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Countryside
Gridlock
I first saw Soul Calibur Legends and Soul
Calibur IV together in a Bandai Namco Games special that in the 6/29/2007
issue of Weekly Famitsu. Soul Calibur IV on HD hardware easily cast
a shadow over SCL, stealing any thunder it had and taking the spotlight.
Everyone knew pretty-much what to expect from the next numbered entry in
Namco's long line of critically-acclaimed, history-based, head-to-head sword-fighting
games. It was no surprise, and it was exactly what most fans wanted. I bought
SCIV on launch, and so did everyone else. But what about SCL
released not-too-long before it? Nobody I know has SCL, but almost
everyone I know has SCIV. |
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While
the modeling of its iconic characters and balance were questionable in more
ways than one, it remained a top contender in the genre. Finishing moves
were even added to its battle system in a surprising twist (making it even
better)! I
got SCL after SCIV, though, and the more I played SCIV,
the more I loved SCL. Design missteps in SCIV heightened my
interest in SCL; a mysterious new SC title on the mysterious
new Wii hardware. Even Namco must have considered the game a priority, because
SCL (developed on newer, unorthodox hardware) was released before
SCIV (developed on known, orthodox hardware). So little was known
about the project then, and even now after release... |
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"This
Blade Keeps Cutting"
Soul
Calibur IV was disappointing in the most surprising of ways, though.
Not in its gameplay, its modes, or any of that stuff; it disappointed
visually. After the absolutely incredible job Namco did with Soul
Calibur III, Soul Calibur IV was just off-putting. I don't
like to judge across generations, but the iconic character cast just weren't
themselves in
Soul Calibur IV. For the most part,
male characters like Mitsurugi and Nightmare looked good, but the females
like Taki and Cassandra lost their womanly essence and became distorted,
hardened shells of their former selves. It saddened me that they chose
not to base the new models in Soul Calibur IV on the Soul Calibur
III ones. If they in fact did, then something along the way
went wrong.
Graphical criticisms
were leveled at Soul Calibur Legends after it because of the analog
hardware it was developed on. Those criticisms never sat well with me,
though, because the game looks better than some titles in this
generation running in High-Definition. What does that tell you?
That for a title running in Standard-Definition, it looks pretty
damn good! It's amazing that for running in SD, SCL actually
looks better than SCIV. How can it look better if it's in SD, when
SCIV is in HD?
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Because they took the
character models from Soul Calibur III, and I was glad because
they're probably my favorite in the series. They didn't just copy everything
from SCIII, though; cool new characters (and cameo ones) make it
feel like a sort of director's cut (which is a good thing). Dual-sword-weilding
Lloyd from Namco's own Tales series fits well into the cast as
a young newcomer, the new queen is the new hot femme fatale rivaling Ivy,
and the Masked Emperor looks appropriately tyrannical. Speaking of Ivy,
she's blessed incredibly as always, with hips and breasts ideal for child-birthing.
Watching her in motion is still as incredible as it's always been, too,
and she even has some animations I don't remember seeing in SCIII.
They didn't just stop at humans, though. Namco went the extra mile and
finally added dragons and other monsters to the game (something that always
seemed to belong in the series)! Playable ninjas would have been great,
though, since they are probably the coolest characters in the game. Would
it have killed Namco to make them (or any of the other average enemies)
playable? It's not like the game was getting an update or additional content
later; big media had already decided its fate long before it even hit
consumers.
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Splashy special
effects make the game's already great visuals even better. If I remember
correctly, Namco seems to have added more special effects into SCL that
weren't in SCIII (or SCIV, for that matter). And not just
a few effects, but a wide variety from piercing arrow trails and roaring
cyclones to hit sparks and traditional slash trails. They're all visible
and impossible to miss, along with great particle and fire effects that
add to the experience. It really does make the moves seem that more powerful
and destructive, especially ones like Taki's "electric dome explosion"
that fill the screen with impressive fireworks as they decimate anything
close. I can't see all these effects without thinking of how a lot of titles
running on HD hardware don't even have effects this good! Come to think
of it, SCL could have the best special effects of any Namco game
ever made. |
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The game's multilevel
environments were also criticized with misguided accusations. You'll battle
on spiraling cliffs and pirate ships (among others), and that's not without
obstacles like swinging blades, cannon balls, and "booby traps"
(just to name a few). For a standard-definition game, there's some nice
depth and scale to the environments in SCL. They're huge and sprawling,
whether a castle, battleground, or pirate ship. Many times in the series
with its majestic battleground locales, I always wondered what was beyond.
SCL basically answers that with expanded locales from the SC
world; deep caves with hidden rooms, intricate castle mazes, spiraling
staircases, deep tombs; hardly the "flat" environments you've
heard about from big media. There's something in every nook and cranny,
and in co-op you can choose to go the same path together or go separate
ways. The game may be on a guided path, but there's still exploration
for those who choose to do so.
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The
Good, The Bad, And The Fugly
There are only two things I don't like in Soul Calibur Legends; that
would be prince Iska Farkas and the switch activation parts in some stages.
Iska Farkas sticks out like a sore thumb because of his juvenile design.
Character design in this series always looked cool, so it was disappointing
to see the game had an overly-cute main character who looked like Orlando
Bloom. Hopefully his stupid design wasn't influenced by the "kid-friendly"
Wii reputation. The motion-controls don't really mean much to me. I would
still own and play the game with or without them; that's how good the game
itself is. Just the inclusion of cooperative-play alone was enough for me
(since I like co-op more than head-to-head). I can't help but to wonder
about the onset of "tennis-elbow," though, just from the switch
parts alone! If you don't activate a switch with a correctly-angled
swing, it could take several to get it done. What, was their idea of a joke
to give us "tennis-elbow" so bad that we turn into Fugly Federer?
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Instead of just porting
Soul Calibur III to Wii hardware with different controls, Namco
did the right thing and used Soul Calibur III's great design to
approach the series from a different angle. Soul Calibur Legends
brings players together for more than just battling each other (as in
other entries). You work cooperatively to decimate legions of smaller
foes to cut monstrous bosses down to size. If you liked the "David
& Goliath" scenario from SCIII as much as I did, then
you'll like the colossal battles in SCL. The dragons are one thing,
the large Egyptian boss is another, but a towering Astaroth is completely
over-the-top. Astaroth is frighteningly big and overpowered in the other
games, and his larger-than-life appearance in SCL takes it to a
whole new level! Things like this give SCL its epic moments. Well, that
and Ivy's figure...
With Soul Calibur
Legends, Namco made a lot of right choices. They named it appropriately,
took the better of designs, made it co-op, and introduced a host of (mostly)
welcomed new characters. Fans may notice the inspiration Namco took from
their own sword-fighting title Mazan, but they did a good job in
taking only the sword-fighting aspects they could use. Two-player co-op
sword-fighting is fun, and there's a real emphasis on teamwork. Collecting
weapons and leveling your character(s) up are gradual tasks that add quite
a bit of playtime for those who want it. Without a doubt, this is one
of the top games made on the Wii hardware, and if you own it then Soul
Calibur Legends should be in your collection. From fans and casuals
alike, anyone can get into the game and enjoy it. Most of Namco's games
are like that, but this one hasn't enjoyed the same level of success as
the others, and there's no reason why it shouldn't have. Much worse games
have enjoyed much more success, but then again, they didn't have Metacritic
or Gamespot to ruin their reputation...
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BAD
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