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SoulCalibur III Review

PlayStation 2 Review by Kristan Reed

20 December, 2005

For many of us, the SoulCalibur series represents the pinnacle of beat-'em-ups. Residing in a satisfying niche between depth and accessibility, it's one of the few examples in the often wilfully hardcore genre that doesn't require a daunting level of expertise to enjoy. Namco seems to go further with every incarnation to reward the fans with a bewildering amount of extra content, new characters and modes, yet still delivers a game that even newcomers to the scene can get straight into. In almost every sense, version three of this fantastic series continues this fine tradition.

Given the universal acclaim of 2003's revered sequel, the only thing left for Namco to do was take the series online. In many ways, that was the only important element missing from the package, yet Namco has curiously decided to spurn that golden opportunity with version three, choosing, instead, to beef up the single-player content in ways that not everyone has been particularly receptive to.

Even more bizarrely, the multiformat approach brought in with SoulCalibur 2 has been axed, with Sony presumably passing a large money hat to its Japanese friends to ensure PS2 exclusivity this time around. And with no arcade version either, this is the only opportunity fans will get to sample the latest evolution of the classic series.

Ian Botham

'SoulCalibur III' Screenshot underwire

Mortified at her lack of underwired support.

As you might expect for a sequel following just two years on from the last version, the changes won't seem exactly radical to the casual observer, with just three new characters to bulk up the already fairly beefy roster of around 30 (around half of which remain tightly locked away from the beginning). But dig a little deeper, and there's easily enough new content and tweaks to the existing character set to keep even hardcore devotees busy for weeks

Typically, the game's central story mode 'Tales of Souls' is a basic series of single-round matches against various opponents, each featuring the usual overblown super-serious storyline that actually makes very little sense at all, and does nothing to justify why, exactly, you're beating the crap out of some stranger with a scythe. To vary your path, there's a sort of throwaway attempt at introducing a 'choose your own adventure' aspect to the proceedings, enabling you - on occasion - to face off against a series of tough opponents in quick succession, with an unlockable dished out as a reward for success. Regardless of your character choice, though, the scenarios and settings appear to be largely identical, and your choices actually make little difference to the outcome, so in a sense the only 'point' of this mode is to gain much-needed practise, and to unlock other new characters along the way. With fairly lengthy load times and the slog that goes with playing through the same sections multiple times, it's perhaps not the most entertaining way of spending time with SoulCalibur III, but certainly serves as the best introduction.

As previously, the fighting system is simple yet structured in such a way as to give enormous depth of possibilities to any given scenario. Using the four main face buttons and the left stick, you're given the choice of horizontal and vertical slashes, kick and block, but beyond that there's eight directions of each, combinations and time-specific variations that make it an exceptionally fluid system that works just as well as it ever did. On a basic level nothing much has changed; it's still the attack-oriented game it always was, but then that's just as well. Advanced players will be the ones playing spot the difference, with certain characters' move-sets rejigged in subtle and no-so-subtle ways. Previously similar characters feel more distinct, yet on the whole SoulCalibur 3 still feels like a game that anyone can get into and take time to master.

Rock, paper, scissors

'SoulCalibur III' Screenshot burns

The soul still burns.

Joyously, it's not a game that button-mashers will prosper in. With much of the fun coming from anticipating retaliation and taking advantage of downed opponents, there's an answer to many of the seemingly devastating moves. Deflecting attacks, being nimble and mixing up high and low attacks is just as important as knowing the complex combos - especially against someone who knows what they're doing. The game's also consistent in its design, with basic move-sets available across all the characters, making it easy to seamlessly change from one to the other without feeling overly hamstrung.

The addition of a seemingly endless array of new weapons adds a further layer of subtlety, experimentation and mastery to the proceedings, and although there's arguably such a thing as too much choice, the constant array of new unlockables helps keep the game feeling fresh long after the initial novelty has worn off. On the other hand, Namco has still recycled much of what went before with relatively minor technical enhancements, so don't expect sweeping changes: this is very much an evolution of an already excellent game.

