Soul Blade (Soul Edge)
PlayStation Review from the Net
Title: _Soul Blade_
Developer: Namco
Price: $37.99 (Best Buy)
Genre: 3D Fighting
I should probably preface this review by stating that I'm not
particularly skilled at the current crop of 3D arcade fighters out there.
_Virtua Fighter 2_ was the only game with intriguing and aesthetically
satisfying character designs to hook me for longer than a few days; I
found _Tekken 2_ to be visually hideous (not *technically*, mind you) and
_Star Gladiator_ to be shockingly banal. I've had an on/off affair with
_Tobal #1_ - the graphics are beautiful in their fluid, polygon-error
free simplicity, but the game needs a quite a bit of work on individualizing
the characters. Now, it should be mentioned that I've played _Soul Edge_ a
not insubstantial amount in the arcade previously, and while I was rather
pleased with the character design and graphics, was not just a little afraid
that I would find it lacking in play depth, given Namco's history. In this
vein, my fears were justified - however, the game has such an incredible
diversity of play modes that much of the longevity issue can be safely
postponed until the player has explored them fully. One has access not only
to a standard arcade fighting mode, but to team battle play, a _Tekken 2_
practice mode, and the shockingly-cool Edge Master mode, which allows one
to win hip new weapons with which to bludgeon, maim, mangle, and mutilate
your chosen foe. These new weapons are not just superficial - they can add
or subtract damage, enhance or depreciate strike speed, activate limited
HP regeneration or depletion, and effect range, so that an amazing amount
of character customization becomes available. We'll explore this in slightly
more detail later; on to graphic impressions.
I have *no* reservations in stating that this game is THE best looking
game on any console currently, with the possible exception of _Turok_ on the
N64. This game reeks of next-generation graphics computation power - literal
SCADS of light-sourcing and translucency effects abound, even moreso than
the impressive arcade version. A complaint may be filed against the 30 fps
frame rate in that it makes the game less precise than, for example, Sega's
exemplary _VF2_; however, this game is less a contest of pure, unadulterated
SKILL than it is a joyful orgy of glamorous battery and flashy technique.
And this it does well, moreso than similar games of this type such as the
visually grotesque _Mortal Kombat_ series or the crass juvenile appeal of
_Killer Instinct_. Despite its lack of emphasis on deep, high-level play,
_Soul Blade_'s graphics ooze of class, style, and technical excellence. As
a conversion, it is equally astounding - the graphics are much clearer and
many stages have been enhanced, such as the beatiful water effects added to
Li Long's stage: no longer are the combatants drifting leisurely down a
canyon river - it is now a swirling maelstrom of rapids. Too funky. Stages
like this one, Sophitia's marble and glass temple, Taki's ghostly shrine,
and Siegfried's besieged castle add a spectacular and uberdramatic
ambience to the typically generic fighting game backgrounds as seen in
_Tekken 2_ and _VF2_.
Character graphics are also very appealing, both in terms of design and
implementation. Although some polygon boundary errors exist, they are not
nearly as severe as those in _Tekken_ or _Fighting Vipers_. Costuming, is,
for the most part, unique, although some of the new, player-designed
costumes such as Seung Mina's, er, pajamas look downright *kooky*. My only
negative in this department is the "clonging" of swordsman Heishiro with
the version 2 addendum character Hwang - I *hate* it when games do this.
Changing one character's graphics slightly and giving the clone a few different
moves is a truly CHEAP method of character design and one I do not wish to
encourage. I also think Cervantes should have remained a boss, but that's
just me. Some characters, on the other hand, such as ninja swordsmistress
Taki, nunchaku-god Li Long, and the deaf-mute freak Voldo with his vicious
katars are outstanding, design-wise, and encourage long-term development
of their use by the player.
