Soulcalibur | |
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Developer(s) | Project Soul |
Publisher(s) | Namco |
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 |
Soulcalibur [a] is a 1998 fighting game developed by Project Soul and produced by Namco. It is the second game in the Soulcalibur series, preceded by Soul Edge . Originally released in arcades on July 30, 1998, it ran on the Namco System 12 hardware, and was ported to the Dreamcast console in 1999 with new features and improved graphics.
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 with Namco's Tekken development team, it is one of the few home console ports that outdid their arcade parent performance-wise. The title brought many innovations to the fighting game genre that include a heavy emphasis on weapons and a unique eight-way movement system.
Soulcalibur received unanimous critical applause upon release; it is the second-highest-rated video game of all time, with a 98 rating on Metacritic. It won the majority of Game of the Year awards in its respective year, and is widely regarded as one of the greatest fighting games and one of the greatest video games ever made, topping numerous "best of" lists in years following. The North American home version was released as a launch game for the Dreamcast, playing a part in its successful launch. Soulcalibur became available as a downloadable title on the Xbox 360's Xbox Live Marketplace in July 2008 and it is forward compatible with the Xbox One.
One of the biggest innovations introduced by Soulcalibur to the gameplay system of its predecessor, Soul Edge, is the eight-way run. Previous 3D fighters had only limited movement along the third axis, with sidesteps and rolls providing useful but unsustained lateral movement. In Soulcalibur, simply holding down a joystick direction causes the character to move in that direction, giving the player a sense of freedom and deepening the strategy of the game.
Soulcalibur also 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 the Tekken and Virtua Fighter series have relatively strict buffering requirements, meaning expert timing is required to pull off many combinations, but Soulcalibur features much more lenient timing to successfully execute a buffer). Finally, the Guard Impact offensive blocking maneuver shown in Soul Edge has 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.
Soulcalibur was originally planned to be a dramatic overhaul, with all new characters apart from Mitsurugi from Soul Edge. [1] However, nine of the 11 characters from Soul Edge ended up carrying over to Soulcalibur by the time the roster was finalized in the Dreamcast version (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 character Maxi has a fighting style and move set influenced by Soul Edge's Li Long (the only of the original starting characters not to return). In fact, Soulcalibur only added one original playing style, belonging to Ivy. New characters Xianghua, Maxi, Yoshimitsu, Astaroth, Kilik, Nightmare (re-introduced from Soul Edge as a regular character), and Lizardman were based upon existing characters Hwang, Li Long, Mitsurugi, Rock, Seong Mi-na, Siegfried, and Sophitia, respectively. Consequently, Namco has been working since Soulcalibur to gradually separate the individual styles of the characters in order to make each one unique.
The mystical sword of the legends, the "Soul Edge", ended up in the hands of the dreaded pirate Cervantes de Leon of 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 of the sword. Like Soul Edge, starts in the year 1583. The reign of terror of Cervantes was soon to start, but through the joined efforts of Greek divine warrior Sophitia Alexandra and Japanese ninja Taki, he was stopped and killed, with one of the twin Soul Edge blades being shattered in the process. As it was about to tear itself apart, young German knight Siegfried Schtauffen approached the port town and battled Cervantes, whose corpse had been momentarily reanimated through Soul Edge's will. After emerging victorious, Siegfried's attention turned unto the sword. 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", bound to bring calamity and death in its wake.
Three years after those events, in 1586 AD, 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.
After releasing Soul 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 it Soul Edge 2 in order to have a fresh start and take the series in a new direction. The name Soulcalibur is a portmanteau of the word soul (as in Soul Edge) and King Arthur's sword Excalibur (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's Tekken development 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 to Tekken 3 as 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 in Soulcalibur was 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 at E3 in May. [10] The team for the arcade version of Soulcalibur consisted of roughly sixty people working on Namco's System 12 hardware, 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]
The 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] A Gamest Book series guide book Soul 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 by Shinseisha on September 27, 1998. [13]
The Dreamcast port of Soulcalibur was released in Japan on August 5, 1999; and in North America and Europe as launch 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 suggestive codpieces featuring a bull. However, the codpiece is present in the European and Japanese versions, as well as the North American Xbox 360 version. The European Dreamcast version was distributed and advertised by Sega Europe. [16]
The Dreamcast version of Soulcalibur is 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 their katas (in Mission Mode it is possible to add more characters to the "Exhibition Mode", such as Taki and Seung Mina).