In terms of the trio of new fighters, they're all evil and eye-catching in equal measures; first up is the parasol-waving Geisha, Setsuka, full of blade spinning rage, then there's the scythe-wielding warrior Zasalamel (a great choice for beginners with his long reach), while the razor sharp hoop-wielding Tira certainly makes for an eye-catching new entrant with an impossibly evil weapon that Tarantino himself would be proud to emulate. Tellingly, you'll probably find yourself returning back to the old favourites and sussing out what's changed, but that's no great shock.

Put to the sword

'SoulCalibur III' Screenshot head

The spinning head is just out of shot.

The new 'Chronicles of the Sword' mode, meanwhile, lends a greater sense of purpose to the relentless bouts, and works hand-in-hand with the new character-creation mode. Presenting you with a few core character classes (male or female), the chance to create your own truly distinct warrior is actually much more restrictive than we would have expected, limiting the actual look of your creation to a bewildering number of outfits rather than physical attributes. Although you can conjure some hilarious freaks from the massive amount of options available, what you end up with is costume variations based purely on a standard model. For example, you can't tweak the height, weight or build, and must instead sort through few stock face types and haircuts. Over the course of the game you do, admittedly, unlock a stack of new items, but compared to the flexibility of other create-a-player systems in other titles, this doesn't allow you to do much more than dress them up - and with no ability to use your creation outside of this mode, it's even more of a missed opportunity.

The pseudo-strategy-based Chronicles of the Sword, meanwhile, is much more absorbing than some have given it credit for once you progress into the more challenging segments beyond the rather tiresomely basic opening chapters. The general idea is to capture the main base on each map, and to do so requires winning bouts with a variety of generic grunts and the occasional 'known' character from the main game. But rather than making you slog through it alone, gradually more slots in your character roster open up, allowing you to either create new characters or utilise the hired hands that join you, RPG-style.

With each character comprised of four main stats and an overall level, you gain experience every time you fight - win or lose - with points gained from each bout gradually helping you rank up and become a better, more capable fighter. Needless to say, anyone into RPGs or hackandslashers will find themselves gradually drawn into the whole business of building up their party of fighters, and relish the opportunity to spend their hard-earned gold on all manner of weaponry, armour and miscellaneous tat - some of which allows you to swap your arsenal before a sortie, and potentially become a totally different type of fighter along the way.

Real time beat 'em up strategy

'SoulCalibur III' Screenshot words

How on Earth do you put this costume into words?

When you get down to business, you guide little icon representations of each individual fighter around the isometric map, getting them to bash down fortresses and take on the opponents inside. If there's a few of them inside, you might decide to go in mob-handed, giving you a better chance of finishing them off if one of your fighters gets knocked out. But even when you do lose a bout, as long as one of your party remains alive, the others 'retire' back to your HQ and eventually rejoin the battle when they're fit and able. With this slightly curious mechanic of allowing you to regain beaten units, you can rotate your active fighters and slowly chip away at each fortress, clear out the occupants and make a beeline for their main base. On the other hand, if you lose all your fighters or have your own HQ captured, then you fail the mission and have to start over.

Combining SoulCalibur's fighting excellence with the obsessive nature of RPG nurturing and strategic unit positioning will either strike you as a pointless slog or maddeningly compulsive, depending on your preferences, but it kept us going for more hours than we'd care to admit. Once you've levelled up significantly (say, level 30) and have four or five fighters to point around the map, a genuine degree of strategy comes into play, especially when enemy units start aggressively charging towards your base in numbers that make it exceptionally tough to fend off. Admittedly the map presentation's a tad rudimentary, the loading times are a leeetle slow, and the storyline that accompanies the whole affair is completely throwaway, but since when did such trifling matters ever put off a SoulCalibur fan?

With so many weapons, assorted items and even characters unlocked as a result of playing through all 20 chapters, there's a pretty big incentive for sticking with it, even if it does seem a little pointless in the beginning. In terms of providing a solid single player context, Chronicles of the Sword provides a far most lasting challenge than any of the other solo modes on offer.

