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On the whole, a quick description of the title at hand could go something like this: easy to learn, hard to master, with matches mostly favouring fast movement and aggressiveness (heavily punishing towards turtling), and, like Dead or Alive 5, lots and lots of mind games. Knowledge of the game's mechanics is still a must, and this can definitely be useful in certain situations, but it kind of feels that it will mostly act as a tension breaker for lower tier players, as pros won't really find it that good of a technique, and just keep doing their counters, Guard Impacts, and other tricks. Is this more of a risk/reward, luck-based move? Kind of.
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Reversal Edge is a specialised block that ends in a vertical hit, and that seamlessly puts both players in a mini cut-scene of sorts, letting them make a move that follows a paper-rock-scissors kind of logic. As for the new tools of the trade, there are Lethal Hits, which can be pulled off in specific occasions, launch the opponent in the air, and, as expected, leave them vulnerable to a follow-up attack… but the biggest addition, and the one that will be the most controversial amongst fans, is Reversal Edge. Speaking of the gauge, Soul Charge sees a return, albeit in its new updated form, as players who charge up not only boost their damage, and, especially, chip damage, but they also enable the use of some really impressive abilities, which makes each character even more unique.
Soulcalibur pc full#
The one-button super move known as Critical Edge, for instance, only requires a full Soul Gauge, and while this means that it can be used more often, one must be careful when to do so, as it's a move that's somewhat easy to evade or block, and the energy that powers it accumulates relatively slowly.
Soulcalibur pc series#
Battle-scarred SoulCalibur players will feel right at home with the usual vertical and horizontal attacks, blocks, parries, counters, eight-way-run evasions, and so on and so forth, but the best thing is that newcomers can easily come in and play, too.Ĭertainly, there are tons of different things to memorise, but the series has never been one where you had to press more than four-to-five buttons to do anything, something that also applies to its more "fancy" moves, which SoulCalibur VI tweaks up a bit. The cast is also more balanced, and provides a nice selection of weapon-wielding warriors, making it easy to find a favourite… or more.
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Soulcalibur pc upgrade#
Gameplay-wise, it's an upgrade from last time, with much more fluid controls, a faster pace, and a better feedback and all around feel when swords, axes, and so on, clash. Plus, this corrects the enormous mistake of swapping big names with their boring siblings/children/clones, with many of them finally seeing a return. A bit more polish here and there would make this feel more up to par with its contemporaries, and yet, with the exception of the extremely boring character creation screen, half-baked selection of battle arenas, and their ridiculously blurred backgrounds, SoulCalibur VI is a really pretty thing to look at.Īcting as a sort of return to its roots, this ditches the dull colour palette of IV and V, and downturns their heavy, almost anime-ish fantasy elements, while still continuing to be a flamboyant show off - one that doesn't succumb to latest trends and business tactics, and wipe-out its fanservice aspect (cause these are trends, and business tactics), and yes this means Voldo, and not Taki, Sophitia, or Ivy. No one in their right mind would ever call a SoulCalibur ugly, yet the series always had to do without a big budget a tradition that continues here, as well, and, due to the developer's supposed reluctance in making this, it kind of shows… but it doesn't matter.
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