Soul­cal­bur VI

Bandai namco’s lat­est leans to­wards ac­ces­si­bil­ity over com­pe­ti­tion

Games TM - - CONTENTS -


The world of fight­ing games has broadly been strad­dling the line be­tween nos­tal­gic fan ser­vice and hard­core, com­pe­ti­tion grade fea­ture sets in re­cent years, hop­ing to draw in for­mer ar­cade stal­warts and es­ports pros in equal mea­sure. While Soul­cal­ibur VI cer­tainly isn’t giv­ing up on some com­pet­i­tive po­ten­tial, it looks to be hark­ing back to the past more with its ros­ter and to the first Soul­cal­ibur.


As we go to press char­ac­ter cre­ation has just been con­firmed although we don’t have a mass of de­tail about it, but even so the ros­ter of char­ac­ters is a who’s who of clas­sic fight­ers in up­dates of their most iconic looks. Fan favourites like Voldo and As­taroth are the most re­cent con­fir­ma­tions and the pres­ence of Ger­alt feels like a very good fit. More so than Yoda, at the very least. The va­ri­ety on of­fer is very pleas­ing.


For us, Soul­cal­ibur has al­ways been a fighter for the peo­ple. By that we mean that it never felt ter­ri­bly bur­dened by a need to stick with one fighter and learn them in­side out. The most ex­cit­ing moves felt ac­ces­si­ble and even a rel­a­tive new­comer could find their feet quickly. There’s depth there and pros can find ways to chain together dev­as­tat­ing moves, but the ba­sics are very easy to grasp and that re­mains true here.


Ac­ti­vated by press­ing the right bumper on a con­troller, Rev­er­sal Edge queues up a face off where dif­fer­ent moves can beat or be beaten by oth­ers. It’s like a more com­plex rock, pa­per, scis­sors, but the end re­sult is a very cool duel and combo at­tack for the win­ner that can turn a game. The flip­side of this is that it’s so much down to chance that pro play­ers may avoid it, but for those just after a fun bout, it should be very en­joy­able.

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