Each of them with personal motives but they are so poorly displayed through scrolls of text and flow-charts that you decide to skip all the pleasantries and get on with the battle.
The ‘story mode’ of the game is nothing more than a disjointed sequence of battles, with loading screens fulfilling the roles of segues, until you defeat the big baddie and the character does whatever he wants. The endings for each character don’t bring much impact because it is all too predictable.
The Technical Aspect
Now we come to the gist of the whole thing, Soul Calibur 4’s shining apple – the game play. Like I said before, the game’s aspect of fun lies in the various methods and strategies of downing your opponent, whether through carefully timed attacks or an all-out flashy combo.
The difficulty and playing style of the game scales from ‘mindless button-mashing’ to ‘tedious brain-boiling’. While randomly pushing the buttons can result in a victory, you can also flaunt your superiority with some quick flashy combos, with the latter being the more satisfying result.
Thus, this interpretation of style appeals to a much larger audience, roping in both the causal and the hardcore gamers. Plus, with the depth of the combat, you would find that the employment of strategy really goes a long way in this game, busting the myth that the key to victory lies in throwing the most punches. Toss in a wide scope weaponry like pistol-swords and umbrellas, and you have yourself a game easy to recommend.
The replay ability does not stop there. The predecessor of Soul Calibur 4 had included a Character Creation system, which was fun, but it also seemed ultimately pointless until you find out that you can share your works of art with your friends online. Your creation’s fighting style is already based on pre-existing ones; the costumes and props are the ones you play around with. Besides, what could be more fun than seeing yourself on screen performing ninjitsu on a morbidly obese grim reaper? Or even Mario? |