Soulcalibur[a]is a 1998fighting gamedeveloped and published byNamco.It is the second game in theSoulcaliburseries, preceded bySoul Edge.Originally released in arcades on July 30, 1998, it ran on theNamco System 12hardware, and wasportedto theDreamcastconsole in 1999 with new features and improved graphics.
Soulcalibur | |
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Developer(s) | Namco(Project Soul) |
Publisher(s) | Namco
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Director(s) |
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Producer(s) |
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Designer(s) |
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Programmer(s) | Shinobu Nimura |
Artist(s) | Ryoichi Ban |
Writer(s) | Yoshihiro Nakagawa |
Composer(s) |
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Series | Soulcalibur |
Platform(s) | |
Release | |
Genre(s) | Fighting |
Mode(s) | Single-player,multiplayer |
Arcade system | Namco System 12 |
The game centers on the pursuit of the legendary weapon known as Soul Edge, now in the possession of a warrior known as Nightmare, who slaughters countless people to satisfy the blade's bloodlust. Other warriors pursue him either to claim the weapon for themselves or to destroy it, end his mass murder, and free him of its curse. Developed closely withNamco'sTekkendevelopment team, it is one of the fewhome consoleports that outdid theirarcadeparent performance-wise. The title brought many innovations to the fighting gamegenrethat include a heavy emphasis on weapons and a unique eight-way movement system.
Soulcaliburreceived unanimous critical applause upon release; it is the second-highest-rated video game of all time, with a 98 rating onMetacritic.It won the majority ofGame of the Yearawards in its respective year, and is widely regarded as one of the greatest fighting games and one of thegreatest video games ever made,topping numerous "best of" lists in years following. The North American home version was released as alaunch gamefor the Dreamcast, playing a part in its successful launch.Soulcaliburbecame available as a downloadable title on theXbox 360'sXbox Live Marketplacein July 2008 and it isforward compatiblewith theXbox One.
Gameplay
editOne of the biggest innovations introduced bySoulcaliburto the gameplay system of its predecessor,Soul Edge,is the eight-way run. Previous3Dfighters had only limited movement along the thirdaxis,with sidesteps and rolls providing useful but unsustained lateral movement. InSoulcalibur,simply holding down ajoystickdirection causes the character to move in that direction, giving the player a sense of freedom and deepening the strategy of the game.
Soulcaliburalso features "forgiving buffering", allowing players to enter an input for one move before their characters have finished recovering from their previous move, which makes executing a quick succession of moves easier (other fighting games such as theTekkenandVirtua Fighterseries have relatively strict buffering requirements, meaning expert timing is required to pull off many combinations, butSoulcaliburfeatures much more lenient timing to successfully execute a buffer). Finally, the Guard Impact offensive blocking maneuver shown inSoul Edgehas been given a deeper range of techniques, allowing players to push back or redirect attacks past themselves as well as swatting away an opponent's weapon to stun them.
Characters
editSoulcaliburwas originally planned to be a dramatic overhaul, with all new characters apart fromMitsurugifromSoul Edge.[1]However, nine of the 11 characters fromSoul Edgeended up carrying over toSoulcaliburby the time the roster was finalized in theDreamcastversion (Cervantes,Hwang,Seong Mi-na,Mitsurugi,Rock,Siegfried,Sophitia,Taki,Voldo), with an additional ten new characters joining the ranks (in the South Korean version of the game, Mitsurugi was replaced by an English-Japanese swordsman named Arthur[2]). Cervantes exclusively appears outside original arcade version, in additions to a playable version of the final Boss character, Inferno. The arcade version featured a staggered Time Release system for hidden characters[3]akin to the Tekken series as well as codes that could be entered on the Namco website.[4]
As with many fighting games, many of the new characters were heavily styled after existing characters from the franchise. For example, new characterMaxihas a fighting style and move set influenced bySoul Edge'sLi Long(the only of the original starting characters not to return). In fact,Soulcaliburonly added one original playing style, belonging toIvy.New charactersXianghua,Maxi,Yoshimitsu,Astaroth,Kilik,Nightmare(re-introduced fromSoul Edgeas a regular character), andLizardmanwere based upon existing characters Hwang, Li Long, Mitsurugi, Rock, Seong Mi-na, Siegfried, and Sophitia, respectively. Consequently, Namco has been working sinceSoulcaliburto gradually separate the individual styles of the characters in order to make each one unique.
