This isn’t a problem, however, as the story is backed up by great writing that really helps set the mood and tone. Unlike Soul Chronicle, there isn’t a ton of voice acting and instead, the story is told through text sequences and unvoiced dialogue, with a few choice cutscenes highlighting important moments. As you advance the story you’ll take on a variety of main missions, and a whole host of side missions. This mode has you creating your own character and using them to explore the world of SoulCalibur via a world map with different nodes for locations. Where the game really shines, however, and where it really surprised me, is with Libra of Souls. Although short I enjoyed most of the character stories, but there were a few, like Maxi’s, that just fell totally flat. These stories are told through the presentation of gorgeous art and character portraits with dialogue, highlighted by fights. Soul Chronicle is similar to your typical fighting game story, letting you play through a quick story for every character in the game as well as a main story. SoulCalibur VI has a fantastic way of introducing you to its systems with two lengthy story modes, Soul Chronicle and Libra of Souls. The game uses a direction based input system for different attacks, and it’s much easier to grasp than some of the complex combos of other fighting games. Really, anyone can pick up a controller and pull off moves in SoulCalibur VI. This is for two specific reasons: how easy it is to simply pick up a controller and pull off moves, and the surprising depth and accessibility of the game’s story modes. Despite all of these myriad systems, SoulCalibur VI is a game that feels incredibly accessible for newcomers to pick up and play, but tough to master. On top of this each character now has a Lethal Edge attack, a specific attack unique to each character that when landed crushes the enemy and briefly slows time, leaving them open to another attack. This means if it’s not used at the right moment, Reversal Edge can be easy to dodge and exploit, and it’s always a bad idea to spam it. It never feels unfair, however, as the Reversal Edge attack is always vertical right in front of you. Reversal Edge adds some great visual flair and tension to each battle, and it can be a valuable piece of your defensive repertoire. These buttons have a rock-paper-scissors rule, and the winner of the showdown will land the attack, damage the opponent, and briefly knockdown/stun them. Landing this attack will put both you and the opponent into a showdown where each player needs to press one of the face buttons to select an attack, square, triangle, and circle on PS4. Mapped initially to the R1 button, holding it down will let you enter a parrying stance which can block light enemy attacks, and when released unleashes a vertical attack. The Critical Edge system from SoulCalibur V returns unchanged, but a smattering of new mechanics is also introduced. Of course, as with most fighting games, you can combine these various buttons for combos and stronger attacks. If you aren’t, you have light and heavy attacks, as well as kicks, and within these you can perform low, medium, and high strikes. If you’re familiar with the series, you’ll be able to jump right into SoulCalibur VI with no problem. All the core mechanics of the series are present in SoulCalibur VI, but there are some serious strides made to make things more accessible to newcomers than past entries. SoulCalibur VI works as a soft reboot of the series, rebooting the main story and timeline, but leaving the gameplay and characters mostly intact. The six years since SoulCalibur V has clearly allowed the team to re-examine the series, and double down on providing a robust fighting game experience. It’s a game that feels altogether familiar but different at the same time, and it’s the biggest and boldest that SoulCalibur has been in years. The SoulCalibur series’ tagline has always a been “A tale of swords and souls eternally retold,” and that seems a fitting saying for SoulCalibur VI.
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