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Soulcalibur 6 Review

(Image from Steam Game Page)

Soulcalibur has never been as well-known as Tekken. As a result, fans were concerned that Namco might discontinue the series following the poorly received Part 5. Fortunately, this did not occur, as Soulcalibur 6 is unquestionably greater in terms of playability to the previous edition.

The gameplay was well constructed, with no extraneous oddities or controversial modifications, and the new features and additional systems are well thought out – so as not to get in the way. The primary component of this type is Reversal Edge, which is analogous to the game of paper, scissors, and rock. The activation of such a collision in the arena happens slowly so that everyone has enough time to respond correctly. Of course, the fundamentals remain intact. Because we focus mostly on weapon combat, Soulcalibur remains a one-of-a-kind fighting game. Long, sophisticated sequence of strikes are also less necessary in this game than in others of its sort, which may encourage newcomers. The most crucial thing is to position the warrior correctly and choose assaults.

(Image from Steam Game Page)

A horizontal and vertical attack, as well as a kick and a block button, are available. Other movements are made by combining certain buttons with movement in a specified direction. Each character, of course, has a unique set of offensive powers as well as a distinct gaming style. There is the swift and nimble Talim, who battles at close range, and the slower Siegfried, who wields a massive sword with an astounding range. The general tempo of gameplay and character movement, on the other hand, is faster than in Soulcalibur 5, which is quite great. The sense of rivalry reminds me of the series’ finest entries, both in terms of overall impressions and satisfaction with hits. Of course, we’re playing a Tekken-style 3D fighting game, so we move our position to circle the opponent – and such tactics are crucial. The authors adopted an ambitious approach to single-player content, while it is undeniable that they prioritized quantity above quality. There are two narrative modes available. In one, we construct our own character in the returning editor, giving us the ability to create almost any appearance. We explore a wide globe area, interact with numerous individuals, and even make decisions and obtain new equipment. The majority of the sequences and dialogues, however, are simply text. We immediately start scrolling through all the exchanges merely to keep arguing because the tale isn’t really interesting.

The second mode is Chronicle of Souls, which features a primary story about a corrupting, dark power as well as individual plots for each character, including Geralt of Rivia. Finally, there’s a conventional Arcade with a somewhat dramatized sequence of encounters, but no special endings or bosses for various characters, which is a shame. The creators may also attempt to make a more comprehensive tutorial, perhaps in the form of numerous tasks that would aid in understanding the unique intricacies of all fighters. This sort of solution is already available in Street Fighter 5 and Marvel vs. Capcom: Infinite, and it allows you to enhance your abilities and master complex moves in a simple and accessible manner, without having to continuously watch YouTube videos. The quantity of accessible warriors is also a bit of a letdown. We only receive 21 characters, which appears to be a small number when compared to prior chapters of the series. Furthermore, one of the well-known heroines has been accessible as a paid DLC since the game’s release, which is quite disappointing.

(Image from Steam Game Page)

Soulcalibur 6 is suitable for all gamers, including those who are hesitant to go into the realm of fighting games. The story modes are unimpressive, and the game might benefit from better training, but in terms of pure gameplay, it is the series’ most successful iteration, even topping the fifth installment.

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