The old "Pull my finger" trick worked every time. ![]() But equally, with fighting game releases being so rare these days, it's a joy to find that Soulcalibur IV is so beautiful, so right, in so many respects. You can't help but feel Namco has missed a real opportunity to re-invigorate the gameplay using the massively superior technology that PS3 and Xbox 360 feature. The animations are as pre-baked as they always have been, the input method and control scheme remain identical, and aside from a couple of basic, unremarkable moments, interactions with the backgrounds are extremely limited. The formula that has stood Namco in such good stead has been tweaked yet again, but there has been only gradual evolution since the arcade debut of Soul Edge more than 12 years ago.ĭespite the use of the ubiquitous Havoc physics engine, the characters look and move exactly as you would expect. But in terms of the basic fighting gameplay barely anything has changed since the series' last- gen console outings. Undoubtedly, Soulcalibur IV is very good and has at least one genuinely brilliant new feature. ![]() To get the bad news out of the way first, Namco has done little to refresh or redefine a genre enduring a terminal decline in popularity. It's everything a die-hard Namco fan would want from the franchise's transition to Xbox 360 and PlayStation 3 - and it's this which is the game's greatest strength and biggest weakness. ![]() Soulcalibur IV boots up predictably with the usual CG intro loveliness, staggeringly good HD graphics, the full-fat 60FPS gameplay experience and a satisfyingly vast selection of single-player modes in addition to versus and online action. All is well within the Namco fighting game universe.
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