In 2008, Namco Bandai Games announced a port of Soulcalibur would be released for the Xbox 360. The port was based on the European Dreamcast version [17] and was made available for download on Xbox Live Arcade on July 2, 2008. [18] While the game included HD updated 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 the Dreamcast version (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]
On January 19, 2012, Namco Bandai released a port of Soulcalibur for Apple's iOS platform. 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 on iPad, iPhone, and iPod touch. The game is no longer available in the iOS store. [20]
On November 20, 2013, Namco Bandai released a port of Soulcalibur for the Android platform. 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 ]
Aggregator | Score | |||
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Arcade | Dreamcast | iOS | Xbox 360 | |
GameRankings | 97% [21] | 79% [22] | ||
Metacritic | 98/100 [23] | 73/100 [24] | 79/100 [25] |
Publication | Score | |||
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Arcade | Dreamcast | iOS | Xbox 360 | |
1Up.com | B− [26] | |||
AllGame | [27] | [28] | ||
Eurogamer | 8/10 [29] | |||
Famitsu | 40/40 [30] [31] | |||
Game Informer | 9.25/10 [32] | |||
GameFan | 98% [33] | |||
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 Machine listed Soulcalibur on their September 1, 1998 issue as being the third most-successful arcade game of the month. [47]
The Dreamcast version of Soulcalibur sold in excess of one million copies by December 1999, [48] and 1.3 million by 2002. [49] It is the second biggest selling game on the system. [50] It won the 1999 E3 Game Critics Award for "Best Fighting Game". At the 3rd Annual Interactive Achievement Awards, the Academy of Interactive Arts & Sciences awarded Soulcalibur with "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 for Next 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 Calibur is reason enough to own a Dreamcast." [40]
The game received universal critical acclaim, garnering perfect 10/10 scores from GameSpot [35] and IGN , [38] and was for nearly a decade the last game to receive a perfect rating from IGN, until the release of Grand Theft Auto IV in 2008. It is the second game ever to get a perfect 40/40 from Japanese gaming magazine Famitsu (the first being The Legend of Zelda: Ocarina of Time ). [31] As of 2017, game review aggregator website GameRankings has 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 of Soulcalibur also holds a score of 98, making it one of the highest-rated video games of all time across all consoles and platforms, on Metacritic. [53] [b]
Soulcalibur was named as the number one best Dreamcast game by Game Informer . [54] In 2009, IGN ranked Soulcalibur as the fifth best Dreamcast game, [55] while ScrewAttack ranked it sixth. [56] GamesRadar named Soulcalibur the best Dreamcast game of all time on their list. [57] In 2005, GameSpot ranked Soulcalibur as 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 ranked Soulcalibur as 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:
Soul Edge is a 1995-1996 fighting game developed and published by Namco, and the first installment in the Soulcalibur series. Introduced at the JAMMA trade show in November 1995, the full arcade game was released in February 1996 on System 11 hardware, the same board used by Tekken and Tekken 2. Later in December an upgraded and expanded version of the game was ported to the PlayStation; this version was renamed to Soul Blade outside Japan and released in 1997.
In the history of video games, the sixth generation era is the era of computer and video games, video game consoles, and handheld gaming devices available at the turn of the 21st century, starting on November 27, 1998. Platforms in the sixth generation include consoles from four companies: the Sega Dreamcast (DC), Sony PlayStation 2 (PS2), Nintendo GameCube (GC), and Microsoft Xbox. This era began on November 27, 1998, with the Japanese release of the Dreamcast, which was joined by the PlayStation 2 on March 4, 2000, the GameCube on September 14, 2001 and the Xbox on November 15, 2001, respectively. On March 31, 2001, the Dreamcast was among the first to be discontinued. Xbox in 2006, GameCube in 2007 and PlayStation 2 was the last, in January 2013. Meanwhile, the seventh generation of consoles started on November 22, 2005, with the launch of the Xbox 360.
