Perhaps, the sixth Soulcalibur could not appear at all if creators did not ask for resources for development from the management. On the other hand, Bandai Namco can also be understood — it has enough successful projects, why try to revive the series that has lost popularity, which is unlikely to pay off? Sounds like it will work — sale at the start (at least in retail) was worse than that of the fifth episode, and the situation is unlikely to improve. But since to say goodbye, it is technical and fun — and what turned Soulcalibur VI.
Can see you’re upset!
In this generation, many of the series, a decade of loyalty to the consoles, first appeared on the PC, and Soulcalibur continues a pleasant tradition. Anyone knows here the battles are fought not with his bare hands, and with the help of various weapons. It is, of course, varies in length, strength and speed, that allows to diversify the styles of the fighters. Someone deftly wielding blades at close range, someone good at medium and so on, and the like. Each of the characters will need to choose the appropriate tactics, otherwise it will be very difficult to win.
Another feature of the combat mechanics is the lack of long-lasting combinations. You can not, as in the same Tekken 7, send the poor man into the air and, popinyvaya it, with impunity cut half, or even more from the strip of life. However, throw an opponent in Soulcalibur is still possible, but the subsequent huge damage will not work. But throwing techniques can be used to push the opponent off a cliff-an instant defeat for the flight from the ring has not been canceled. Any careless movement at the edge can turn into disastrous consequences. In one of rating fights at me it turned out very ridiculously — was going to jump over the enemy, a little didn’t calculate and departed to an abyss with full health. Well, but someone on the other side of the Earth cheered
A separate button for the block can also confuse those who are used to either just stand still or clamp “back”. I, as accustomed to this scheme, managed to rebuild immediately, but after a couple of hours of inconvenience did not arise. By the way, to act on defense, no one forbids, just need to always keep in mind that the character can reflect only a certain amount of damage. After a critical value of protection breaks and the hero is revealed. This adds excitement to the battles-did you see that the health bar started blinking yellow? Strengthen the onslaught, will soon be able to smoke this lover to clog in the corner!
Block can also parry attack, if you press the button at the last moment, but, for personal feelings, this works well only against AI and in local battles. In network battles from the input delay can not escape, so get into the right period is much more difficult, even if you constantly train. Most often it is possible to beat off blow purely incidentally.
But it’s nice to see that Soulcalibur in the sixth part has not changed itself, remaining, perhaps, the only three-dimensional fighting game where you need to constantly move to the sides for a tactical advantage. Not a step or two to avoid, and just circling around the opponent. Because of this, in battles against real people not so much trade blows, many try to take the most competent position, forcing the enemy to open their movement. It turns hard and is very fun.
What can not be said about the innovation, called Reversal Edge. The mechanics when hitting an enemy launches some semblance of the game “rock, scissors, paper”. The action slows down, and opponents need to press one of the buttons to attack, which will depend on the outcome of the cinematic duel. We guessed right – we got an advantage. No-say goodbye to some health. In fact, you can still not beat at all, and go to the side and even use the block, but to give the course of the battle in the hands of pure luck is not too desirable. This is probably why users rarely use Reversal Edge on the Web, preferring more practical and predictable strokes.
Of course, all this is just the basics of the combat system. Beginners game well explains everything, and you can only get lost in the many nuances. Although it is not necessary to remember everything at once, it will come with time. The main thing-to understand the basic points, they will suffice with the head. In General, Soulcalibur VI actively encourages to experiment with different fighters, try certain tactics and just have a good time due to the confident, stable online, and in the case of the PC version also surprises with a decent quality of the port.
For those who prefer single content, the team has prepared as much as two campaigns: one of them is held for the character created in the editor, and the second tells about the plot of the series in the framework of small stories for each fighter, including guest Geralt. Be present-they are present, but both campaigns have turned out boring and added, it seems purely for show.
In the first case it is necessary to Wade through a mournful text quest with the fastened monotonous battles, tasks and infinite dialogues. The second mode, fortunately, is shorter, but here is a simple alternate to fights-Oh-Oh-Oh-Oh-Oh-Oh-Oh-Oh-Oh-Olgii rollers with static images. History, as in the vast majority of games of the genre, terribly banal, and therefore follow it is not too interesting. And to play fighting games for plot? Yeah, thanks, that’s why I came here.
There is a suspicion that the campaign for the created hero exists only to lure players into a wonderful character editor. In the series, he appeared not for the first time, but on the previous generation of consoles was neither streaming nor the ability to take screenshots. But now in Soulcalibur VI create and share SUCH that it will be difficult to fall asleep at night. Muscular Pikachu, people-pistachios, huge cubes and other evil appears in the vast Network every day, but the essence here is not even possible to create your own freak. The editor itself is very pleasant and convenient, and at the same time allows you to change to your taste even the standard characters. Detach from it is very difficult, it may well captivate even those who were not particularly interested in individualization. For the selection of a suitable outfit, you can spend more than one hour!
With the release of Soulcalibur VI filled the gap between the casual fist fight with no special meaning like Mortal Kombat and projects in the manner of Tekken 7 and Dragon ball FighterZ where the user beyond the primary level requires the rote learning of techniques and timings with a long testing all of this in training mode. Here, perhaps, many will disagree with me, but the Soulcalibur series on an Arsenal of receptions and opportunities always was a little behind the companions — in the sixth part nothing changed. It’s still a cool fighting game for those who do not want to worry too much. It is relatively easy to learn how to play well, but there are a lot of little things that do not allow him to roll down to the level of banal “push buttons”. A little disappointing story campaign, but it’s still not the most important thing in the genre.