Plot
editThe mystical sword of the legends, the "Soul Edge", ended up in the hands of the dreaded pirateCervantes de Leonof Spain. For the next 25 years he stayed dormant on the remnants of a Spanish port town taking the souls of those who reached him during their search for the sword. LikeSoul Edgethis game begins in the year 1583. The reign of terror of Cervantes was soon to start but through the joined efforts of Greek divine warriorSophitia Alexandraand Japanese ninjaTakihe was stopped and killed with one of the twin Soul Edge blades shattered in the process. As it was about to tear itself apart a young German knightSiegfried Schtauffenapproached the port town and battled Cervantes whose corpse had been momentarily reanimated through the will of the Soul Edge. After emerging victorious Siegfried's attention turned to the sword. At the moment he took the hilt of the cursed blade Soul Edge released a bright column of light into the sky. This was known as the "Evil Seed" which was bound to bring calamity and death in its wake.
Three years after those events, Soul Edge uses Siegfried as its host, and now Siegfried is Nightmare, a knight wearing azure armor and sporting a hideously deformed right arm. Europe plunges into a vortex of slaughters as he and his followers claim souls to strengthen the blade in its weakened state. Unknown to them a group of warriors met on their journey to stop Soul Edge and with them three sacred weapons join once again.
Development
editAfter releasingSoul Edge,Namco took some time to evaluate what had made the game successful before jumping into the development of its sequel. Producer Hiroaki Yotoriyama decided to give the sequel a new name instead of just calling itSoul Edge 2in order to have a fresh start and take the series in a new direction. The nameSoulcaliburis aportmanteauof the wordsoul(as inSoul Edge) andKing Arthur's swordExcalibur(ultimately, the name would be used within the game's universe for the holy weapon which would counteract Soul Edge's evil). Inspired by an internal Namco prototype featuring a character able to run openly in a field, the eight-way run system was implemented. Upon application, the development team was surprised at how well it meshed with their fighting system and decided to build the rest of the game around it. During development they worked closely with Namco'sTekkendevelopment team, sharing ideas and research. Yotoriyama felt that with that cooperation and partnership, they were able to develop "the greatest weapon-based fighting action game in the world".[5]
Yotoriyama has described the game's concept as expressing "fun and diversity in weapon combat", citing the contrast in how one weapon would affect gameplay compared to another and how they would react to each other upon clashing. Each character's fighting style was designed to revolve around their weapon, though he noted that because of the differences they experienced difficulty in balancing the gameplay. He described the availability of movement in comparison toTekken 3as a large contrast between the two series and more tactical and emphasized how it interacted with the game's "ring out" feature.[6]Each character inSoulcaliburwas designed around the idea that they could be viewed as a real person could,[7]and to this end, motion creator Masataka Ishiguro emphasized the arm and leg movements for each character in relation to their weapon, wanting players to "feel the individual motions and the realism within the game"[8]
