SoulCalibur II
Review by Thievius Jubei
"4 Years Doesn't Mean Much to NAMCO"
Lemme first off say that it's hard to give the sequel to the best fighter of all time, (IMO), an 8. But it takes guts to do so, and I think I have a lot of those. Soul Calibur 2 doesn't taint the legacy of the Dreamcast classic, but it doesn't add anything new to it, barring some ridiculous additions from Spawn creator Todd McFarlane and some of the more satisfying stages and design perks being left 4 years in the past. What Soul Calibur 2 brings to the table is an exciting entry-level weapons-based fighter for the masses. I use ''entry-level'' simply because I believe there is so much more that can be done with this series, as with any other. The graphics aren't that changed from the DC rev, and it seems the music has lost much of its luster. But what remains is as solid and enthralling as ever, with gameplay that is second to none. But there is really no competition in this weapon's based arena. Take the additions and subtractions how you want, but no matter how you slice it this game is a no-brainer for each and every fighting fan out there. You want specifics? I'll give you a few. Read on...
Gameplay
I'll begin with gameplay, seeing as this aspect of the game seems to have gotten a slight upgrade. No matter what system you play SC2 on, you're gonna be enamored with how the game plays. Characters move on the dime, instantaneous maneuvers at the slightest nudge of the joypad. Input your command and have exactly what you want done activated. everything is as smooth as a baby's thumb (no easy cliches here). I must say that learning the ends and outs of each character is much fun, as the practice mode is intuitive and simply. And there are a lot of characters to choose from, including: Talim; new girl on the block whose quick style and fierce determination are great motivators, Yun Sung; Hwang's long lost something or other who moves as deft and automatically, and many others. Really, for all comers the game has a person for you to play as, and no two characters feel the same, except for a couple of hidden ones. All in all, what we have a here is a massive undertaking for anyone, though the Weapon Master mode is decidely short and can be completed in less than 3 hours. But it is an etertaining 3 hours to say the least. Also of note are all the extras to be found, from extra weapons that gain back energy, to more costumes, stages, character profiles, and more; a lot is to be said for the incentives to play the game solo. One more thing: Virtua Fighter 4 and Evolution have really spoiled us with all the extras that make solo play a virtually endless experience. Soul Calibur 2 fails to replicate that, and doesn't try too hard to do so. Think about it, though, four years in the making and they couldn't add more to make the game lengthier? Hmmm... When all is said and done, in the gameplay department Soul Calibur 2 delivers, and in spades.
Graphics
When this game launched with the underappreciated Sega Dreamcast console in 1999, it garnered much critical acclaim for graphics that were revolutionary in every way imaginable: high-resolution character models, highly-textured enviroments, stunning animation with sick-ass cloth movement. There were alternative night sequences for each stage, replete with amazing constellations and such lighting up the sky. It was simply perfect for its time, and even outshines it PS2/X-Box/GC brother. Nothing about this newer incarnation says more than ''Here is some more Soul Calibur for those who missed it on Dreamcast. We'll call it Soul Calibur 2 for fans of the first. But really, this is Soul Calibur with ''enhanced'' graphics. Really now. Everything looks about as sweet as it did way back when, but there are tons more graphically stunning property now than back in '99. NAMCO compromised themselves this time, omitting fabulous pieces of work like Yoshimitsu's gorpegous flowing raft stage, Maxi's rain stage, and Yoshimuitsu's cunningly-depicted ''mini war'' stage. If anything, depriving the gamer of the these moments degrades the quality of this new work yet more, with the problem being the deletion of beatifully done aesthetic scenes, and the addition of enviroments now ''partially interactive'' but also wholly unoriginal, with little to no charm. BUT, they are still beautiful, with the church level coming to mind quicky and the library stage with the sunlight pouring in and casting every kind of shadow. Good job, but much could've been done to put this one of the same plateau of a, say, Dead or Alive 3... ESPECIALLY on X-Box.
Sound
Hmmm... You know what? Most of the music of Soul Calibur I'm indifferent to. I even find some of it grating. And I must go back to Soul Calibur on Dreamcast, because the music (every note of it) was captivating, spellbounding... any positive adjective you can think of) SC was that. Not, it seems, NAMCO went the easy route, coming of with lazy, uninspired works sounding like Mozart in A+ minor, which doesn;t even make since... Hence, my point. It doesn't make sense that this version of the game should have music that makes me want to shut if off after a couple listens. Sure, some of it is a raucous invitation to do hell, but most of it is a slumber fest. My opinion? Sure. Here's to weeks of numbing your brain on whether or not to leave the music on.
Overall
When all it said and done, this is a buy. Now I know it might seem that the entirelty of this review hosted a ton of qualms on my behalf. But that's only because I was expecting so much more. Hell, this one ain't even an evolution. It's more of an expansion pack. If you haven't played the original SC and can, I'd recommend that version over this one anyday of the week, because the graphics are the same, and the DC rev bests it in level design and overall gameplay fun. But I digress, and say that anyone who loves a great fantastical fighting fest should go out now and get this game. It's sweet, but bitterly so.
BUY
Reviewer's Score: 8/10, Originally Posted: 08/30/03
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