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    E4's Soul Caliber III (PS2)

    [February 21, 2008 12:52:12 PM]
    game log 2

    GAMEPLAY

    Playing for a while longer, I was able to sample a bit of every game play mode of Soul Calibur III. From what I was able to play through, I found the Chronicles of the Sword mode to be the most interesting and addictive to play through. The standard arena and tournament combat modes are the classic basis of most fighting games, and offered little in terms of interesting new elements of game design to study. The "Tales of Souls" game mode was essentially the classic lame "story-line mode" using a weak variant of the general background storyline centered around the specific character you choose to play through with, loosely using the storyline as an excuse to string together a series of fights with a sad excuse for cutscenes in between certain battles, otherwise offering little new game play aspects to explore.
    The Chronicles of the Sword game mode, however threw together a much more interesting story line surrounding a custom player avatar, which can be customized using unlockable and purchasable items from the in-game item shop. The customizable character adds a greater sense of player involvement and closer connection to the otherwise distant storyline of the game. Additionally, I found the RPG and RTS elements of Chronicles of the Sword mode to be a unique and interesting addition to the game, giving me a much stronger desire to keep playing to unlock more unlockables (as opposed to a continuous stream of 1 vs. 1 battles against seemingly arbitrary enemies, such as in the "story mode." Without it, I could care less for the background of Soul Calibur III, as there are so many different characters that understanding the entire story by piecing together of the entire story by playing through each storyline seems like too much a chore to bother doing. Further more, since some of the characters are a complete nightmare to try and play with (due to balancing issues, discussed further down), it's even more deterring, in a certain sense.

    DESIGN

    In terms of design, I came to appreciate the control set up, which enabled the player to quickly press combinations of keys much more easily by mapping 2 of the 4 attack buttons to the L1 and R1 triggers (by default setting, too). Although not an immediately intuitive way to think of a control scheme for effectively unleashing button combinations, but after a while it really clicked. However, despite the effectiveness of the control scheme, I discovered a strong imbalance in the game's characters.

    The way the some of the character's move sets (compared to others) were designed is rather poor. While the move sets for "non-standard" weapons (such as the scythe, hoop-blade, and tambourines) are rather creative and interesting, not all move sets are created equal. I found the scythe especially difficult to work with, getting every other move blocked--if I can even make a move before being continuously pounded into the ground again after getting up--because the weapon's attack speed is so damn slow. I went through numerous different strategies of varying aggression, defense, and evasion, and I kept coming to the same conclusion: The balance between weapon speed, range, and power is not well balanced with all weapons. Some weapons are extremely easy to use and very powerful while others have powerful combos "in theory," but are practically useless because they can't effectively engage the opponent to begin with.

    However, of the characters whose move sets were well designed, the ease of use is excellent, with a smooth progression from basic moves that are easy to use to more difficult but effective combos for more advanced players to use, thus providing a decent library of attacks, but not too extensive such that the move set is ample enough for advanced players while not being overwhelming for beginners. What is unfortunate is the mismatch of difficult-to-use characters thrown in with easy to use characters, making it difficult to know (without prior experience) which characters are apt for button-mashing for 2-player mode and which characters are impossible to use for anything. A smaller library of all well-refined characters would be much better than a large mish-mash library of good and poorly refined characters. The inclusion of characters that are impossible to use simply due to balance issues is a big failure in the testing department in my opinion.
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    [February 21, 2008 11:58:39 AM]
    game log 1

    SUMMARY

    In Soul Calibur III, the player controls an avatar in a 3D environment (populated w/ the player's avatar and the avatar of a single opponent at any given point in time), moving their avatar and attacking the opponent's avatar to deplete their opponent's health, thereby defeating their opponent. The player must also attempt to block or evade the attacks of the opponent's avatar to prevent their own health from being depleted prior to depleting the opponent's health. Thus, the objective of the game is to deplete the opponent's health before your health is depleted by the opponent by executing a series of strategically planned actions with your game avatar. Each successive time period of attempting to deplete the enemy's health before your health is depleted is called a round; there may be as few as only 1 round of play, or as many as desired until a winner is decided. While there are a number of different modes of game play in Soul Calibur III, all of them implement this core game mechanic, just in slightly different ways. Thus, based on the core game mechanic, one could classify Soul Calibur III as a 2-player fighting game.

    GAMEPLAY

    When first playing the game, I was a bit confused and aggravated at first while trying to pick up and learn the controls of the game. I found the ABGK control labeling system used in the options and tutorial to represent the different commands in the game to be very confusing and misleading, as they seem to hold no representative symbolism of their corresponding functions in the game (aside from the original labels on the buttons from the original arcade version).

    After a while I finally gave up trying to memorize it, and started playing 2 playerable to play w/ a friend. After playing for a while, I found myself (while trying to play strategically) continually losing to my friend who was just randomly mashing buttons. This really annoyed me, especially since he was complaining to me about how incredibly boring it was and how he couldn't believe that I'd have to button-mash for at least 2 hours in order to do a game-log assignment on the game. My friend found the experience very boring, and about 3-4 games loaded with bad-mouthing, he declared he was bored and done with the game and left me to keep playing by myself. While I didn't find the game boring, it certainly gave me a new perspective as to how one could percieve the game as not really delivering that much excitement.

    Personally, I found the game interesting because I found it challenging to discover new combos and strategies to defeat different opponents (in this case, AI opponents since my friend ditched me). While I was able to get by mashing buttons when playing against my friend, such a button-mashing "strategy" was completely ineffective against the AI, which used intelligent move combinations and strategies against me, requiring me to learn how to block and time moves well in order to defeat the AI driven opponents.

    From the experience I had playing Soul Calibur III, I discovered that whether this kind of challenge will actually equate to enjoyment and invoke continued interest in the player, is completely subjective and dependant on the player(s). While the game utilizes each game mode to provide a different kind of challenge to the player using the same core game mechanic, if the core game mechanic does not appeal to the player, then it is likely that the player will not derive much (if not any) enjoyment from the game. Thus, since Soul Calibur III has a very weak story line, all of the merit of entertainment rides of the player's attraction to the core game mechanic and the technical challenge in mastering the controls and memorizing the possible combos, severely restricting the effective audience of the game.
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    Status

    E4's Soul Caliber III (PS2)

    Current Status: Stopped playing - Got Bored

    GameLog started on: Wednesday 20 February, 2008

    GameLog closed on: Wednesday 5 March, 2008

    Opinion
    E4's opinion and rating for this game

    a decent 2-person fighting game, but it has some balance issues (imo)

    Rating (out of 5):starstarstarstar

    Related Links

    See E4's page

    See info on Soul Caliber III

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