
When Soul Calibur was released for the Dreamcast in 1999, it set a new standard for fighting games on home consoles. Subsequent entries in the series have changed very little as far as the weapon-based fighting mechanics are concerned, and have introduced new features and gameplay modes with varying success. Soulcalibur IV is no different in that respect; the series-first online play is a great addition, but though the visuals have improved and the gameplay has undoubtedly evolved, it still feels very familiar. And that's no bad thing.
The majority of the characters on Soulcalibur IV's roster will also be familiar if you're a fan of the series, though only around half of the 30-plus combatants are available at the outset, including Yoda on the Xbox 360 and Darth Vader on the PlayStation 3. Others are unlocked by defeating them in the single-player Story and Arcade modes, and by purchasing them with the gold that you're awarded for winning fights. There's more than enough variety on the roster to ensure that you can enjoy playing as at least a handful of different characters, and a robust customization system gives you the freedom both to edit their appearances and to create your own fighters from scratch.
Regardless of who you play as, Soulcalibur IV is accessible enough that even first-time players will have no trouble performing some powerful and great-looking moves. Rather than memorizing lengthy combo attacks and knowing how to attack your opponent, the challenge here comes from knowing when to attack, when to block, and when to sidestep around the arena. That's not to say that the combatants in Soulcalibur IV don't have impressively large repertoires of moves, because they do, it's just that very few of them are tough to pull off.
Your goal in Soulcalibur IV, of course, is to defeat your opponent by depleting his or her health bar. Alternately, you can win by knocking your opponent out of the "ring," which is possible in almost all of the game's beautifully realized arenas. New to the series--though reminiscent of a feature in 1997's Soul Blade--is the soul-gauge system, which appears alongside the health bar and changes color if you spend too much of your time blocking attacks and not retaliating with your own. When the gauge turns red and your health bar starts flashing, you're just an attack or two away from entering a defenseless "soul crush" state, at which point your opponent can perform a one-hit-kill critical-finish move. It takes a long time for that to happen, so the soul gauge isn't always an effective deterrent as far as overly defensive players are concerned, but it at least discourages online players from trying to score cheap victories simply by landing a couple of blows and then blocking until the time runs out.
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