Soulless

'SoulCalibur III' Screenshot hooplah

Hooplah.

Elsewhere, SoulCalibur III even offers up a bunch of throwaway novelty 'Soul Arena' challenges, with around ten specific mission objectives (over three difficulty levels) such as collecting coins, fighting on a spinning turntable or throwing your opponent against the wall. Meanwhile, the practice mode helps give essential advice on the assortment of moves in the game, while a World Competition mode offers up one-off tournaments or leagues if the other solo modes weren't enough (though, annoyingly, you can't actually save your progress). There's support for up to eight players in World Competition as well, but it serves as a rueful reminder of how online play could have so easily complemented things. Maybe next time?

As a package, it's interesting how much effort Namco has put into making sure SoulCalibur III provides a huge amount of single-player content. On that level, you couldn't really ask for more. As one colleague put it recently, it really is the pinnacle of the genre in terms of giving you loads of stuff to do in the game and a constant sense of achievement. It's rare to come away from a single bout not having unlocked something, be it an item of clothing, or an alternate weapon to try out elsewhere, or maybe Tom's favourite - endless concept art. Quite how long you'd have to play the game to exhaust all the possibilities is impossible to say, but when you realise that certain conditions for unlockables is to play 1,000 bouts, it's a game designed for the long haul.

For those of you that have always bought into the series for the Versus matches, some of the character balance changes may irk. Although it's hard to think of anything but good things to say about the single player experience, in two player bouts the niggles may start to worm their way in and make you wish for the way things used to be. Previously balanced characters like Mitsurugi have been meddled with, perhaps in an attempt to make powerful moves more easily accessible to novices, while others who were already arguably "cheap", such as Kilik, have been inexplicably made even faster and more powerful. We shouldn't overstate the seriousness of this problem; the majority of players, especially newcomers to the series, probably won't spot this unless they sink hours into learning the game. However, it's a tad frustrating for those of us who've wasted our precious youth on previous versions; many people buy beat 'em ups to play with a group of hyper-competitive friends, and it's worth warning you that you may find a small number of the characters breaking the sense of competition such a game should foster. At least have ready made excuses handy, anyway.

Bead-em-up

'SoulCalibur III' Screenshot flash

Lots of flash, but no blood. No sir.

It hardly needs re-iterating that from a visual aspect, Namco has again done a fantastic job on the whole of delivering wonderfully detailed (and varied) characters, all animated exquisitely (in full, slick 60 frames per second) and sporting some of the most bone-crunchingly satisfying manoeuvres any beat 'em up has attempted. The backdrops don't quite match up with the DOAs of this world in terms of the multi-level wow factor or their stupendous destructibility, but sport so much incidental backdrop detail that - in real terms - it hardly matters. You'll be too busy concentrating on the excellent fluidity of the combat to spend more than a split second casting your eyes elsewhere, and that's ultimately what counts.

The audio, though, is as typically hammy as it's ever been, with comically overblown voiceovers deadpanning some of the most pointlessly elaborate excuses as to why a scantily clad lady is about to take a giant spinning blade to the face of a passing warrior who just happens to be wielding the biggest axe ever made. All in a day's work, we suppose. Musically, Namco presses the button marked 'dramatic and flighty' with aplomb. We salute you.

After such a lengthy hand-wringing exercise, we're back where we started. SoulCalibur 3 is easily one of the most joyous examples of how to make an instantly appealing beat 'em up that's intuitive to pick up and play, yet deep enough to last the distance. The beefed-up single-player content is worth the asking price on its own, it's still a fantastic multiplayer game (that's maybe not as perfectly balanced as it once was), and yes, it's shame there's no online play, but that's no excuse to pass up on a hugely enjoyable, addictive, rewarding title that'll last months.

