Republished on the 25th October, 2018: Now that we've spent time with the game's online modes, we've republished this review with our thoughts.
SoulCalibur's had a rocky old road since the glory days of SoulCalibur II, a title still considered by many to be one of the best 3D fighting games ever made. SoulCalibur III, IV, and V weren't necessarily bad games, but they each had their own noticeable flaws, and none of them were quite able to recapture the, er, soul of the series' peak.
For a time it seemed as though SoulCalibur may have been done. The series had certainly lost its edge, and understandably, Bandai Namco clearly wasn't prepared to give it another shot. But like the mighty warriors of the sixteenth century, the property's burning soul can't be extinguished so easily, and now almost seven years after the last mainline entry, we have SoulCalibur VI, and in short, it's a refreshing return to form.
It may have Roman numerals at the end of its name, but make no mistake: this is something of a reboot. With SoulCalibur VI, it feels like the development team has taken a step back before trying its best to rediscover what made the earlier SoulCalibur games so enjoyable. Fights are frantic and flashy affairs, and are immediately reminiscent of SoulCalibur II, especially in terms of speed.
The series has always been easy to learn, and that's no different with SoulCalibur VI. With quick 3D movements that are easy to execute, feeling your way through a duel soon becomes second nature. What's more, attack inputs are rarely complex, most requiring just a direction plus a button or two. Although we're sure more advanced players will work out some devastating combos mere hours after the game launches, SoulCalibur VI is less about stringing blows together, and more about spacing, timing, and defending yourself appropriately. In that sense, it's more approachable than, say, Tekken 7, or even Dragon Ball FighterZ at higher levels.
An entirely new mechanic, reversal edge, feeds into this accessibility. It's a single-button technique that all characters have access to, and as you charge it up by holding the button down, you'll automatically parry incoming attacks. Release it at just the right time, and you'll enter a cinematic clash that works on a rock-scissors-paper system in the form of vertical-horizontal-kick. At first it might seem a little cheap -- you are, after all, placing all your hopes on pushing the right button -- but you slowly start to realise that each character has their own reversal edge quirks.
Hulking brute Astaroth, for example, can instantly hurl his opponent out of the arena if he guesses right, and so simple mind games start popping up. If you know that Astaroth gets such a huge opportunity out of vertical attack, you'll be looking to beat it with your kick. But then what if Astaroth knows that you're expecting the vertical, and goes for a horizontal instead? It all gets deliciously tense very, very quickly.
Reversal edge is also largely responsible for bringing cinematic flair to SoulCalibur VI, much like the slow motion finishes that worked so well in Tekken 7. Read your adversary correctly and you'll often be rewarded with a brilliant looking blow or a cool closeup of your character. Even just breaking your opponent's guard results in a brief but spectacular moment where a pulse of inverted colour explodes across the screen. Although the game can look a little rough at times, there's no denying that it's fantastic to watch in motion.
Add soul charges -- essentially powerful character transformations -- and super moves to the mix, and you begin to break through the outer later of SoulCalibur VI's complexities. As is the case with any good fighting game, there's a lot of depth and nuance here, and, perhaps most importantly, no sign of any immediately overpowered characters. Every mechanic and system in this latest title feels measured and carefully considered, again, harking back to the glory days of SoulCalibur II. Of course, whether it's able to hold a competitive audience remains to be seen, but we can at least confirm that more casual play is an absolute blast.
And that's partly down to the game's single player modes, which are robust. Alongside your standard arcade mode, which is perfectly paced at eight duels in a row, there are two lengthy story-based modes to explore. The first, Libra of Soul, has you create your own custom character before hopping around a map of the world. You'll encounter established warriors, complete missions to earn gold and experience, make choices that impact the narrative, and generally just enjoy a lite role-playing adventure. Libra of Soul is basic in its execution, but it's well made and surprisingly addictive.
The same praise applies to Chronicles of Souls, a mode which houses individual character stories. These are broken up into episodic chapters, each fleshed out with lovely looking artwork and dialogue. Again, the approach is basic, but it honestly ends up working better than, say, the fully cinematic story mode in Tekken 7. The stories here give you a much greater sense of the game's world and its warriors.
Character creation also deserves a special mention, if only because of the depth that it offers. It's perhaps the most impressive that we've seen in any modern fighting game, allowing you to alter minute details such as cloth textures and facial expressions. Want to recreate a character from your favourite TV show, movie, anime, or game? With a system as robust as this it's probably possible, and you can even share your creations online with other players.
