![]() The system then auto-generates a character for you to work off of, so you can jump into the editor proper once you have your template. To start, you choose your fighter's gender and then set a few basic attributes like moral alignment, focuses and basic character types. We were really impressed at the number of different options players will have for creating their own warriors. In the past, the 360 seemed to have the upper hand, but the playing field looks even now, which is good.īefore jumping into a match, we decided to play around with the Character Creation system. We played the PS3 version and were pleased to see that there were no more framerate issues that had popped up in previous builds. Otherwise, you'll be getting the same gameplay experience on either platform, though you will be able to perform an optional install on the PS3 version which takes up a little over two gigs. As you may or may not know, Darth Vader will be showing his helmeted head in the PS3 version and the green master Yoda will be leaping about in the 360 version. The two versions of Soulcalibur are identical to each other, except for the included Star Wars bonus character. Although we'll touch on the Critical Finishes in a moment, we'll summarize by saying that there's a lot to do in this fighter and it's a lot of fun. Soulcalibur is a rather deep title with a host of different gameplay mechanics, including holds, counters, parries, armor deformation and Critical Finishes. ![]() Soulcalibur IV, like its predecessors, is a one-on-one, 3D fighting game that pits heroes and villains against each other as they use an assortment of deadly weapons, like swords, axes, whips and staffs. Although we couldn't spend too much time pouring over the numerous game modes, we glanced at a few elements of the title that we haven't talked about much before.īefore we get into the specifics, let's lay out the basics. That's certainly good news because the build we saw at the show was complete and essentially representative of the final product (with a few minor tweaks still needed). With that said, we still had to swing by Namco Bandai's meeting space to check out what Soulcalibur was bringing to E3 and we're pleased to say that things are looking pretty fantastic. JWe've seen Soulcalibur IV quite a bit recently, especially considering the fact that the game is almost due to hit store shelves (we're still expecting a release on the 29th). You gain levels of your soul by playing story mode/tower mode. (the skills are like special talents your character has, you get a certain amount by the level of your soul. Change the color of the entire equipment set change undergarments (you see this part when armor breaks) on airborne can NOT connect the 4 just frames. Xianghua's command throw doesn't work on Lizardman (i need to check this one.)before. meaning COMBOS like, NSS A+B -> iFC A+G -> throw or BT 2K -> iFC A+G -> back throw can both be ducked. FC A+G_B+G against head towards opponent does NOT guarantee any types of throws. + B+K will auto GI mid horizontal/vertical non-kick attacks. infinite against talim doesn't work (didn't even know there was an infinite lol) regular hit 3B can not connect i214B+K only CH version can. BS 22B won't relaunch the airborne opponent 3BA no longer rapes soul gauge does less damage after a:B+K vs airborne (in juggle), 66B can be teched to the left (but i'm sure he didn't test it against all characters.and no we don't plan to test against all characters) ![]() takes around four 44bA against the wall for CF. 44bA no longer rapes soul gauge like before. a:B+K damage is weaker, and can not follow up with 3AB UNLESS you do 2a:B before that. ![]() 236 recovery on block is worse you're looking at BB for most characters 66A+B on airborne can NOT connect the 4 jf 66B+K doesn't pick up the opponent like before. it does horrible damage compared to before. 8A+B in juggles will set them flying backwards. it no longer provides a stun for 2A+B to bounce juggle 3B~41236B->3B - damage scaled down to 70 (before was 90) don't know how to translate that but you can go figure) it's covers around 'one character width' away (hm. + JF CS is easier to do (window is bigger) it hits TOTALLY different, SW WS B -> BT A+B no longer forward RO and can't follow up with the old combo, so no more infinites. + laggy stage are much improved but not completely fixed ![]() Soul Crushes are harder to pull off (moves generally take off less from the soul gauge) ![]()
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