8/10

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Comments: 1-50 of 54 in total | next 50 »

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Huntcjna
20/12/05 @ 15:20
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Is this already out?
blizeH
20/12/05 @ 15:22
#2
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Would you recommend this, or Soul Calibur II for the cube?
krudster [mod]
20/12/05 @ 15:30
#3
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Personally I'd get SC2 on Xbox and play it in shiny 720 progressive scan.
myiagros
20/12/05 @ 15:32
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this is an excellent adition to the series (maybe not as good as 1 or 2). Well worth playing and thoughly enjoyable.

shame about the lateness of the review!
brainbird
20/12/05 @ 15:33
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I liked SoulEdge, SC and SC2, but the genre is getting old. I simpy couldn't enjoy SC3 as much as I wanted.

"Is this already out?"
Yes.

"Would you recommend this, or Soul Calibur II for the cube?"
I would say SC3, if you can't find SC2 very cheap.

By the way, the game can fuck up your saves.
krudster [mod]
20/12/05 @ 15:35
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Shame about the release of 897 games AT ONCE :)

itamae
20/12/05 @ 15:37
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The Euro version doesn't have progressive scan support? Peculiar... have you tried holding X+Triangle while the game loads?

And in my opinion SC3 is a better game than its prequel, mainly because of its larger and more varied character roster.
rinoaMW
20/12/05 @ 15:39
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"Is this already out? "

yes its been out a few weeks, meaning that you should find a copy of it in a games bargin bin somewhere... :P
afray
20/12/05 @ 15:51
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Virtua Fighter 4 Evolution all the way, baby.

*ducks*
Vin
20/12/05 @ 15:51
#10
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Why is it a Ps2 exclusive, eh?

Daft.
Razz
20/12/05 @ 15:55
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/waits for SC4 Rev

Freestyle controller baby!
trousers
20/12/05 @ 16:09
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"Personally I'd get SC2 on Xbox and play it in shiny 720 progressive scan."

In a 4:3 window however.
krudster [mod]
20/12/05 @ 16:12
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True, but still lovely.
myiagros
20/12/05 @ 16:38
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sofalove - the SCIII special edition stratergy guide come with the soundtrack. i got one over from the states via Ebay for about £18, well worth it for the CD alone.
Edited 1 times, most recently on 20/12/05 @ 16:38
pikemon
20/12/05 @ 16:42
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Thanks for the review.

As a SC2 enthusiast I have been a bit overwhelmed by all the new modes (and underwhelmed by the little less mobile/3d combat and all the glitch reports from the hardcore audience), but I'm going to be giving the strategy mode a new look during the Xmas holidays (I've only played a single of those missions this far).

The AI has been commented on as being rather cheap / not so well programmed. And frustrating.

Create a Soul mode save files can get corrupted when you delete other games' saves from your memory card, so you might want to take some backups every now and then.
Mr Sleep
20/12/05 @ 16:46
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"Personally I'd get SC2 on Xbox and play it in shiny 720 progressive scan."

This post brought to you by Bill Gates and all the team at Microsoft, where size matters. ;)
myiagros
20/12/05 @ 16:48
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Sofalover - ebay item no. 8244873766 SCIII Special Edition Stratergy Guide £18.99 inc P+P
GordonJ@work
20/12/05 @ 16:56
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Or, you could just buy the guide from Amazon and avoid the piss take ebay prices.
ekko
20/12/05 @ 16:57
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It's a good game. The Chronicles of the Sword mode is a bit weird and I prefered the "quest" mode from SC1 and 2 although I can understand that they probably thought it would be pushing it to redo that for a third time.

And although the game is massive for a beat-em up, it still feels more like a stop gap of the series - Soul Calibur 2.5.
mrsquare
20/12/05 @ 17:07
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They've taken out Team Battle mode though, which is such a glaring omission its untrue.

Thats all me and my mates ended up playing multiplayer-wise on SC2, and without it I really don't have any urge to pick this up.
Artemus
20/12/05 @ 17:09
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So when are EG incorporating that feature to let us see what other readers are rating games?