Soulcalibur II is a 2002 arcade fighting video game developed by Project Soul and published by Namco. It is the third installment in the Soulcalibur series of weapon-based fighting games as the sequel to Soulcalibur (1998). Originally intended to be released on Sega's NAOMI arcade board, the game was built on the Namco System 246 board before being ported to the PlayStation 2, GameCube, and Xbox home consoles in 2003.
Mr. Driller is a puzzle video game franchise created by Yasuhito Nagaoka and Hideo Yoshizawa for Namco. The eponymous first game was released in 1999 for arcades and several home consoles, such as the PlayStation. Gameplay in the series consists of controlling Susumu Hori, the titular Mr. Driller, or one of his friends and destroying colorful formations of blocks to make it to the bottom of a well. In order to survive, players need to collect air capsules to replenish their depleting oxygen and avoid being crushed by falling blocks.
1999 saw many sequels and prequels in video games, such as Heroes of Might and Magic III, System Shock 2, Legacy of Kain: Soul Reaver, Final Fantasy VIII, Age of Empires II, Crash Team Racing, Spyro 2: Ripto's Rage!, Grand Theft Auto 2, Resident Evil 3: Nemesis, Chrono Cross, Unreal Tournament, Pokémon Gold and Silver, and Donkey Kong 64, along with new titles such as Super Smash Bros., Silent Hill, Syphon Filter, Driver, EverQuest, Homeworld, Tony Hawk's Pro Skater, and Planescape: Torment.
Soulcalibur III is a 2005 fighting video game produced by Namco as a sequel to Soulcalibur II (2002) and the fourth installment in the Soulcalibur series. It was originally released for the PlayStation 2 and was followed by an improved arcade version, subtitled Arcade Edition, in 2006. It was the last Soulcalibur game to receive an arcade version and was also the last to be released by Namco as an independent company. Soulcalibur III received a mainly positive reception, and it was followed by a sequel under Namco Bandai Games, Soulcalibur IV (2008).
Dead or Alive 2 is a 1999 fighting game developed by Team Ninja and published by Tecmo. It debuted in arcades in 1999 and was later ported to the Dreamcast and PlayStation 2 home systems in 2000. It is the second main entry in the Dead or Alive fighting series following the original Dead or Alive (1996). Several enhanced editions of the game were released, including the updates Dead or Alive 2 Millennium and Dead or Alive 2 Hardcore.
Nightmare is a fictional character and the main antagonist in the Soulcalibur series of video games. The evil possessor of Siegfried Schtauffen's body, he later becomes an entity entirely separated from Siegfried in Soulcalibur III onward. Nightmare is the living incarnation of Soul Edge and a vessel for Inferno.
Isabella Valentine, commonly called Ivy, is a character in the Soulcalibur series of video games. Created by Namco's Project Soul division, she first appeared in the original Soulcalibur and its subsequent sequels, later appearing in various merchandise related to the series. She was voiced in Japanese by Yumi Tōma between Soulcalibur and Soulcalibur III, Kanako Tōjō between Soulcalibur Legends and Soulcalibur: Broken Destiny, and Miyuki Sawashiro in Soulcalibur V, and Soulcalibur VI; in English, she was voiced by Renee Hewitt in Soulcalibur II and Lani Minella for the remainder of the series.
Necrid is a character in the Soulcalibur series of weapon-based fighting games. Designed by comic book artist and toy designer Todd McFarlane through a collaboration with Namco, the character appeared in console ports of Soulcalibur II and later as part of an action figure set created by McFarlane Productions. Necrid's concept and physical build were outlined by Namco, who aimed to target North American audiences with the character, while McFarlane provided the character's design and name.
Soulcalibur is a weapon-based fighting game franchise developed by Bandai Namco Studios and published by Bandai Namco Entertainment.
Soulcalibur IV is a 2008 fighting video game developed by Project Soul and published by Namco Bandai Games for the PlayStation 3 and Xbox 360. As the fifth main entry in the Soulcalibur series, it marks a significant evolution in gameplay with enhanced graphics and new features compared to its predecessor Soulcalibur III (2005), including the introduction of three guest characters from the Star Wars franchise: Darth Vader, Yoda, and the Apprentice.
