes me back to a map , Libra of Soul takes place in Soulcalibur canon.
Libra of Soul has plenty of RPG mechanics to break up the one-on-one fights. You can then increase your power level over time. Libra of Soul gave me a chance to level up my real-life brain by practicing lots of different fighting styles. You can change your character's weaponry, style, and even their body type any time you want. Cirrus' dual blades and Tira's wheel according to my whim.
Lizardman, but I did like to switch between them Soul, but somehow, I'm still only on chapter 2. So far, the story has a lot of unnecessary padding, with NPCs over-explaining their situations in every encounter, and tons of optional side quests. The sheer volume of dialogue feels like a reaction to the post- SCV clamoring for more single-player content.
Two familiar faces will shepherd you through both Libra of Soul and another story mode: the aged Edge Master how to fight, and the time-hopping, reincarnating Zasalamel, who got introduced late Soulcalibur canon but has retroactively been put into the beginning of this game. Or something.) Any time you're confused, and even when you're not, one or more of them will drop you over the two swords-there's good one, a bad one, and plenty of broken shards from each other's Evil Seed event, and the formerly named "astral fissures."
Soulcalibur Although it is the first choice on the screen, the Soul Chronicle story newcomer. Soul Chronicle's main quest line follows Kilik, the story goes on. She went evil, of course, so he had no choice-and same goes for all the other possessed unfortunates at the temple on that one fated night.
Kilik meets the slick pirate Maxi and the lovely Xianghua, who just happens to be the long-lost sister of that girl he had to kill. You've heard this one before, unless you have, in which case, you're in luck. In addition to the main quest line, the game's 20 characters (including Geralt, but not one-day DLC character Tira)
Playing through all Soul Chronicle wants to force you to play through several fights as each individual Soulcalibur character, which means you'll learn how to play as everybody and against everybody. It'll also deliver you all the exposure of the previous games in a streamlined, sensitive format. There are too many of them in the franchise, but Soul Chronicle moved slowly enough that I think I finally nailed down which of the ling Sheng-Su temple's treasures do what where and with whom.
There are almost no 3D animated cutscenes in this mode, only 2D paintings of characters' expressions by text and voice acting. Having again every chapter of Soul Chronicle, I again think it feels overstuffed; a huge number of interchangeable possessed peasants get introduced in chapter after chapter, only to the by the player character's hands. Ken Burns Documentary on Soulcalibur But I keep getting interrupted by having to pick up my controller to fight another skeleton pirate man.
The Ken Burns Soulcalibur Documentary is pretty fun, though, and informative. Many of the people doing the job are doing well by "Nightmare." Soul Chronicle lampshades the over-the-top nature of that moniker several times: the Japanese samurai Mitsurugi never gets it right, the whole time.
The two story modes even overlap with each other. Kilik wants to fight against your custom-made Libra of Soul character during his Soul Chronicle storyline, assuming you've made one by then. I've gotten it all for about 10-12 hours, although there are still some blacked-out chapters remaining, which I expect to unlock once I've completed Libra of Soul. Libra of Soul.
Soulcalibur : back to basics, and welcoming as heck. If you've never played any entry in this franchise before, this is a great place to start, since it's the complete story to you and teach you every character's moves along the way. If you have not played Soulcalibur since the Dreamcast, you'll find this to be a shinier and slightly slower newbie-friendly reboot of its core concept (you'll be amazed that Ivy is still technically wearing the same exact outfit as the Dreamcast version, except she's, uh, more grown up). Soulcalibur this is a nostalgic trip back in time. But that's okay. Soulcalibur needed some new blood.