Soul Calibur 4 Dark Vador Ko Critique Essay

Soul Edge(ソウルエッジ,Sōru Ejji) is a fighting game developed by the team Project Soul and published by Namco. Originally released as an arcade game in December 1995, an upgraded and expanded version of the game was ported to the PlayStation in December 1996. The PlayStation version was renamed Soul Blade in North America, Europe, and Australia. The game was a commercial and critical success and was followed up with Soulcalibur in July 1998. Soul Edge is the first installment in the Soul series and centers upon the eponymous sword, shrouded in mystery and rumored to offer unlimited power to anyone who can find and wield it. Nine warriors embark on a journey to pursue a tenth who is rumored to have the sword, some to claim it and others to destroy it, but what many do not know is that the sword's power is evil, feeding upon the souls of not only its victims but its wielder as well.


Soul Edge was created prior to the introduction of the so-called 8-Way Run. The characters can sidestep to either side by double-tapping down to move to the foreground or tapping down then up to the background. The jump maneuver (which in Soulcalibur is more like a hop) moves the player higher into the air, even allowing it to pass above the opponent (much like in Tekken). The game uses an active block system performed by pressing the block button, and a combat system based on the three attack buttons: horizontal attack, vertical attack, and kick.

Character moves retain a feel of Namco's Tekken series. Each character has one or two slow but unblockable attacks. Each character is also capable of performing one or two "Critical Edge" attacks, consisting of a long series of linked hits, usually ending in a strong high attack. These moves require the input of a special combination of two parts: they are activated by pressing all three attack buttons together, and if it connects, the player has the chance of extending the combo with a character-specific sequence, which must be input during the attack. This attack depletes one-third of the Weapon Gauge when used.

The Weapon Gauge is a lifebar for the character's equipped weapon. Each time the player blocks an attack, the bar depletes. If the bar is totally emptied, the weapon is lost and the character is forced to fight unarmed.[5] The unarmed move-lists are the same for every character. Another feature that was removed from Soulcalibur's engine is a rock-paper-scissors situation when two character strike at the same time, locking their weapons; those who press the right button have the advantage.

Soul Edge uses an optional offensive block maneuver called the "Guard Impact" that allows players to intercept incoming attacks and push them back, resulting in a momentary opportunity for a free counterattack. Opponents, however, are also able to return a Guard Impact after receiving a Guard Impact, allowing for stalemate clashes until one opponent missed the subsequent timing. This gameplay feature is expanded in future Soul series games.

The game uses the ring out system, which is a forcible maneuver that ejects the opponent from the arena and gains an automatic victory for the round. To achieve a ring out, a character must be knocked outside the ring by an enemy (the player cannot accidentally or deliberately get a ring out by hopping out of the ring). The only exception to this rule is Cervantes and Inferno (known in this game as SoulEdge), who can get a ring out by themselves upon performing a certain special attack, as long as they are near the edge of the arena.

Plot and characters[edit]

Further information: Characters of Soul Edge

According to a timeline released by Namco in its Soul Archive site,[citation needed]Soul Edge's events take place in the year 1584. The game tells the tale of warriors searching for the ultimate sword, "Soul Edge". It has been given many names throughout the history, such as "The Sword of Salvation", "The Sword of Heroes" and "The Ultimate Sword", among others. Many strong warriors searched for years, but very few actually found it. The sword, currently in the form of a twin pair of long swords, appeared mysteriously in an auction. It was taken by the dreaded pirate Cervantes de Leon and nothing is known of his fate thereafter. Presently, nine warriors from around the world (Hwang, Li Long, Mitsurugi, Rock, Seong Mi-na, Siegfried, Sophitia, Taki, and Voldo) search for the sword for different reasons. Some desire its power, others want revenge. Some, believing that it is a benevolent sword, crave its support. Others, knowing of its evil nature, seek its destruction. Nothing is known for certain about the sword, except for one thing: it brings misfortune to those seeking it.

Development and release[edit]

Soul Edge was developed as an experiment by Namco to explore the possibilities of a weapon-based fighting game.[6][7] It was the first motion capture based video game created by using passive optical system markers.[8]

Soul Edge was initially released in arcades in 1995. A Gamest Mook series guide book (GMC-30) was published by Shinseisha on April 30, 1996.[9]

A couple of months later, Namco released a fixed version, labeled Soul Edge Ver. II,[10] upon the complaints of players who found the difficulty quite high and the last boss "unbeatable".[citation needed] Hwang (initially a palette swap of Mitsurugi for the Korean version of the game) was introduced to Japanese players with a new move list, Cervantes became playable, Guard Impacts and Air Combos were implemented, all the characters received upgraded move lists, and new stages were added.[11] The overseas PlayStation version was renamed Soul Blade to avoid potential complications due to EDGE Games' earlier "EDGE" trademark.[12]


