Soulcalibur V manages to get a few key things about modern fighter?s right, straight out of the gate. Its online mode is the most remarkable thing about it, in that it actually works. I held off on writing this review until I could sample the game with the rest of the community playing and over the course of 50 plus online matches, I?ve come away genuinely impressed by the netcode.
You can search by a number of criteria, including similar player level, region, and connection strength. Connection strength covers 5 levels, and if you get a match going with players showing 3, 4, or 5 bars, you?re pretty much guaranteed a smooth match. Even matching with a 2 bar connection isn?t unplayable, and it?s a far cry better than most online fighters, at least during their initial launch week.
But, as is the case with most games, you can?t take a couple steps forward without taking a step or two back as well. The single player content here feels lessened compared to previous games in the series. You?ve got your standard story mode, vs. mode, Legendary Souls, and Quick Battle mode.
Story mode is awful. Downright, bottom of the barrel, junk. Soulcalibur has generally had a pretty decent emphasis on story, opting to intertwine the fates of the different characters throughout the series, evolving character plots from one game to the next, and so on. The writing has certainly never been strong, generally feeling like your average shonen style anime. But it?s usually fun to experience. Soulcalibur V?s story, on the other hand, is not. It doesn?t even manage to capitalize on the full roster, leaving numerous characters out of the experience.
There are some changes to the fighting this time out, but overall they feel like smart additions. Soulcalibur V introduces the equivalent of a super meter, which builds over time and allows you to execute Critical Edge moves, powerful moves that can take ? or more of an opponent?s health bar. This super bar also comes into play when enhancing a few select special moves for each character, turning them into unblockables but requiring a longer wind-up time.
Just Guard, a new defensive move that basically replaces the way Just Guard used to work, won?t repel a move but will shorten your recovery time when blocking. Another addition is the quick side step that allows you to dash around a character in order to side step vertical slashes or projectiles, and close the distance for annoying spam characters.
The roster is pretty decent, but not the best the series has seen. You?ve got a number of returning characters of course; Cervantes, Voldo, Ivy, Tira and more all make the cut. There are some notable absences though, and Sophitia has been replaced in favor of two newer characters, Patroklos and Pyrrha, her son and daughter respectively.
There are some wasted unlocks too, which I won?t reveal who, but there are three mimic characters in the game. Mimic characters are basically low-rent Shang Tsung?s, characters that will adopt the move list of another character for each round of fighting. Using three of these characters to pad out the roster is a mistake, and a complete waste considering the other characters that didn?t make the roster.
It?s still a really solid fighting game and still pretty easy for newcomers to pick up and play, but it?s not everything that I want out of the game. As much as I loathe paying for content that should have been on disc in the first place, I do find myself hoping that DLC will alleviate some of the issues I have.
As it stands, I still think it?s worth a look. Come in with your expectations tempered, and try to pull a few friends in with you, and you?ll most likely have a good time with the game. It?s not quite god-tier, but it will work.
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