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The Soul series of fighting games began in 1995 with the release of Soul Edge (known in the West as Soul Blade due to the antics of an infamous trademark troll, which caused Namco to retitle all future games as part of the Soulcalibur franchise), an arcade game developed and released by Namco with an emphasis on close-range armed combat and technique instead of the button-mashing that was becoming prevalent at the time, combining together the fast-paced action of Namco’s sister series, Tekken, with the precision and technical mastery of rival franchise Virtua Fighter from Sega. It was one of the first fighting games to include full Z-axis movement, giving the player complete 3D control of their character. Also, unlike its contemporaries, Soul Edge/Soul Blade was a period piece, taking place in the early days of the Renaissance.
This article will focus on its overlooked first sequel, Soulcalibur, originally released in the arcades in 1998 and ported exclusively to the Sega Dreamcast a year later in 1999. It was the first console to include native support for the Internet (some games had online servers, which was unheard of for a console at the turn of the millennium). This article is divided into two halves:
Soulcalibur’s popularity can be attributed to its fluent gameplay and its smooth and responsive controls. It’s also one of the few fighting games (and, by extension, gaming franchises) to emphasise armed combat instead of the more conventional hand-to-hand fighting seen in games of this type. While not the first fighting game to integrate this mechanic (that honour goes to Tamsoft’s PS1 brawler Battle Arena Toshinden from 1995), it was the first game to actually show that fighting games could expand and diversify beyond the predictable and tried-and-tested (or tired-and-tested if you like) fighting tournament premises.
There was no combat championship to speak of, instead focusing on the story of each character and the overall lore, making it one of the few fighting games with an actual plot and mythology instead of a sequence of recycled tournaments, all-too-often-seen (particularly in Japanese media) clichés and repeated situations. It built upon the foundations laid by its predecessor and expanded the mythology of Soul Edge, the much-sought-after cursed sword, as well as extending the story and evolving the overall lore of the Soul universe with the addition of a counterpart sword which gives the game its title.
In terms of narrative and plot, this is the first game in the series to introduce a “Destined Battle”, in which the player character will encounter their story-centric counterpart (either an ally or adversary) at the beginning of the penultimate (second to last) level of the game’s arcade mode and fight them. This was such an improvement over Soul Edge/Soul Blade’s arcade mode that this mechanic has been integrated into all future games in the series, up to and including SoulCalibur 5 on the PlayStation 3. This game has a lot to unlock, and I think that is another reason for its continuing success, which gives it some much-needed replay value in this day and age of DLC (Downloadable Content), where unlocking new content such as hidden characters, levels or even additional modes of play seems to be a lost art form along with expansion packs.
Soulcalibur’s unconventional control scheme also attributed to its longevity and the survival of the franchise. The controls consist of three (3) attacks: a horizontal attack (known in-universe as the “A” attack), a vertical strike (known as attack type “B”) and a kick. Blocking or guarding is accomplished by pressing a dedicated button, which can cause some muscle memory amongst players more familiar with Tekken, such as myself, where blocking is performed automatically by backing away from the opponent. Pressing either the horizontal or vertical attack buttons in conjunction with the block/guard button performs a throw, while pressing all three attack buttons together allows the player to perform a deadly combination of moves if the correct button and directional combination is inputted - this is what the series calls a “Critical Edge” attack, and properly executed, this combo is unstoppable.
This simplicity is another factor to the game’s success and legacy, instead of relying on attack subtypes for a certain type of blow like in its contemporaries such as a high/low punch or a left/right kick. Four buttons, one for each type of blow, and a button to block. It couldn’t be simpler, and I think the simplicity of the controls and the accessibility of the gameplay is another reason as to why this game still holds up today, nearly a quarter of a century since its initial release. Its rarity also adds to its value, being exclusive to the Sega Dreamcast (a PlayStation 2 port was planned, apparently, but it never came to light). Thankfully, Dreamcast emulation is fairly easy, unlike its predecessor, the Sega Saturn. All these factors combined together have helped shape this game’s success and enduring popularity, and now that I have covered the series’ history and Soulcalibur’s legacy, it’s time for the review and my opinions on the game as a whole.
When the game boots up, an introductory movie will play (skippable). On the main menu, you have a choice of options:
Each fight takes place in a ring-like arena within a random level, and I must admit, the scenery and backdrops for these locations are stunning even 20+ years later. A player can win a fight in several ways:
It is also possible, albeit unintentional, for the player to accidentally eject themselves from the ring - however, if their opponent has already been knocked out of the arena, then they will not be penalised. The concept of fighting in a ring was downplayed in the sequels, which rely on a combination of closed (ring/arena) and open (seemingly boundless) levels.
The ending sequences for each character are seemingly ported over from the arcade version unlike its predecessor, and are composed of a sequence of possibly hand-drawn still images drawn in a sepia tone. If the player manages to beat the game fast enough, then they will get to enter their initials in a rather creative fashion, where the character of their choice will attack the respective letters or symbols depending on which button is pushed on the controller (they can also be moved around briefly as the screen fades to black).
The sound effects are a combination of the new and the familiar - some have been ported over from Soul Edge/Soul Blade, while others have been made specially for this game, and they are, to be honest, inconsistent with their impact. Some have the right effect and can give a sense of pain or urgency, while others fall a little bit flat. The music also has a similar issue - some compositions (all new for this game) accentuate the atmosphere, while others seem to suck the life out of the action. The sound design here is a mixed bag but mostly good.
Soulcalibur is not only a classic Dreamcast game, it’s a gem in a treasure chest - this is one of the best fighting games I have ever played with its balance of gameplay, atmosphere and story at a time when the lore in videogames was considered secondary to the main action. This is a must-own if you have a Dreamcast console (although I recommend having two players present for double the fun and twice the humiliation). Unusually, this is the only game in the series where the voice acting is in Japanese only. regardless of the game’s region - there is no option to switch the voices over to English unlike its successors (its predecessor featured a combination of the two, using English voices for Western characters and Japanese ones for Eastern characters, regardless of whether or not the character in question actually came from Japan - at least it gives me an excuse to practice the Japanese I’ve been studying for several years). While the series has flourished thanks to the sequels, this chapter in the saga, along with its predecessor, has somehow been overlooked by all but the most dedicated fans of the fighting game genre - definitely worth checking out and highly recommended at any price.
Final Score: 4 1/2 out of 5.