![]() The lack of a consistent style makes Azwel indistinct in a roster of well-established characters. He’s a pastiche of extremely worn villain tropes and I’ve never enjoyed weapon conjuring characters in fighting games. Azwel’s design from start to finish is the low point of Soulcalibur VI’s character group. His in-game bio says he loves all humans equally. He’s a Rasputin-like transcendent humanist who conjures weapons from with special gloves. Geralt’s visit is also somehow the most universe-consistent guest appearance of the series-certainly when you compare him to Soulcalibur IV’s Star Wars cameos or V’s Ezio Auditore.Īzwel rounds out the newbies. His appearance is mostly innocuous and it’s nice to hear a competent voice performance from Geralt’s regular actor, Doug Cockle. Soulcalibur VI’s “guest” character this time around is The Witcher’s Geralt of Rivia. He can quickly switch between long-range and close combat. Grøh, a brooding Nordic warrior, enters combat with a double-edged blade staff he can break into two swords. There are, as of this writing, three new characters in the fold. Voldo still hisses and writhes around in his exquisitely hand-crafted fetish gear. Siegfried and Nightmare continue to lumber into battle with their respective claymores. Maxi still feels maybe a little ( just a little) cheap, with his flurries of nunchaku swings. Mitsurugi maintains the balance he’s had since the beginning of the series. Sophitia still twirls into battle with her signature sword and shield. Taki is still the close-fighting, lightning fast ninja you know and love. So the r oster is almost entirely filled with franchise favorites. The story functions as a soft reboot of the entire franchise, revisiting the events of Soulcalibur. Matches are fast, mostly a blast, and perfect eye candy for lapsed fans. But if you time a Reversal to land when your opponent attacks, it triggers an extremely cool-looking parry sequence before the RPS phase. Not to mention it opens you up to a potentially powerful counterattack. Failing the rock-paper-scissors check gives your opponent the bonus meter instead. Although you can always dodge out of the melee-if you’re chicken.Ĭhicken or not, canceling the attack is often your best option. Successful Reversals also fill your Critical Edge meter quite a bit. If the special move connects unguarded, however, both players enter a violent game of rock-paper-scissors. This is another single-button move with a relatively slow wind-up. Meanwhile, Reversal Edges are brand-new for Soulcalibur VI. The fact that this is now a button press away, mere milliseconds from execution, make Critical Edges a more pulse-pounding affair. These attacks are completely brutal if they connect, but leave you vulnerable if you miss. Instead you’re just a quick trigger smash away. Newer to the franchise are Critical Edge strikes: super attacks that use meter and are no longer tied to difficult inputs. Your selected fighters move nimbly through on 3D planes, attacking with weapons vertically and horizontally, with fun combinations in between. Soul calibur vi weapons series#Like every entry of the series since the 90s, Soulcalibur VI features weapon-wielding fighters of the 16th century vying for the affections (?) of a cursed sword. I commend the new game for several things, but its gutsiest move was asking me to remember the joy of playing the original Soulcalibur in my childhood bedroom with hot cocoa steaming on my nightstand.īefore I dive into what doesn’t work with the first entry in the main Soul series since 2012’s forgettable Soulcalibur V, I will say that, when Soulcalibur VI allows itself to focus on core characters and gameplay loops between rounds, it’s the most fun I’ve had with a 3D fighter in ages. Soulcalibur VI explicitly compares itself to the tightest, most focused, most fun fighting game I’ve ever played. Soulcalibur VI invited me back to 1999 to relive my first holiday season with the Sega Dreamcast. ![]()
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