Y'know so we can all see the idiots that rate games purely out of spite/console allegiance.
Feanor
20/12/05 @ 17:14
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I could never really get into SC 2. I always wished it had the awesome training modes Virtua Fighter 4 Evolution had, but I couldn't play VF4 Evo with the control pad and for some stupid reason it didn't support the left analog stick on the Dual Shock. And I couldn't be arsed spending a lot of money to get a quality arcade style joystick.
Edited 1 times, most recently on 20/12/05 @ 17:16
GordonJ@work
20/12/05 @ 17:14
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Two 1 votes, and one 3 so far.

When are the reader scores going to get binned then?
Bates
20/12/05 @ 17:18
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Not soon enough.
Xerx3s
20/12/05 @ 17:22
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Shame they dont release it on other platforms. Ah well, doa4 then.

/goes back to playing sc2
davyuk
20/12/05 @ 17:24
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When are the reader scores going to get binned then?

... or when will they learn to fanboy-vote strategically, and give 6's?
Sky Blue Sam
20/12/05 @ 17:31
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I love SC2, but going single format means I won't be getting this.

I only have a Cube, and I will admit one reason I bought SC2 was because Link was in it ^_^
But from that, I was sucked into the game. Brilliant stuff.
Shame this isn't on Cube as well.
Aretak
20/12/05 @ 17:51
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The Dreamcast original is still the best.
krudster [mod]
20/12/05 @ 17:57
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Since when have you ever cared what I thought, Manic ;)
Artemus
20/12/05 @ 18:09
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Yes mrXBOX, I wonder indeed.
Artemus
20/12/05 @ 19:01
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Yes it's pathetic, and that's why we should be able to shame these fools. And then EG ban them from voting again.

Or yeah, just remove reader scores.
Yeevle
20/12/05 @ 19:03
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I look foward to the 360 version.

/ducks
itamae
20/12/05 @ 19:22
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"The Dreamcast original is still the best."

Somebody had to say that I guess. Let's just say I disagree with you. Soulcalibur 3 is easily as good as the first one, but offers more characters, more stages, better presentation, refined gameplay, better loading times, custom characters and a number of entertaining single-player modes. And in my book that equals "better". To each his own.
Kami
20/12/05 @ 20:11
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Meh. The mechanics have changed in SC3, and not for the better in my opinion. Some characters now have far too much power, whilst others have far too little. Throws seem to connect in awkward poses. Graphically, not even half as neat as SC2 was, although it's prettier there are far more blatant graphical errors and omissions. And Namco return with "The Revenge of the AI", AI that is so unpredictable and cheap that it defies all known laws of logic and reason.

Despite this though, it's still a good game. But as someone who has played Soul Edge through to SC3... it's not as balanced, not as refined and definitely not half as enjoyable as SC2 and SC were. It's got plenty to do, but the faults are there and if they'd given it some time - I swear they'd have got rid of them. Instead it suffers from some bugs (invincible boss in CotS? Didn't ANYONE spot that bug? Come on, you know, bug testers?) and just general sloppiness in some areas.

7/10. A shadow of it's former self, still fun but I feel none of the magic of any of its predecessors. I'd give it 8/10 but this is Soul Calibur... and there's no need to be nice. We should expect... nay, we should DEMAND better.
Dizzy
20/12/05 @ 20:25
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8??

ROFL

We played the same damn game on the DC
Doctor-Necesseter
20/12/05 @ 22:10
#36
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So more random button mashing then?

/runs
smelly
20/12/05 @ 22:55
#37
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Everyoine knows that SC2:cube is the best looking and best selling version. And it's got link in it. 'nuff said.
Razz
20/12/05 @ 23:00
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+1
Xerx3s
20/12/05 @ 23:03
#39
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"xbox fans scoring it 1 out of jealousy it's not hitting their console i wonder?"

True and sad yes. -_-

Although i wont be getting this game for the obvious reasons, it deserves nowhere near a 1. Havent played this one yet, but if its anything like the previous versions, id say an 8 would be in place.

But then again, just as sad as the sony fanboys voting 1's for xbx360 games?
Kami
20/12/05 @ 23:13
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Oh, and as for the question under the Ivy screenshot, "How on Earth do you put this costume into words?" - I direct you to the obvious Penny Arcade comic.

http://www.penny-arcade.com/comic/2004/12/03
Razz
21/12/05 @ 00:30
#41
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Sko
21/12/05 @ 01:17
#42
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"/waits for SC4 Rev
Freestyle controller baby!"


