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Soul Calibur 2
Publisher: Namco Developer: Namco
Release Date:
September 2003 Platform: PS2/XBOX/GCN

written by Doug Flowe

Summary

The mid-nineties were easily the years of the fighter game. Our attention was grabbed by various metamorphoses of the genre, from Mortal Kombat, to Battle Arena Toshinden, the Virtua Fighter series, Dragon Ball Z, Killer Instinct, etc. By some sweet phenomenon, that annoying arcade game where two fighters (one dressed in red, the other in white) squared off in a non-descript Japanese courtyard and threw stiff punches and kicks at each other, reinvented itself and subsequently became one of the longest running and farthest reaching video game franchises of all time. After paying respect to Street Fighter and most of the old greats, I’m forced to admit that the Soul Calibur series is the epitome of the genre, the single most complete fighting title made to date.

Breakdown

From its humble roots as Soul Blade, to its arcade and Dreamcast jump as Soul Calibur I, the series has come a long way even though the structure and feel of the game remains nearly unchanged. By the time most people were repackaging their Dreamcasts and trading them in for PS2's, SC1 remained the best example of the DC’s abilities and the best fighting game on the market. SC2 doesn’t attempt to disturb the mold one bit. Instead, Namco slapped a thick coat of paint on it and refilled our stockings with everything we loved about the first one. Normally this might grant a lukewarm response but when you repackage something so damn well and after so many years stay well ahead of the pack it only solidifies your spot at the top.

It’s just that Namco signature that makes SC2 so perfect. Characters with exotic weapons who use them in dazzling ways. Fighting styles so deeply researched and crafted on screen, combos and commands deftly strung like some electrifying dance. Dramatic environments with axe-wielding, menacing, musclebound titans clashing in a shower of colorful magical energy and wind indentations. The SC series is known for its choreography, its perfect blend of style and substance, its overwhelming list of moves unique to each character, its easy playability juxtaposed with its astounding depth.

Some may squawk about the similarities between SC1 and 2 but it’s rare that a sequel is so appropriate. Each character from SC1 has been shopping for new clothes and some look drastically different like Astaroth. A whole host of new stages and new characters has obviously been added although the pace of the game has remained untouched. Taki, Maxi, Nightmare, Kilim, Voldo and a few others return with quite a few new moves and almost all of their old ones. Some characters disappear and others are reinvented in siblings or similar characters. Most notable of the new characters are Necrid and Talim who fits flawlessly in with her quick attacks and amazing agility induced combos.

Otherwise, the largest updates are aesthetic. Much like SC1, SC2 is a parade of wonderfully fashioned fantasy landscapes that become more melodramatic the more you unlock them. While many of the character animations are snatched straight from SC1, they still work well and the character design has been upgraded enough that you hardly notice it. Much like SC1 was during its time, SC2 is unarguably one of the prettiest games released this year or last. Consistent 60fps frame rates grace all versions of the game although the Xbox version is noticeably sharper and more crystalline than the PS2 version. The lack of blood in such a brutal game still subtracts from the overall wholeness of the game but it’s easily forgotten. New characters are wondrously designed like the Todd McFarlane created Necrid who adds a bit of a comic book super-villain element to the game. Exclusive characters, the best of which is Spawn (Xbox) whose hulking mass and circular axe make for a few exciting exchanges and inventive attacks, up the ante for a system rivalry. The other two, Heihachi and Link, don’t fit in as snugly with the other characters but are a big plus nonetheless. Heihachi has all but lived his days out on the PS2 Tekken series but Link is fresh and his Zelda weaponry (boomerangs, bombs and arrows) add a new dimension to the game.

The arrangement of control is identical to the last game. Attacking is based on the four face buttons being hit in various combinations along with a direction on the D-pad. Experimentation reaps many rewards as does stopping the game and peaking at the list of moves. The largest 1 player draw of the game is the Weapon Master mode which is similar to SC1's mission mode. Similarly you play through a variety of missions triumphing through a number of adverse conditions only to unlock weapons, players, new stages and costumes and earn gold which can be used to buy items for each character. While the length of the weapon master mode adds days onto the single player replay value and gathering items, stages and characters is fun, lengthy and redundant dungeon missions, long texts between fights and a very slow release of unlockable content can be quite annoying.

Those with home speaker systems will appreciate the Xbox version’s Dolby Digital 5.1 surround sound and the grand orchestration. The option of changing the fighter vocals from English to Japanese is essential since the English vocals sound like school yard bullies from the most ridiculous after-school special. The sounds of weapon combat have never sounded better - sometimes nixing the music is best to truly appreciate it in all its glory.

What it all adds up to is that Namco promised and has delivered as they have for so many years now. A third installment in the series will need to be more inventive to receive such accolades but for now, Soul Calibur 2 has slashed its way back into our hearts.



Posted: October 19, 2003

Score: 5out of 5
Story/Concept: 4.5 Graphics: 5
Gameplay: 5 Sound: 5
Replay Value: 5


Improved lighting...


...and character design.



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