On December 20, 1996, Soul Edge was ported to the Sony PlayStation for the Japanese market. A limited special edition came with the Namco Joystick controller. An official tribute book Soul Edge Official Fan Book (ソウルエッジ オフィシャルファンブック/年代記) was published in the Chronicle series by Famitsu on March 31, 1997.[9]

The port kept the Soul Edge Ver. II roster of ten characters and added five unlockable characters, including SoulEdge, the final boss of the game. Other PlayStation-specific features include:

  • A new costume for each character, chosen from various works sent by fans, giving each one a total of three different costumes, plus two color variations for the Player 1 and Player 2 costumes. It also includes—besides the standard Arcade mode—VS mode, Survival, Team Battle, Time Attack, and Training modes.
  • A new RPG-styled mode called Edge Master mode, which works as a kind of story mode for the ten initial characters. The mode presents the selected character's story as a book, while the player moves in a map to various locations and fights in battles, sometimes with handicap rules. Generally, each chapter of the book rewards the player with a weapon.
  • An opening CGI cinematic and individual endings done using the game's engine rather than still images as in its sequels Soulcalibur and Soulcalibur II. Each of the ten normally selectable characters have two endings, usually one happy ending and another tragic ending. These endings are accessible by pressing a special button/button sequence during certain times, indicated by black bars moving away, while others involve a short minigame, such as Mitsurugi avoiding gunshots. This type of ending was finally brought back in Soulcalibur III.
  • The inclusion of seven extra weapons per character, which have different designs and statistics, composed of Power (inflicts more damage), Defense (receives less damage), Strength (damage dealt to enemy's weapon gauge), Durability (resistance of player's weapon gauge), and Weight (changes character's speed). Certain weapons also have a special ability, such as the ability to damage through defense or restore the player's health.
  • The inclusion of three different in-game soundtracks to choose from: the original arcade soundtrack, a studio-recorded version of the arcade soundtrack called "Arrange Soundtrack" and the Khan Super Session, made expressly for the home version.
  • In the English version, all non-Asian characters have their English voice as default; the concept of speaking different languages was followed by Tekken 4 since the character Julia Chang from Tekken 3 speaks in her ending.

Versions labeled Soul Blade came out in 1997. In the North American version, clothes were added to Sophitia in the opening cutscene where she would have been nude.[13] In the European version, Li Long's pair of nunchaku were changed to a three-section staff due to the BBFC guidelines which were in place at the time banning the depiction of certain weapons such as nunchaku.[citation needed] In the Japanese version, Cervantes (as Inferno/SoulEdge) appears to be laughing at the end of the opening cutscene.[citation needed]


Main article: Discography of the Soulcalibur series

Two soundtrack CDs were released for the game: Soul Edge Original Soundtrack - Khan Super Session and Super Battle Sound Attack Soul Edge.[citation needed]


According to Next Generation, Soul Edge was only moderately successful in the arcades.[23] The PlayStation conversion, Soul Blade, was a bestseller in the UK.[24] Due to its popularity, the game was re-released as part of the PlayStation Greatest Hits, PlayStation Platinum range and PlayStation The Best series.[citation needed]

The game received very positive reviews. It holds aggregated scores of 91.5% on GameRankings[14] and 89/100 on Metacritic,[15] including high ratings by IGN ("extremely fun, and has just enough new elements to make it worth playing multiple times"),[21] and GameSpot ("a great fighting game with its share of flaws").[25]Next Generation praised it for "filling in all the blanks with great gameplay, superb characters, unique graphics, and combines them into one solid package."[22] They later commended the PlayStation port for retaining all the characters, levels, graphics, and gameplay from the arcade version.[23]GameFan called it "without a doubt the most stunning graphical fighting feast ever to grace any console."[26] The four reviewers of Electronic Gaming Monthly particularly applauded the full motion video intro and the new story mode.[27] A reviewer for GamePro stated: "Bow down to the new king of fighters, and the first gotta-play-it game of the year."[28]

In 1997, PSM named Soul Edge as the fourth top game on the PlayStation.[29]PSU listed this game as the sixth "PSone classic" most deserving to be remade for the PlayStation 3 in 2011.[30] That same year, Complex ranked Soul Edge as the 19th best fighting game of all time.[31]

The PlayStation version's opening sequence won the SIGGRAPH '97 award for the best game video of 1996.[citation needed] It was also included on the list of the ten all-time best game cinematics by Cheat Code Central in 2012.[32]