As a certified button-masher, I guess it'd be interesting to be accused of being nothing but a jiggler instead...
pikemon
21/12/05 @ 07:09
#43
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SC2 is VERY button-smasher-friendly... SC3 perhaps less so, cannot really tell yet.

I don't think it's a bad thing, because it allows people to get in to game fast. Even after months you will be losing to n00bs unless you're a total fighting game monk.

I also love the air control because it mostly removes the 100% guaranteed combos as seen in Tekken and VF. This is a matter of preference, as learning and inventing combos can be fun too.
Seifer
21/12/05 @ 09:36
#44
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SCII on the cube was nice for kids and poor folk but the XBox version was visually better although there wasn't much in it .... The PS2 version however looked more like an atari jaguar release title ;)
Darren
21/12/05 @ 11:28
#45
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Soul Blade on the PS was magnificent for its time but Soul Calibur on the Dreamcast was the best game in the series in my opinion. SoulCalibur II, which I have for the GameCube and Xbox, came close to matching it but it was a little too similar to the DC game and I'm not too keen to play yet another slightly improved version thank you very much.
Edited 1 times, most recently on 21/12/05 @ 11:28
kangarootoo
21/12/05 @ 11:35
#46
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"maybe the reader scores would be best removed, as it does no service to the games?"

Why is everyone so het up about the reader scores.

I agree with the pricipal that they aren't really much use, but I'm not hopping up and down asking them to be removed or even that some users be banned from voting again because they disagree with your opinion (which is a f*cking ridiculous and nazi suggestion when you think about it).

I simply don't read them or even bother to look at the chart. They obviously entertain the people that use them, so just let them enjoy their fun and don't get involved yourself. There we go, problem solved, lets not hear of the issue again :)
Edited 1 times, most recently on 21/12/05 @ 11:36
Artemus
21/12/05 @ 13:11
#47
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It's not the fact they're disagreeing with an opinion, it's that some sad people are plainly rating games they haven't even played. Therefore they have no opinion, which makes their rating of 1 null and void.

Anyone with half a brain who has actually played this would tell it it is never worth a one. And yet look a few people have voted that. Could it be the same people that are pissed this is a Sony exclusive and not on their precious GC/Xbox. Oh yes I think it could.
kangarootoo
21/12/05 @ 14:49
#48
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Hey I'm not disagreeing with any of that. There are people rating games that they haven't played, and they are doing that for sad fanboy reasons.

My point is that when we start talking about removing the service, or worse still banning people who don't seem to be "voting properly", we are going down the wrong track.

Now you could argue that no-one on the planet could possibly give SC 1/10, but I might counter by suggesting that opinion in this area is subjective and no-one can be wrong or right.

I say again, if you (and I mean "you" in the general sense) don't like it, or feel it has no value, don't read it. Calling for its restriction or removal is a little bit "my way or the highway" for my tastes.
reality_cheque
21/12/05 @ 15:50
#49
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@Razz: You have low standards in your dreams mate :P
Artemus
21/12/05 @ 16:15
#50
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Now you could argue that no-one on the planet could possibly give SC 1/10, but I might counter by suggesting that opinion in this area is subjective and no-one can be wrong or right.

Well obviously I can accept that someone in this world [I should stress, who has actually played it] could rate this game a one. That's is a different argument entirely though.

I say again, if you (and I mean "you" in the general sense) don't like it, or feel it has no value, don't read it.

I don't like the way the system is at the moment. Like I've been saying since it's implementation, I'd prefer it if we could see whos voting for what. At least then the idiots will be easy to spot.

And there's no reason at all why it should be private. If you genuinely believe a certain game deserves whatever score, you'll be happy to state your reasons for doing so if challenged.

This is something Rauper said they were looking at anyway.
Edited 1 times, most recently on 21/12/05 @ 16:17

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