![]() ![]() So much of Soulcalibur is about spacing and punishing whiffed attacks, so it's fantastic to feel the game respond - at the double - to your commands. The characters feel snappy as they dart inside and out of the series' trademark eight-way run. Soulcalibur 6, then, which arrives six years after the last mainline game in the series, rediscovers that spark, and it achieves this by taking stock of what made Soulcalibur great and focusing on those fundamentals.įirst up, Soulcalibur 6 is super responsive. 2012's Soulcalibur 5 washed over me, and the less said about Soulcalibur: Lost Swords, the free-to-play, single-player-only spin-off released in 2014, the better. ![]() ![]() Yet in recent years Soulcalibur had lost its spark - a funny thing to say about a series that's all about sparks flying all over the place. Soulcalibur is at its most satisfying when you get in your opponent's head and expose the chink in their armour. I've always loved Soulcalibur's parry - a clash of weapons, a spark, a cling! Predict your opponent's move, time the parry to perfection and counter. My fondest memories of Soulcalibur, the long-running 3D fighting game from Bandai Namco, are playing on Sega's Dreamcast and Nintendo's GameCube, parrying until I felt like I could parry blindfolded. Snappy and responsive weapon-based fighting let down by a boring new story mode and loading issues. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |