![]() ![]() ![]() He’s definitely one of the more interesting Soulcalibur characters, both in terms of his back story and his play mechanics. For instance, if he last summoned a spear (whether it hit or missed), the next time he performs his special attack, it will be the spear-based one which launches the opponent but if his last attack was an axe, then his special move will perform the low-hitting axe special. He’s not as complex as he may at first seem, and can perform powerful special attacks based on which weapon he summoned last. He has no innate knowledge of combat, so all of his bad-assery comes from the memories of the the Soul fragments, enabling him to temporarily manifest weapons during his attacks. The next is Azwel, a robed scientist and Jesus-wannabe who created a pair of gauntlets from fragments of the Soulcalibur and the Soul Edge. He looks like an anime pretty boy, but he’s quite fun to use with plenty of multi-hitting attacks and easy combos, a good choice for beginners or players who favour fast, light characters. The first to be announced was Grøh, a knight in black armour with a double-ended sword that he can split into two blades – a bit like Lady Maria from Bloodborne. ![]() There are two entirely new characters this time. Cervantes, who was one of the most stable over the years in terms of moves, has received some pretty hefty changes. Ivy, as usual, is vastly different to how she was in the previous game, which is a running theme with her. Siegfried, Nightmare, and Maxi feel familiar and they still have their various stances, but some of their commands have changed and they’ve been given at least one new move each. Kilik, for instance, my main from the original Soulcalibur, still has a lot of his classic moves, but they’ve been shuffled around on the commands, so it’ll take some time to get used to him again. The roster is made up largely of returning characters who have all received a few mandatory changes and new moves, and some have changed more than others. Oh, yes, the mandatory character customisation is back, and it looks like ass, like it always has. I tried it a bit, but apparently you don’t get much reward for it, so screw it. The mission mode, Libra of Soul, requires you to create a custom character and go through increasingly tough missions. That was sarcasm, in case you have trouble inferring tone from text. The story mode, Soul Chronicle, is basically a visual novel broken up by the occasional fight. The arcade mode is decent, I suppose, a slog through eight opponents at your chosen difficulty, which you can do while waiting for online challengers. I’ve noticed a fair bit of praise going around for Soulcalibur VI’s single player modes. It turns out Soulcalibur VI is a prequel, revisiting the events of the original Soulcalibur, the aftermath of the Evil Seed and all that – but who the hell cares about stories in fighting games, right? We’re here for the silky-smooth combat, the exhilarating clang of steel on steel, the over-designed visuals, the controller-squeezing adrenaline rush of a close match and, hopefully, the satisfying relief of victory. Website: I own every game in the series, so I was obviously going to get this one. ![]()
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