  1. ^"IGN: Project Soul". Retrieved 2012-02-11. 
  2. ^"Protos: Soul Edge". Electronic Gaming Monthly. Ziff Davis (76): 217. November 1995. 
  3. ^"Soul Blade Related Games". Retrieved 2012-02-11. 
  4. ^"Soul Edge". Next Generation. Imagine Media (12): 123. December 1995. 
  5. ^"Soul Blade: A Little Bit of Soul Will Do you Right". Electronic Gaming Monthly. No. 91. Ziff Davis. February 1997. pp. 116–7. 
  6. ^"The Making of Soucalibur". Retro Gamer (55): 53–54. August 2008. 
  7. ^"The Making Of: Soul Calibur". NowGamer. Retrieved 2013-08-11. 
  8. ^"History of Motion Capture". Retrieved 2013-08-10. 
  9. ^ ab"Soul Edge". Arcade Gear. Archived from the original on 2014-01-31. Retrieved 2013-12-21. 
  10. ^Webb, Marcus (August 1996). "Up and Coming Coin-Ops". Next Generation. No. 20. Imagine Media. p. 18. 
  11. ^"The Arcade Flyer Archive - Video Game Flyers: Soul Edge Ver. II, Namco / Namco Bandai Games". 2007-07-31. Retrieved 2015-11-29. 
  12. ^"Trade mark decision". UK Intellectual Property Office. 2002-08-14. Retrieved 2009-06-01. 
  13. ^"Soul Edge". Archived from the original on 2012-10-29. Retrieved 2012-02-11. 
  14. ^ ab"Soul Blade for PlayStation". GameRankings. Retrieved 2013-12-21. 
  15. ^ ab"Soul Blade for PlayStation Reviews, Ratings, Credits, and More at Metacritic". 1996-08-25. Retrieved 2012-02-11. 
  16. ^Sackenheim, Shawn. "Soul Blade - Review". Allgame. Archived from the original on February 12, 2018. Retrieved November 11, 2013. 
  17. ^Electronic Gaming Monthly, 1998 Video Game Buyer's Guide, page 74
  18. ^"ソウルエッジ まとめ [PS] / ファミ通.com". 2014-11-27. Retrieved 2015-11-29. 
  19. ^GameFan, volume 5, issue 2 (February 1997), page 30
  20. ^"Soul Blade Review". GameSpot. April 3, 1997. Retrieved February 12, 2018. 
  21. ^ ab"Soul Blade - PSX - IGN". IGN. March 3, 1997. Retrieved 2012-02-11. 
  22. ^ abNext Generation 14 (February 1996), page 177.
  23. ^ abc"Cutting Edge". Next Generation. No. 28. Imagine Media. April 1997. p. 122. 
  24. ^Gallup UK Playstation sales chart, August 1997, published in Official UK PlayStation Magazine issue 22.
  25. ^Robertson, Ed (1997-04-03). "Soul Blade Review". Retrieved 2012-02-11. 
  26. ^"Review: Soul Edge (Soul Blade)". Archived from the original on 1997-02-15. Retrieved 2013-08-10. 
  27. ^"Review Crew: Soul Blade". Electronic Gaming Monthly. No. 92. Ziff Davis. March 1997. p. 50. 
  28. ^GamePro 102 (March 1997), pages 66-67.
  29. ^Staff (September 1997). "Top 25 PlayStation Games of All Time". PlayStation: The Official Magazine. 1 (1): 34. 
  30. ^"10 PSOne classics we want remade for PS3: 10-6 - PlayStation Universe". Retrieved 2013-08-10. 
  31. ^Rubin, Peter (2011-04-19). "Fatality Day: Relive The 50 Best Fighting Games Of All Time". Complex. Retrieved 2015-11-29. 
  32. ^"Top 10 Opening Cinematics - Cheat Code Central". Retrieved 2013-08-10. 

External links[edit]

Gameplay screenshot of a fight between Taki and Voldo

No introduction is necessary for our latest console comparison feature; you all know the deal by now. Top notch 24-bit RGB screenshots? Check. HD-derived streaming video with crystal clear h.264 quality? Check. Flame-retardant clothing capable of withstanding the Human Torch's nova-blast? Double-check.

Just a couple of notes before the rows and bitter recriminations commence. Beginning with this latest feature, we're now embedding larger videos. There are also extended versions with even higher resolution available as clickthroughs via Eurogamer TV. Make sure you hit the 'high quality' button to get the full benefits of h.264 encoding. If the cropped, slow motion videos are not good enough for you, full 720p 60FPS downloads optimised for playback on both 360 and PS3 are available on the author's blog.

For more in-depth, studied comparisons, don't forget the exhaustive screenshot galleries that accompany each game. Thanks to Eurogamer screenshot viewer 2.0, you can switch the view between both versions of each game at the touch of a button. All games get 720p shots, with 1080p galleries added where support is available in the PS3 code.

There's a nice mixture of old and new in this feature, as we attempt to clear the decks before the unstoppable onslaught of the Q4 games rush begins:

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