SoulCalibur VI - Analysis

Author: Juan García
Date: 2021-01-26 10:25:48
Project Soul has spent the last few years preparing us a present for the 20th birthday of the Soul Calibur series, and now we can finally open that present to see if the long wait has been worth it. We have spent the last 6 years waiting for a proper installment of this series of sword fighting, that is to say, a long period of time that we have spent missing Mitsurugi, Kilik, Siegfried and company. The wait is over, the time has come to play Soul Calibur VI.

This is a small reboot of the series, which invites us to revisit the events of the first Soul Calibur, but with small nuances. This invites you to recover lots of original characters and, at the same time, include a new character to join the exciting 3- D 1v1 battles that have always characterized the series. If you are an old player of this series, you will feel at home, since your old acquaintances are controlled almost the same as always, with small playable tweaks that are the novelties in terms of control of this sixth installment. Of the two dozen characters, 18 are old acquaintances and 3 are new signings for the occasion (among which Geralt de Rivia is included as a special guest). The balance between them is high, although there are a couple of exceptions -Inferno and Azwel-. This cast is somewhat short for the times, especially if we consider that the first paid downloadable character, Tira, is already in the game as a non-player character, or that the classic Lizardman does not exist as a selectable character, but his style and appearance are available in creation mode. However, despite these roster problems , you won't need much to get hold of them.

What you need to know is that there is a button for attacks, another for horizontals, one more for kicks and another for cover. With that you will have access to the list of movements of the 21 characters available in the start game, although there is a lot of playable depth that we can learn to master through the tutorials of the game itself. This is where we will learn how to move, crouch, dodge, parry, the best way to combat, how to perform a counter-attack with guard impact ... Soul Calibur has always been a simple game to play, but difficult to master, and this installment it is not the exception that proves the rule. Each of the characters has a very wide range of movements that can be linked in the most different ways . If you hit buttons you will do things, but if you control the characters, you will do almost 'magic' (because magic as such hardly exists in this world). It is not only that the achievement of buttons triggers series of blows, but also, the direction that we press also influences the actions that we execute.

However, the Project Soul team wanted to give a nod to new audiences by including a special hit bar that charges, and is used automatically with the press of the right trigger to attack, or to empower our fighter. . In addition, a slow-motion confrontation system similar to that seen in Tekken 7 is introduced , which in turn forces us to 'play' a rock-paper-scissors to find out who wins the duel (and incidentally distributes a bunch of cakes to the rival). A most cinematic addition, but one that fans of traditional fighting games will not quite like, as its conclusions are somewhat random. This is the only small shadow in a continuous but effective combat system, which also provides a perfect rhythm to the fights between the frenzy and the strategic pause.

In terms of playable possibilities, we find ourselves with a shameless bet on the options for a player, with not one, but two different story modes. The first one that you should try is the Soul Scale mode , in which we can create our own fighter with a character editor, and level him up, while we test new weapons, earn money and manage resources, in our search for the Soul Blade or Soul Edge. It would be similar to the Weapons Master mode of the old installments of the series, but with a touch of its own ... having mercenaries that we can recruit, secondary missions with juicy rewards, etc. Although static screens and endless dialogues are abused, thereby giving the feeling of belonging to another time. In addition, it does not have a difficulty selector and is very simple during the first hours (although in general Soul Calibur VI is a fairly easy game in general terms). However, it gets more complicated as we progress in the mode (it can last more than 15 hours, and there are post-boss missions), although without being overwhelming. Overall, a very good single player mode.

The other mode for a player is the Chronicle of Souls , which focuses on telling us the story of Kilik, but which also allows us to get into the shoes of 19 other characters during their particular and short stories. It is less varied, but more interesting in terms of narrative, which makes the few hours it lasts quite entertaining, especially if we want to complete all the stories present in this mode. Along with this mode we find the classic Arcade mode -which lacks a final confrontation-, the simple battles, alone or against a friend, with customizable conditions, and the complete -and obligatory- tutorials. Along with these modes are the online options, although it is somewhat limited, only having an even and informal game. The good news, yes, is that it works like a charm, with hardly any lag, good search speed for games, and remarkable connection stability (at least during our time with the game).

Finally, it would be necessary to review the technical section, where we were not quite happy . On the one hand, there are the animations, the fluidity of the fighting and the general finish of the game, all very well worked. On the other, the close-up modeling and the resolution / detail of textures in characters and settings, which are not at the highest level. A good example would be the clothes that are torn, a grateful detail, but that does not have excessive detail and does not affect the gameplay in any way. In other words, a small missed opportunity. As for the sound bill, there are fewer drawbacks to it, with good sound effects, own orchestrated melodies, and a good setting at all levels. As a last note, I would like to thank the translation into our language of the texts, a detail that is always appreciated.

In short, and taking stock of the proposal, Soul Calibur VI is a good fighting game, with a great combat system, although the concessions to newbies hinder more than help. Its single-player game modes border on a good height, the roster of characters and scenarios is fully compliant, and even the online functions work to a high level. Each of these aspects has some 'but', but the truth is that they are not so important as to prevent us from thinking that this installment returns the series to the front page of the fighting genre .