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I don’t think I’ve ever been so compelled to say something after so little time with a game. Moreover, it’s not even pure dislike or pure adoration, just… something else.

I loved the early Soul Calibur games, especially the second entry. Hell, I spent ages on Soul Calibur 2, mastering the many characters (to varying degrees), gathering wealth to buy the numerous weapons and enjoying the robust mission mode which offered hours upon hours of activity and skill building.

The crux of my love with the Soul series though is Ivy. I took a strange interest in the character in the first game, never completely got her down and resolved to get her right in the sequel. With the exception of a couple of very complex throws, I became a force to be reckoned with, at one point even besting my opponents while one of my hands was partly out of commission due to an injury.

I feel that after Soul Calibur 2, the series lost its way.

The main reason for this is the greater wealth of content. Soul Calibur 3 was actually quite ambitious, adding a character creation system as well as replacing the old mission mode with a strategy game utilizing said feature.

However, because of this, fewer truly new characters were added (additional fighting styles in create-a-character notwithstanding) and many existing characters were needlessly tweaked, in some cases subtly altering their movesets, while in others drastically altering them to the point that they were virtually unusable… the biggest victim in this being Ivy, whose moves were so drastically rearranged that I had to struggle to make her do anything useful.

Beyond this though, the game felt thought out, but not quite polished- there was an attempt to tell a greater story in the arcade mode, but the scenarios were short and text heavy. The AI was inexplicably cheap with its defense, yet relied on a few patterns so religiously that they could be exploited with the right equipment, losing the sense of play balance that made the previous entries so ripe.

Then came Soul Calibur IV, featuring Star Wars guest characters, a tweaked character creation system (now missing the custom fighting styles of the previous game!) and… little else. Character move sets were further tweaked (adding in further unnecessary stances), while the branching mission modes and enjoyable strategy game of the previous entries was forsaken for a simple list of challenges.

It was disheartening to the point that I swore of the series until they would at least fix Ivy- i.e., making her playable again.

My interest in Soul Calibur V was almost non-existent until I read an article confirming exactly what I was hoping for. Ivy, though operating once again on a tweaked move-set, handles more in tune with how she used to play, with the various stances the games had come to rely upon to shove new moves into existing characters being largely omitted.

Happy day, right?

Soul Calibur V does take many things in the right direction. It jumps nearly two decades into the future, forcing many of the classic characters to retire and forcing the designers to design a number of new characters instead of recycling the old ones again and again. The general flow game trends towards the earlier entries, and the create-a-character feels more robust and fluid than it did in the previous entries, making it quick and fun to use.

From a structural standpoint, Soul Calibur V looks to be a really good fighting game. I’ve still got to spend more time with it, but it introduces new characters and new combat styles, injecting some much needed fresh blood into the experience.

So why do I feel so blasé about it?

The game offers little- very, very little- to the single player environment.

The experience is promising on the outset, seriously promising. The story mode seeks to tell a linear tale, starting out with the son and daughter of the previous entries’ Sophitia, painting them as the main characters. There’s numerous CG sequences and a wealth of well-performed voice acting to flesh the tale out.

The first problem? It’s about Sophitia’s kids… and virtually no one else. Many characters in the roster aren’t even graced with a cameo, while the other newbies are relegated to passing roles at best. The Soul series has been touted in part for a greater focus on characterization, that one feels outright robbed to see so many of the characters shafted.

And if that weren’t enough, I was able to beat the twenty chapter campaign within the night.

Okay, okay. We’ll go to arcade mode and see the individual character stories ther- wait, never mind. There are no character endings. Beating arcade mode tells you that you’ve beaten arcade mode.

What else is missing? There are no character profiles, art galleries. There’s no currency to buy new stuff (it has to be unlocked, but the parameters are suddenly unclear). Hell, there’s no options to adjust match settings, such as the number of rounds in each bout.

The effort placed in the new story mode is laudable, but quickly collapses when one asked how much effort was placed here that could’ve been put into a more long-lasting mission campaign. Not only that, but by focusing the experience solely on a handful of the game’s fleshed out roster, the player is utterly discouraged from learning other characters or getting reacquainted with an old favorite.

Clearing the story mode unlocked a harder side mode that seems to be like arcade, but I entered it so unprepared (since, again, the game took no time to ease me through a tutorial) that I struggled to win a single fight in a three round match. I don’t know what secrets await on the other side, but the wall blocking my way is currently so massive I may never see it.

Soul Calibur V has almost nothing to offer except for good, solid fighting gameplay (and admittedly, I might need to play it a while more to fully get a feel on that). I feel like large chunks of the single player game is missing and wouldn’t recommend it unless one has a few fighting enthusiast friends to distract from what you’ll be missing on your own.

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