And, damn, do I dig the music. While some may not have a palate for
resoundingly Conan-esque orchestral scores, I find it is the perfect
compliment for the flashy graphics. Included are three versions of the arcade
soundtrack: the original tunes for the purists, an improved arranged version,
and a weird, some-what fruity rewritten set of tracks nebulously laballed
the "Khan Super Session." Er, whatever. Sound effects, on the other hand, are
a mixed bag. The sword slashes and clangs are fitting, but the voices - ah,
the voices. They, quite frankly, BITE. I can think of only one improvement
in this area: Seung Mina now says some high-pitched Japanese phrase instead
of the incommensurately disgusting "Yahoo!" she squeal't in the arcade
version. Good riddance. However, Siegfried and Sophitia now sound like
helium-addled grade schoolers, and Rock has a case of constipation that
makes Walter Mathau sound like Yahoo Serious in comparison. And Li Long -
well, let's just say he needs to lay off the nic for awhile, 'specially
if he wants to live past his posted age of 24.
Control is typical for a Playstation 3D fighter. It's more responsive
than the godawful _Toshinden_ series, but not as accomodating to high-end
reflex play as is _VF2_. There are three attacks available to the player:
a vertically-oriented strike button, a horizontally-oriented strike button,
a kick button, and the ubiquitous Guard button. Combinations are performed,
as ever, by a sequence of button presses and joystick directions, with a
small amount of timing required. VF2 players will find the 30 fps play
marginally sluggish - _Toshinden 2_ players will find it rather fast. If
it's any indicator, I *do* find play on the home version of this game to
be slightly faster than that in the arcade.
Now, for the main point of this review: the play. I'm sure I'll
piss off the _Tekken_ camp by saying this, but this game pretty much boils
down to canned combos and attack reversals (f+G). No fatalities or cheesy
50-hit combos, but that's OK - the Critical Edge combos (A+B+K, followed
by a character-specific motion) add enough of a cheese factor to compensate
those missing 10-hitters or "Awe-awe-awe-awe-awesome Kombos." Now, the
flashy graphics and stylin' character designs are enough to make me enjoy
the game, regardless, but I'm not stupid enough to argue that _Soul Blade_,
is, by any means, a DEEP game. Fortunately, the Edge Master mode, which
progresses a story for each character and requires you to defeat opponents
uner a variety of conditions to win special weapons, adds a LOT to game play
and variance. For example, as the Edge Master story for your chosen character
progresses, you may find yourself having to fight multiple characters in
rapid sequence, or having to defeat them solely with throws or juggles, or
with slowly depleting health due to poison. This is a lot of fun, and is an
entertaining way to test your skills. It also allows the player to unlock
secret characters, including different versions of Siegfried and Sophitia,
as well as Seung Mina's militaristic father Han Myong.
The game is also a lot of 2-player party fun. There's something
about glitzy games like this that are really a kick to play casually.
Everyone can play them with some level of skill initially and have fun
doing so. That isn't to say high-level play isn't present - button-mashers
WILL be crushed by those with mastery of specific canned combos, reversals,
and the limited G-cancel system, or just by knowing when and how to
sidestep. I like to play VF2 against certain, skilled opponents; however,
when I like to get down an' dirty in a crowd of my less-dedicated peeps,
_Soul Blade_ is a total riot.
All in all, _Soul Blade_ is an aesthetically beautiful if ultimately
shallow game. It isn't as weak in the play department as other members of this
subgenre, such as the _Mortal Kombat_s (ick) or the _Killer Instincts_
(double ick), and it sure as hell is a lot more attractive. For the casual
fighting game player, or for someone looking for an an appealing introduction
to the genre, this is an excellent choice. Hardcore fighting game players
may be turned off by its lack of challenge, but it still remains an excellent
party title with plenty of alternative play modes to derive one's money's
worth from it. And, at under 40 green 'uns, it's a STEAL.
OK, just in case you're illiterate or are the sort of gibbering troll
who prefers numbers and statistics so you can foolishly try to quantify
everything in your sick, pedantic, insecure little world, here's the final
tally:
Graphics (Design): 9.5
(Implementation): 9.0
Sound (Composition): 9.0
(Effects): 5.5
Control: 8.0
Play (Technique): 6.5
(Satisfaction): 8.0
Options: 9.0
OVERALL: 7.5
I recommend this title highly.
---
Douglas L. Erickson | Curiosity killed the cat/
douglas@mailhost.ecn.ou.edu | Loathsome rituals brought it back.
Visit my Anime Art Gallery at: | - Revelation X
http://www.ecn.ou.edu/~douglas | {My opinions remain unsponsored by ECN}
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