Speaking of online, SoulCalibur VI has a pretty standard online multiplayer component. The netcode seems solid enough based on our experience, and you can play either arcade mode or training mode while you wait for the game to find you an opponent. Our only issue is that, as you'd expect, custom characters are everywhere. While we've got nothing against people taking their unique creations online, it'd be nice to have a ranked match mode that doesn't allow any kind of customisation for the sake of more competitive play.
Conclusion
All in all, SoulCalibur VI is an accomplished package and a fighting game that just feels great to play. In many ways it returns to the series' roots with a confidence that's been missing from previous entries, and the result is an approachable, entertaining, and rewarding weapon-based brawler. This is the most assured SoulCalibur since SoulCalibur II, and it certainly shows.
Comments 53
If anyone's got any questions, let me know. Just @ me and I'll reply at some point.
It's launching at a truly horrible time. I do like my SoulCalibur so I'm sure I'm going to end up with a copy of this, but probably not until it's deeply discounted on the PS Store. Sorry Bamco!
@get2sammyb I agree. I figured they wanted it out in time for the holidays but with so many other high profiled games coming out now, Black Ops 4, Red Dead 2, etc. It's going to get lost in the shuffle. It's definitely on my radar as well but I can't see me picking this up any time before Black Friday.
This is great to hear but it's definitely coming out at a less than ideal time. I still have AC Odyssey to work through, RDR2 is next week and God knows what other numerous titles planned for next month. One to stick on my wishlist for now but I'm really looking forward to putting a ton of hours in with Kilik in the future.
Admittedly I'm still a bit unsure of this game, despite the stellar review. My main question is, do your custom characters have plenty to do in this game? The biggest problem I had with every SC not called 3 was the fact custom characters had virtually nothing to do and no real replay value. Does the Libra of Soul mode address that issue?
Another one missing it on launch here. Not because of Red Dead (I'm missing that too), but because I'm saving up for a hard drive. I could get it but I don't feel like deleting anymore games.
I will buy this but not at launch since I still want to finish spidey/horizon/gow plat. I'll buy it at launch if sony send me another 20% discount code though
Soul Calibur 2 was the last I bought in the series to play as Link and this game ironically has the same pull with Geralt. With that being said @ShogunRok how good is Geralt in this game?
@Onion Yeah, Libra of Soul is pretty long and there's a lot of stuff to see in it. Your custom characters can be used across the game, too. In versus, arcade, and online.
The problem with me is that I’m currently switching out with Street Fighter V, 30th Anniversary Collection, King of Fighters 14, Marvel vs Capcom Infinite, and I just recently bought Season 2 for Tekken 7. Maxed out with fighting games at the moment trying to practice combos and trying to get in the occasional casual online matches. I’ll get SoulCalibur eventually but not now.
@carlos82 Not sure I can draw any conclusions in terms of character tiers yet, but I've had a lot of fun with Geralt. Really cool moveset, and they've done a great job of recreating his fighting style while still making him operate like a SoulCalibur character. Easily one of the best guest characters the series has seen, in my opinion.
@ShogunRok
Oh that's good to hear. Might consider checking this game out at some point. Like everyone else, I'm a bit overwhelmed this month.
Stonking review. Its on my Chrimbo list with Astrobot. Happy Xmas everyone!
Soul caliber 3 is better than 2. Change my mind 😂
I’ll probably try this eventually but the beta with no training mode didn’t sell me on it.
Hmmmm.....I want it. Not sure if I should wait for sale or buy full price and reward the studio....
After playing the network test, this game instantly became the ONLY game I wanted to play (sorry BLOPS4, Tekken 7, SFV, etc.). Only bad thing is...I’m on vacation until Saturday! Otherwise, it’s pre-loaded and waiting for me at home. So stoked!!!
@wiiware How do you get those discounts?
I was on the fence with this, played it at EGX and needed more time with it to be honest; but this review has swayed me to buy it - I'll have to re-Caliburate my plans this weekend.
@WanderingBullet Sony randomly sent it in january this year.
You mean best Soul Calibur game since 3 right?
I got the game yesterday and personally so far I'm unimpressed, the character customization just feels more limited and barebones compared to the one in SC5. Libra of Souls is dull as hell with endless streams of text that doesn't really seem to amount to much of anything. Haven't tried the other story mode yet, but the two things I was most excited for with the game were both strikes for me unfortunately.
Getting it $30 off no regerts.
I fondly remember SC2 on xbox, think i might go for this!
@sonicmeerkat That avatar... it’s so wrong... but why is it so right???
I'm mostly excited for the single player content.
Hows character customization and can u use your chars for online matches?
@wiiware Ah, ok.
