Gameplay is great, although I felt we lost some of the freedom of being able to move around without 9999 combos-follow ups, and extra systems on top (never felt Soul Calibur needed these systems). Great fun, good dynamics, but feels very cheap compared to 1-2-3. Siegfried looks like shit in here, hey couldn't even make him look like a real old man after the time skip. Not a real complete game IMHO so I dont want to rate it. I dont want to rate it as I only played about 10 hours and it it looked like a fan made DLC of 4 with updated timing/mechanics. Good production values but the engine lightning and models make things look more."bloated, Gears of War generation rendering visuals".
Feels like you are playing with slowdown and 6x gravity mods. Gameplay is OK but felt a bit more janky than 2. Felt a bit slower/different, looks great but some character art/models were a downgrade compared to 2 (Raphael and Siegfried in particular stopped looking like regular people with regular clothes, and started becoming more.eccentric/anime?Not sure). Every single 3D game I have played after this, has been unable to feel as fluid, as coherent, etc. I have played thousands of hours and could play thousands more. Gameplay, while not the best in the series, is very polished and fluid.
It still looks and runs impressively well today. Gameplay is not that great, feels a bit janky and cumbersome. Impressive for the time, a great PS1 port, great production values. The way you can move around the stage, the fact that the vertical/horizontal/kick movements ALL make sense (which movement would follow this movement, etc), the clean yet alluring design aesthetics, etc. I appreciate SOME fighting games but really never invested a lot of time in them, however Soul Calibur is just DIFFERENT. There's probably another 20+ characters worth of unique item sets. Not only would they have to completely remodel 20+ characters, they'd also have to basically remodel all custom parts. Now imagine if they would target actual PS5 level graphics. And even then people complained because most of the items were reused from SC4 and SC5, because the model detail was still sort of similar. And they are tagged to not collide with other items, etc. That's a ridiculous amount of 3D rigging. There's thousands of items, and each of them can scale to all kinds of body sizes. Then of course there's the character creation which is entirely unique in 3D fighters.
#Soul calibur 6 pc cheap full
Compare with SFV where an equally skilled illustrator (Bengus) had to cut all kinds of corners to get multiple full screen drawings.
#Soul calibur 6 pc cheap plus
Hiroaki had to draw multiple portraits for everyone plus a ton of NPC:s - and it still looked pretty awesome. None of these are too development intensive, mostly a ton of written dialogue (which also adds localization costs), but they have a ton of artwork that wouldn't be necessary in a standard fighter. It doesn't have too many characters like Tekken, but every character has a story mode and then there's the huge RPG mode. Soul Calibur needs a pretty huge budget because of the expected feature set. I think they've painted themselves in the corner.