Sophitia Alexandra is a character in the Soulcalibur series of video games. Created by Namco's Project Soul division by designers Aya Takemura and Takuji Kawano, she first appeared in Soul Edge and its subsequent sequels, later appearing in various merchandise related to the series. A baker turned warrior from Athens fighting with a Xiphos and shield, Sophitia became involved in the search for the cursed sword Soul Edge at the behest of the god Hephaestus. The affair soon affected her other family members as well, including her sister, Cassandra, and later her children, Pyrrha and Patroklos.
Voldo is a character in the Soulcalibur series of video games. Created by Namco's Project Soul division, he first appeared in Soul Edge, and later in all games of the Soulcalibur series with the exception of Soulcalibur Legends. Servant to a long-dead weapons merchant, Voldo guards his treasure vault, attacking intruders while occasionally wandering out in search of a cursed sword named Soul Edge. Designed by Aya Takemura and Takuji Kawano around his dual hand katars, Voldo went through several designs, and in the early design phases was called "Psycho Murder". Having no spoken dialogue and instead strictly moaning or hissing deeply while fighting an opponent, his high mobility and flexibility influenced his outfits throughout the series, with several designed to take advantage of his unique traits.
The following is a comprehensive list of characters from the Soulcalibur series of video games, beginning with Soul Edge in 1995.
Taki is a character in the Soulcalibur series of video games. Created by designers Aya Takemura and Takuji Kawano of Namco's Project Soul division, she was introduced in Soul Edge, and later appeared in almost every subsequent sequel. Taki is a Japanese demon-hunting kunoichi and the greatest warrior of the Fu-Ma ninja clan. She is traveling the world on a quest to destroy the cursed sword Soul Edge. Taki has been featured as a player character in every main entry in the series up until 2012's Soulcalibur V, when her place was taken by her own young disciple named Natsu, but she returned in 2018's Soulcalibur VI. She has further appeared in all of Soulcalibur spin-off games, as well as in some other titles such as Namco × Capcom, The King of Fighters All Star, and Queen's Gate. She has been voiced in Japanese by Fujiko Takimoto until Soulcalibur III, and then by Sachiko Kojima and Nanako Mori in later games, while her English voice actors include Desirée Goyette and Cynthia Holloway.
Soulcalibur is a weapon-based fighting game series by Namco Bandai Games. The series revolves around a sword that, after years of bloodshed and hatred, gained a soul of its own, the Soul Edge, and the sword forged to counter it, Soulcalibur. The discography of the Soulcalibur series consists of two soundtrack albums for the first game in the series, Soul Edge, and one soundtrack album each for Soulcalibur, Soulcalibur II, III, IV, V and VI. None of the other games in the series have received a soundtrack release.
Soulcalibur V is a 2012 fighting video game produced by Namco Bandai Games for the PlayStation 3 and Xbox 360. As the sixth main installment in Namco's Soulcalibur series, Soulcalibur V serves as a follow-up to Soulcalibur IV (2008). It retains the weapon-based combat that characterizes the series while introducing a new protagonist, Patroklos, who aims to free his sister from a curse inflicted upon her by an ancient weapon. This installment marks the conclusion of the original Soul series timeline.
Soulcalibur: Lost Swords was a free-to-play fighting game distributed through PlayStation Network. Released in 2014, the game is based on Soulcalibur V and is strictly single-player. It uses the same weapon-based fighting system from previous games; however, several of the gameplay mechanics were changed, simplified or otherwise removed.
Soulcalibur VI is a 2018 fighting video game developed by Bandai Namco Studios and Dimps, and published by Bandai Namco Entertainment. As the seventh main installment and reboot of the Soulcalibur series, it was released for the PlayStation 4, Windows, and Xbox One on October 19, 2018. The game revisits events from the first installment, set in the 16th century, with the aim of "uncovering hidden truths." Players engage in combat as they select from a diverse roster of characters, including both returning favorites and new additions.
November 26th//Soul Calibur//£34.99 Dreamcast
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