It had been announced in January as "New Weapon Fighting Game"[9]and a test version was shown atE3in May.[10]The team for the arcade version ofSoulcaliburconsisted of roughly sixty people working on Namco'sSystem 12hardware, while the team developing the home port was reduced to about forty. Given a deadline of seven months to coincide with the North American launch of the Dreamcast, the transition was difficult for the team, due to the differences in hardware. However, due to the similar capabilities and limits of each system, content was left intact between the two versions, with Yotoriyama feeling that the team was "obsessed" with giving their best effort for the port. The biggest technological change to the Dreamcast port was to render all of the game's stages in full 3D polygons, whereas the far backgrounds in the arcade original were flat, two-dimensional images. Additional content was also added to the game to ensure replay value, based on researching other fighting games marketed at the time. Many of the team's ideas that they were unable to incorporate into the port were eventually used for later games in the series.[5]
Release
editThe game was originally released in the Japanese arcades on July 30, 1998,[11]with releases in North America and Europe following later the same year.[12]AGamestBookseries guide bookSoul Calibur Skill Up Manual(ソウルキャリバー スキルアップマニュアル) was published byShinseishaon September 27, 1998.[13]
Dreamcast
editThe Dreamcast port ofSoulcaliburwas released in Japan on August 5, 1999; and in North America and Europe aslaunch titles,on September 9, 1999,[14]and November 26, 1999, respectively.[15]The North American Dreamcast version of the game removes one of Voldo's suggestivecodpiecesfeaturing a bull. However, the codpiece is present in the European and Japanese versions, as well as the North AmericanXbox 360version. The European Dreamcast version was distributed and advertised bySega Europe.[16]
The Dreamcast version ofSoulcaliburis one of the first examples of a home conversion of a game being graphically superior to its original arcade counterpart. Among the differences were the improved graphics (including the addition of 3D backgrounds), tweaked gameplay, new game modes, new costumes, and the inclusion of an extra character, Cervantes de Leon. The Dreamcast version features new modes such as Team Battle, Survival, and Training Mode. In Mission Battle, the player completes various missions to attain points, which can be used to buy various art, which then unlocks extra features, costumes and stages. Another feature added is the artwork section, containing official artwork, fanart, and high-res pictures. Also unlockable are a "liquid metal" version of the characters' costume and a "Battle Theater" mode, plus a way to modify the opening introduction theme by changing the characters appearing in it, and an "Exhibition Mode" displaying characters performing theirkatas(in Mission Mode it is possible to add more characters to the "Exhibition Mode", such as Taki andSeung Mina).
Xbox 360 (Xbox Live Arcade)
editIn 2008,Namco Bandai Gamesannounced a port ofSoulcaliburwould be released for the Xbox 360. The port was based on the European Dreamcast version[17]and was made available for download onXbox Live Arcadeon July 2, 2008.[18]While the game includedHDupdated graphics and various Live leaderboards, online play was absent which makes it an exception amongst most games ported to Xbox Live Arcade. Other features from theDreamcastversion (Museum, etc., with the exception of Mission Battle) are also in the game. While the intro is removed from this port, the intro music is still in this port. All content is unlocked by the start of the game.
The game is no longer available in the Microsoft Store.[19]
iOS (iPad, iPhone, iPod Touch)
editOn January 19, 2012, Namco Bandai released a port ofSoulcaliburforApple'siOSplatform. Game modes in this version include Arcade,Time Attack,Survival,Extra Survival, Practice, and Museum mode. The game was released as a Universal App to run at native resolutions oniPad,iPhone,andiPodtouch.
The game is no longer available in the iOS store.[20]
Android
editOn November 20, 2013, Namco Bandai released a port ofSoulcaliburfor theAndroidplatform. The app makes use of Google Play Games for synchronization between devices and runs at native resolution and screen aspect ratio.
