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    noobkilla's Soul Caliber III (PS2)

    [January 31, 2007 02:23:07 AM]
    After a dismal hour of playing, I am starting to wonder how Soul Caliber made the lists as a classic game. I decide to venture into the realm of the one player mode, in which I engage in the story mode, a common feature in fighting games in order to escalate the plot. Yet after defeating an opponent, the player is given a list of paragraphs to read, either search for this mystical “Soul Edge,” or some other trivial mission. Each choice you make affects the opponent you face, but in the end it really does not matter. You meet the “Soul Edge,” but are not allowed to use it because the character then becomes possessed. What is the point in having such a weapon if it is not attainable? This part of the game really just irritated me. Even though the game was already unlocked with all the possible weapons, I still could not find myself wanting to play this game more. The variety of swordplay was accurate, from the samurai stance to a fencing stance, however it lacked some good basis character.
    I believe Namco, the creators of this game as well as the Tekken series, lost some basic skills in character development. One such character is Yoshimitsu, whose character has a sword just like in Tekken, and even their fighting style is exactly the same. What is recognizable from the start is the circular movement of the kicks, and the slash that this character makes. Was this a direct idea from Tekken, this lacks originality and I am very supportive of this game to not ever be on anyone’s classic list.
    What still amazes me in my second hour of playing, is how my friends and I still did not know how to do specific moves. Unlike other games where the player can develop some type of muscle memory as to what buttons do what, I often felt the same way I started: confused. There is nothing to say more about this game but to save before you turn it off, or all your hard work goes away because the game is filled with glitches that love to corrupt your memory card data. Good luck on figuring out on how to do combos, because it is a total mystery to me.

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    [January 30, 2007 08:15:32 PM]
    In Soul Caliber III, this is a fighting game which incorporates the use of weapons. Not guns or slingshots, but ones that can be swung at an opponent in order to kill them. I myself am not a big fan of this game, because one has to very familiar with the game in order to really have a good time.
    The graphics of this game are not out of this world, it seems up to par with the rest of the fighting video games out there. And although I did not play this video game from right from the beginning, because a friend of mine had beaten the game many times, there was not a big reward for accomplishing such a feat. The only treat that he said was the hidden characters and the new weapons each character can have. But to a novice such as myself, the significance of these weapons really did not matter to me. This is what I find wrong with fighting games; everyone should have an equal chance of winning that is the human players should be given all available tools to succeed.
    The actually fighting of the game could be improved as well. I do not agree with the concept of knocking your opponent out of the ring, it is more of a sumo wrestling ideology. Now a fighting game that I do enjoy and sword fighting games should model more closely is Bushido Blade. There is more realism to the game, unlike Soul Caliber with characters like Nightmare who appears to have a claw as a sword. And perhaps what is a more traditional fighting game such as Street Fighter; combos are only attained with pressing a button, and the directional pad, whereas the modern era of games relies more on the button pressing to do combos. The game also moves away from most fighting games with blocking as holding the back button. To add real element of blocking with a weapon, the button “X,” is used to block sword attacks, but leaves you vulnerable to a kick, punch, or a charge. What was oddly disturbing as I continued to play the game was that I continued to play much worse; I was not able to discover any good combos, nor develop some strategy as to how to defeat my opponent. Unlike in Tekken, a player is able to pick up what the character is about after a couple of rounds, but after six rounds using Nightmare, I still did not know what he was capable of.
    What is perhaps the biggest flaw of this game is not the game play, but rather the consequences of forgetting to save your progress. As I did not want to find out for myself, I discovered Soul Caliber in general has a way of easily losing a player’s progress on the memory card. If the player does not save each time before they turn off the console, the likelihood they will not be able to open their file the next time they turn on the game. Data file corruption is one glitch that Soul Caliber has neglected to fix, and really irks me the fact you must save constantly, or else!
    In all, this game is quite boring and I do not why I bothered to play it. The rooms are not the amazing, the characters are not that flashy, and half the time I did not know what I was doing. Somehow I managed to stab the opponent, but I would not know how to again. This game is clueless, and I am left unpleased.

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    Status

    noobkilla's Soul Caliber III (PS2)

    Current Status: Playing

    GameLog started on: Tuesday 30 January, 2007

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    Rating (out of 5):star

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