His Review with Ian
Soul Calibur V (SCV) is a monstrously beautiful 3D fighter, packed with a suitcase full of characters that can be totally customised, is accessible for new entrants to the series with a few forgivable holes in it. This was my first foray into the arena of Soul Calibur and so I’d not experienced the previous critical highs of the series on the Dreamcast or the notable lows on the Wii.
I headed straight into the single player story mode. There were no instructions, guides or tutorials welcoming this newcomer into the series, so unfortunately I was offered no historical context. Over the course of 20 fighting rounds, Patroklos (incoming Ancient Greek history lesson – meaning "glory of the father" - Pat was the son of Menoetius, grandson of Actor, King of Opus, and was Achilles' beloved comrade and brother-in-arms) had to engage in a battle to find his sister then romp around various countries in Eastern Europe and Italy trying to find the reason why she had become “malfested”.
The “story/narrative” part of this particular mode was delivered through a series of poorly designed cut scenes (think early story board stills with pencil lines still visible – the kind of asset you unlock when you’ve collected 482 bottle caps) interspersed with 3D video content. This was all voiced over by a dialogue that was flatter than 17th Century steam rolled card. The voices felt hollow and were overly processed in the studio thus leaving my relationship to Pat slightly mismatched because what he was doing in the ring (which I’ll get on to later) did not match his voice.
The design of most aspects, apart from the fighting, left little to be desired. After completing each one of the 20 rounds, I begin to unlock various titles like “Arch Nemesis of Lord Byron” that can be used online. But these flick up at the bottom right of the screen where the summary and analysis of the most recent fight took place and there’s a long wait until the new titles have scrolled through till in order to make sense of the words on the screen.

What has been created inside these 60 second bouts is nothing short of remarkable. The environments in which they fight in are beautiful to look at - full of animated details in both the fore and background (I’m sure I spotted a Henry VIII lookalike) and the soundtrack added a rich theatricality to the atmosphere – ranging from huge booming orchestras to tight emotive xylophones. Choreographically, the athleticism, movement vocabulary and physical boundaries of some of my opponents could teach the Royal Ballet a thing or two. I was happy to have my spine walked on by Astaroth or have my face sanded into the cement by Tira’s marvellous hula hoop dance. In fact it was a pleasure to knocked out so magnificently.
With the addition of the multi combo of Brave and Critical Edge unleashing nine barrels of hell upon your opponent, there’s so much opportunity to come back from the dead when all is left is just a sliver of life. There’s also Ring Out whereby knocking a nemesis over the edge gives an instant win, providing ample opportunity to come out on top, handy for inexperienced players like Tracey!

There are other game and battle modes which include the pre-requisite online fighting lobby where you get to bosh friends and opponents from around the globe alongside an Arcade Mode and Legendary Souls (where the difficulty ramps up to 11, I jest ye not, I died so many times). SCV provides oodles of longevity through the multiple modes and with over 2 dozen characters (including the main man from the Assassins Creed franchise – Ezio Auditore) to master, I’ll be playing it this way this long after single player mode has been exhausted (3hrs in total and that’s because I sat through all of those dreadful cutscenes).
Her Review with Tracey
I’ve always resisted plunging deep into the genre, preferring to dip a toe here or there but the strong manga overtones and the promise of more Ezio from the Assassin’s Creed franchise were too strong to ignore. Having come out the other side, I’m surprised and happy that SCV is not only an accessible title but is crammed with melodrama, beauty and best of all, fun.
As Ian points out, there are many fighting titles on the market that already cater to a wide audience and are predominately aimed at hardcore, combo-mashing guys who have grown up with their series of choice. Street Fighter has the iconic characters (and yes, the poor movie adaptation that is best we all forget), Mortal Kombat and Tekken have encyclopaedic volumes of possible complex button combinations that would make a NASA control desk cringe. Similar manga fighting games like BlazBlue might be accessible but throw you right into the mix with little attempt at story. The appeal of a game that serves up a limp 2-hour story then pukes me out online to never win a match ever again was numb, so what’s so good about SCV?



The hammy story and dramatic battle cries aren’t to be taken seriously but enjoyed and Namco have poured real joy into the control and movement design where a little ole none pugilist like myself has a chance to do just that. It’s refreshing, empowering and was easy to immerse myself in. There is a balance of slick new ideas with well-delivered, familiar aspects that welcomes both new and traditional fighters.
Soul calibur V is out now on Xbox360 and Playstation 3