The game is no longer available in the Google Play Store.[citation needed]
Reception
editAggregator | Score | |||
---|---|---|---|---|
Arcade | Dreamcast | iOS | Xbox 360 | |
GameRankings | 97%[21] | 79%[22] | ||
Metacritic | 98/100[23] | 73/100[24] | 79/100[25] |
Publication | Score | |||
---|---|---|---|---|
Arcade | Dreamcast | iOS | Xbox 360 | |
1Up | B−[26] | |||
AllGame | [27] | [28] | ||
Eurogamer | 8/10[29] | |||
Famitsu | 40/40[30][31] | |||
Game Informer | 9.25/10[33] | |||
GameFan | 98%[32] | |||
GamePro | [34] | |||
GameSpot | 10/10[35] | 7.5/10[36] | ||
Hyper | 9/10[37] | |||
IGN | 10/10[38] | 8.1/10[39] | ||
Next Generation | [40] | |||
TouchArcade | [41] |
Publication | Award |
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Electronic Gaming Monthly | Game of the Year[42] |
GameRankings | Game of the Year[43] |
GameSpot | Game of the Year[44] |
Hyper | Best Game of '99[45] |
Edge | Game of the Year (runner-up), Graphical Achievement (runner-up)[46] |
In Japan,Game MachinelistedSoulcaliburon their September 1, 1998 issue as being the third most-successful arcade game of the month.[47]
The Dreamcast version ofSoulcalibursold in excess of one million copies by December 1999,[48]and 1.3 million by 2002.[49]It is thesecond biggest selling game on the system.[50]It won the 1999E3Game Critics Awardfor "Best Fighting Game". At the3rd Annual Interactive Achievement Awards,theAcademy of Interactive Arts & SciencesawardedSoulcaliburwith "Console Game of the Year" and "Console Fighting Game of the Year"(along with a nomination for"Game of the Year").[51][52]
Blake Fischer reviewed the Dreamcast version of the game forNext Generation,rating it five stars out of five, and stated that "Beautiful, deep, and far more compelling than any 3D fighter in recent memory,Soul Caliburis reason enough to own a Dreamcast. "[40]
The game received universal critical acclaim, garnering perfect 10/10 scores fromGameSpot[35]andIGN,[38]and was for nearly a decade the last game to receive a perfect rating fromIGN,until the release ofGrand Theft Auto IVin 2008. It is the second game ever to get a perfect 40/40 from Japanese gaming magazineFamitsu(the first beingThe Legend of Zelda: Ocarina of Time).[31]As of 2017, game review aggregator websiteGameRankingshas the Dreamcast version ranked as the seventh best-reviewed game of all time, as well as being the highest-scoring title in the fighting game genre.[21]
The Dreamcast version ofSoulcaliburalso holds a score of 98, making it one of the highest-rated video games of all time across all consoles and platforms, onMetacritic.[53][b]
Retrospective
editSoulcaliburwas named as the number one best Dreamcast game byGame Informer.[54]In 2009,IGNrankedSoulcaliburas the fifth best Dreamcast game,[55]whileScrewAttackranked it sixth.[56]GamesRadarnamedSoulcaliburthe best Dreamcast game of all time on their list.[57]In 2005,GameSpotrankedSoulcaliburas the sixth best launch title yet, calling it "not only one of the greatest launch games or one of the greatest fighters, but one of the greatest games ever. Period."[58]In 2022, Cultured Vultures rankedSoulcaliburas the best Dreamcast game of all time.[59]
In addition, it is often considered to be one of the greatest games on all platforms, including:
- Game Informer(2001): "The Top 100 Games of All Time" (74th place).[60]
- IGN(2003): "Top 100 Games" (38th place).[61]
- Retro Gamer(2004): "Top 100 Games" (75th place).[62]
- IGN(2005): "Top 100 Games" (43rd place).[63]
- IGN(2006): "Readers' Choice The Top 100 Games Ever" (sixth place).[64]
- Electronic Gaming Monthly(2006): "The Greatest 200 Videogames of Their Time" (22nd place).[65]
- ScrewAttack(2007): "Top Ten Fighting Games" (seventh place).[66]
- Cinema Blend(2008): "Top 10 Best Fighting Games of All Time" (fourth place).[67]
- UGO(2010): "Top 25 Fighting Games of All Time" (second place).[68]
- Complex(2011): "The 50 Best Fighting Games of All Time" (fifth place).[69]
- Game Informer(2019): "30 best fighting game of all time" (third place)[70]
Notes
edit- ^Japanese:ソウルキャリバー,Hepburn:Sōrukyaribā
- ^Soulcaliburshares its status as the second-highest-rated game on Metacritic withTony Hawk's Pro Skater 2(2000), andGrand Theft Auto IV(2008).
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