A Look At Soulcalibur V’ Gameplay Mechanics

By   /   Aug 22, 2011


These past few years we’ve seen some great fighting games get released. Some were highly anticipated, like the great Street Fighter IV, while some took us by absolute surprise, like the classically revolution new Mortal Kombat. We’re expected to see even more great titles, such as Street Fighter X Tekken and more.

Of the many fighting games, Soulcalibur V is one of the latest revelations. The Soulcalibur series has been own of the most renowned fighting game series for the PS3 alongside Tekken, featuring its own set of unique characters and borrowing some from the Tekken series.

Being one of the lucky blokes who fell in love with Soulcalibur II, I’ve been a regular follower of the series. People generally have had complaints regarding the changes in the third and fourth games of the series, but Soulcalibur has never had a bad game in the series, and the same can be safely expected from Soulcalibur V.

Actually, the question is whether there is more to expect from the fifth installment or not. The game adopts the general format of the series, continuing the same over-stretched yet interesting story, and retaining nearly all of the iconic characters of the game.

There are some new ones as well, and at the GamesCom we saw slots for 30 characters, though the final number of characters hasn’t been revealed by the developers. We’ve seen some returning characters such as Voldo, Ivy, Taki, Seigfried etcetera in the game, and also new characters such as Z.W.E.I and Patroklos.

The game also retains its 3D styled fighting, unlike the modern 2D fighting approach of games like Street Fighter IV and Mortal Kombat, which allows faster and more intense dueling action. It makes sense for Soulcalibur not to opt for the 2D system, because the fighting system of both Soulcalibur and Tekken has always been more about tactically conquering enemies instead of sheer aggression.

The balance of characters is maintained in the Soulcalibur V the same was as it did in the rest of the series; characters with smaller weapons will be very agile with spry attacks, while massive weapon-wielders like Nightmare will be slower, but will deal large amounts of damage, and have good range. Another very interesting new feature is the Critical Edge. It is a gauge that fills up as your character deals damage. Once filled, it allows your character to perform special attacks with the same ordinary move-sets, making them deal a lot of damage.

This isn’t similar to the revenge gauge of Street Fighter IV that allows you to initiate an ultra-move; they don’t stop the flow of the battle and massively turn the tide of battle, but are more like buffed normal that are seamlessly executed into action, maintaining the fluidity of battle.

Soulcalibur V seems quite impressive, but there is lots of fine-tuning that is going to be done to the game, and plenty more additional features shall be added. The nebulous 2012 release indicates that the game isn’t ready to hit the shells too soon, but we’re hoping that we get a fantastic fighting-game experience once the game does get released.

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