![]() It doesn't have a definite release date just yet, but Soul Calibur 6 is set to debut sometime in 2018 on PS4, Xbox One, and PC. It's already got the spark of what the average fighting game fan craves: slick graphics, great presentation, and highly accessible duels that favor a rhythmic back-and-forth of offense and defense, without pinpoint combo execution and deep movelist knowledge as prerequisites. Reversal Edge gripes aside, I'm immensely excited for the day when I can pick up a copy of Soul Calibur 6 and just jam on casual matches with friends until our fingers ache. SoulCalibur VI Series of the game SoulCalibur is developed by the only developer Bandai Namco Studios and also published by their publishing house Bandai Namco Entertainment for different platforms like Microsoft Windows for Pc games, Playstation 4, Xbox One, this sixth. As it currently functions, the Reversal Edge just feels like a speed bump that beginning players will too readily abuse. I'd prefer to see the Reversal Edge function like Injustice 2 (opens in new tab)'s Clash mechanic, where each player only gets to activate this Hail Mary move once (which doubles as a bit of character building while the combatants exchange fightin' words). If someone's spamming Reversal Edge, there are ways to punish it - but being able to pump the brakes of a bout for a quick guessing game over and over really hurts the pacing of what otherwise feels like a frenetic fight. But in Soul Calibur 6, the Reversal Edge can be performed at any time, indefinitely (at least in the build I was playing). Witnessing an unexpected slow-mo dodge or simultaneous punch in Tekken 7 always induces a spike in hype levels, as it can only trigger when both players are low on life and desperate for the final hit to close it out. Speaking of aesthetics, the Unreal Engine 4-powered Soul Calibur 6 already looks fantastic, with vibrant colors, shiny particle effects, and smooth animations that all keep pace with the fast action. I did manage to get a peek at Siegfried hiding underneath Nightmare's armor after my opponent bashed my helmet clean off my head. The meter management introduced in SC5 is back, and you can still break away pieces of armor - but it's purely aesthetic, fuel for the fanservice that's long been a fixture of Japanese fighting games. That vague sluggishness has been completely eradicated in Soul Calibur 6: movement is swift, attacks are speedy, and rounds can end in a flash once you've found your groove. Soul Calibur 5 was enjoyable, but I couldn't shake the feeling that the fighting felt stiffer and heavier than the classics. I'm ashamed to say that Soul Calibur 3 somehow never made it out of the shrink wrap, but I quickly grew weary of the Force-pulling, lightsaber-wielding Star Wars guest characters of Soul Calibur 4, and the costume-destroying Critical Finish mechanic didn't add much due to how rarely it was ever relevant. That's something I haven't felt with the mainline Soul Calibur sequels of the past decade, despite buying them all. ![]() Simply darting about the arena, experimenting with different attacks and reveling in lethal-looking throw animations, is a treat. All I wanted to do was sit there playing indefinitely, whether against the AI or a human opponent.
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