@ShogunRok Why not mention of the small roster and how many characters are they gonna release as DLC?
@GKO900 Season Pass has four characters.
@GKO900 Don't think the roster's a problem, personally. I agree it's a little on the small side for a modern fighting game but all of the characters are so unique and varied. SoulCalibur's always done a good job with this aspect.
@WanderingBullet Only 4 wow, I was expecting like 10 more 😝 for such a small roster in a long running franchise
@ShogunRok Well to me it is way to small considering that the previous entry had more characters and even tekken has more, not to mention the DLC day one character
@GKO900 I don't think SoulCalibur VI has had a very big budget, hence the static artwork in the story modes and the smaller character roster. Let's not forget that Bandai Namco didn't necessarily want to make this, but the development team persuaded them. It'll have been set a limited budget compared to something like Tekken 7, I imagine.
@GKO900 Not entirely sure about this but apparently the fourth character Tira wasn't initially included in the season pass. Which meant that back then the season pass only had three characters plus two armor packs.
@ShogunRok I'm not really a fan of of SCIV's static artwork cutscenes. I mean the character illustrations is nice and all but at the same time the cutscenes looks and feels kinda cheap. Having said that, it's definitely better than SCV's and SFV's illustrated cutscenes. Both of them had artwork that looked like rough storyboard sketches.
@ShogunRok Well that explains a lot, but I still think they are a little bit greedy with the day one DLC character, such a shame bamco didn't even have faith in the franchise to begin with.
@WanderingBullet can 3 characters be a season pass 😂, I guess I don't need to wait for a complete edition and just wait for a price drop I really want to play this game but not at full price
@GKO900 True, I think the Tira situation was handled very poorly.
@GKO900 I'm waiting for a price drop on the Deluxe Edition myself. I don't mind not getting season passes for single-player games but when it comes to fighting games I feel like I would rather prefer to have all the characters playable.
Shoryuken also states this is a return to form so I will most certainly be picking this up soon. Although the input lag is a little high.
The Tira situation aside...this is my favorite fighting game this year, even over FighterZ. They injected so much fresh life into this series, and it was clearly a game made with both a steady hand, and a heart of love for the Soul Calibur franchise.
I had to pay that little extra for my main back though, Tira did make me fold on that, but I don't regret a cent of my purchase.
@ShogunRok What would've made this game a 9 or 10? You seemed to be all praise, so I was surprised it landed an 8.
@IanDavid It's just a great game but not an amazing one. On our scale a 9 or 10 has to excel in pretty much every area, or at least the areas that really matter, and while I think SCVI does excel in being a really fun game to play, I don't think the rest of the package is 9 or 10 quality.
The bottom line is that reviews don't start out at 10/10 and drop points for everything they do wrong. SCVI doesn't have many issues, but it still caps out at an 8/10 overall, if that makes sense. Hopefully that helps!
Added a paragraph about the online modes and republished!
But when up against a custom character it does tell you whose move set and weapon is attached to them so it's not a mayor issue really. I rarely enjoy fighting games like I am soul calibur.
@Tasuki yeah but soul caliber is way better than call of duty.word up son
@ShogunRok I figured the online would be flooded with custom characters, not really looking forward to that. Has the online been pretty brutal? Tough competition I mean.
@shonenjump86 Plenty of new players on there as far as I can tell. If you know SoulCalibur I think you'll progress a decent amount before you start finding really talented players.
@playstation1995 That's a matter of opinion, and as far as sales goes wether you like it or not CoD is better the Soul Calibur and most other games when it comes to sales.
@shonenjump86 won quite alot online and ranked up a good bit. Beat a few people higher than me aswell. Fought an A rank the other night tho and got obliterated all 3 rounds and then again in the rematch. He knew how to play astroth very well tho and my Mitsurugi didn't have a hope in hell.
Nice review! I'd gladly play it if it came out at another time ;_; busy months
@Kidfunkadelic83 @ShogunRok I see, I’ll probably just mess around with the offline content for now. Then jump into online matches eventually.
As great as this game probably is, will most likely wait a year or more, in no hurry to play.
@ShogunRok after having played and reviewed Tekken 7 and SC 6, and given them very similar review scores, which game do you enjoy more overall?
@Wilkens Definitely Tekken, but that's mostly because I've always been quite a hardcore Tekken player. I think SCVI is still a really good fighting game, though, and it has better single player options than Tekken.
Honestly don't think you can go wrong with either, but I think in terms of gameplay depth and community, Tekken takes the win.
Show Comments
Leave A Comment
Hold on there, you need to login to post a comment...