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Wii

North America

Soulcalibur Legends

by Carmine Red - January 20, 2008, 4:14 pm EST
Total comments: 4

6

The Wii Remote swinging works, but that's not enough to make this a legend.

There is a certain visceral charm to physically slashing the Wii Remote through the air and having your on-screen character respond. Indeed, Soulcalibur Legends is a game that will actually make your arms sore after a couple hours of play, but this works to the game's advantage because long extended sessions of gaming reveal the recycled content and lackluster presentation in the rather straightforward action-brawler.

To begin with, the controls work. They aren't 100% perfect, but the game is pretty good at recognizing your slashes or thrusts, especially when you focus on concise, strong movements. Quick shaking of the Wii Remote back and forth is best confined to when you want to execute combos on quick characters, because although the Wii Remote speaker will sound a slashing effect when you correctly perform a move, the game drops actions that are entered while the character is either in the middle of an attack or recovering from one. Taken on the whole though, these controls are what make the game interesting. Slashing through dozens upon dozens of enemies, room after room, would never be as interesting if you weren't allowed to get carried away in the moment and make your own determined sword thrusts.

Unfortunately, the camera in the game can prove problematic because it keeps close and tight on the player's character. The interior environments and packs of enemies make this an unwise choice. Because the camera stays closely over the shoulder most of the game (except for when you're locked onto an enemy), players essentially have tunnel vision, and as enemies get more aggressive they'll increasingly attack from behind or just beside the character. This can be avoided by mentally keeping track of possible enemies off screen, blocking to swing the camera behind the camera directly, and the smart utilization of the game's lock-on system, but it doesn't excuse the fact that you'll sometimes take multiple hits because you couldn't see an enemy or projectile attack just two steps to your left.

Although the game can boast about ten hours of story mode, the presentation feels somewhat lacking. The game has only ten or so levels for players to beat, and it will contrive reasons for you to revisit each level multiple times, using only slightly different objectives, paths, or obstacles. Thankfully, the levels are all short and sweet, most of them lasting between five and eight minutes, which is a nicely bite-sized amount of game time. Oftentimes, the temptation to complete "just one more level" is irresistible. However, the repeated locales only serve to emphasize the uninspired environmental art of each stage. The characters, bosses, and enemies in Soulcalibur Legends received much more attention, but the game still ends up looking overall like a well-done GC game. It's not really a fault of the technology, but the failure to make the world of Soul Calibur composed of interesting and unique objects, patterns, or even entire rooms or hallways.

The story, which takes place between the Soul Edge and Soul Calibur games, is rarely told through cinematics. Instead, all the melodrama and save-the-world speeches are told through 2D character portraits appearing at the side of the screen with a text box at the bottom for you to read their conversations. This means that while the game's sound and music are appropriately enjoyable and epic, voice work is limited to a select few quotes and battle cries per character. Sometimes characters will converse or make observations while you're actively in the midst of a level or fight, but it still feels like a cut corner on Namco Bandai's part.

The game does offer some surprises, though, like the shameless cross-over appearance of a certain character from the "Tales" RPG series. Another bonus is the game's split-screen two-player mode, which contains side missions that are unlocked via story mode. This is where you'll find a handful of cooperative missions, or even more competitive scenarios, for you and a friend to jump into.

Of course, as a straightforward brawler, Soulcalibur Legends delivers. There are monsters to kill, a world to save, gripping bosses to slay, and Wii Remote controls to enhance the entire experience. Soul Calibur Legends is fun, but just not fun enough to dismiss its flaws in camera control, art direction, recycled content, and a generally second-tier presentation.

Score

Graphics Sound Control Gameplay Lastability Final
7 7 7.5 5 5 6
Graphics
7

At first blush, the graphics of Soulcalibur Legends are quite pleasing, but this sensation quickly passes due to playing through the same dull environments again and again. However, while the general world and presentation is so lackluster, the characters are as interesting and noticeable as ever.

Sound
7

The music is suitably epic, the sound is in Dolby Pro Logic II, and even the Wii Remote emits sword clanging effects. Unfortunately, the voice acting is limited to select phrases per character, missing a great opportunity for improvement.

Control
7.5

The controls correctly capture almost all the correct Wii Remote movements and are the greatest asset the game has. They turn straightforward hack 'n slash gameplay into a much more involving activity.

Gameplay
5

The game doesn't aspire to be anything more than a simple, shallow brawler using the Soul Calibur franchise, and it achieves this well. However, issues with the camera and some minor spikes in difficulty weigh even this accomplishment down.

Lastability
5

At ten hours, the game lasts longer than you'd expect, mostly by making you revisit slightly different versions of previous levels again and again and again. The multiplayer modes are amusing and welcome, but unfortunately, they offer only a limited number of side missions to play.

Final
6

Soulcalibur Legends is fun, if you can overlook its collection of disappointments. It continually revisits visually sterile levels to lengthen the game, it has some camera difficulties, and it feels like a game of decidedly lower quality than the main games in the Soul Calibur series. In the end, it's a pleasant, but shallow, brawler using Namco Bandai's particular brand of big swords and big monsters.

Summary

Pros
  • Fast pacing makes the game easy to play in short bursts
  • Wii Remote controls help immerse you in the action
Cons
  • Lack of variety beyond the typical hack 'n slash fare
  • No cooperative gameplay in story mode, just a handful of side missions
  • Repetitious and unimaginative environments
Review Page 2: Conclusion

Talkback

NinGurl69 *hugglesJanuary 20, 2008

Is this better or worse than say, Final Fight 2, a brawler whose fun comes from the objective to not get hit/die until you reach the final levels on Hard Mode?

If you're asking about difficulty, this game is fairly manageable. Short levels and two characters that you can switch in and out of combat at will (effectively two health bars) means the game doesn't get overly frustrating. Some of the traps and enemies get slightly more aggressive/ annoying towards the end, but nothing particularly unfair.The fact that I, Carmine Red, sucker at videogames, kept playing through hour after hour and level after level (on normal mode, there is no easy mode, mind you) should absolve any fears as to inconceivable and vicious difficulty.

ShyGuyJanuary 20, 2008

I read this review.

CarmineRed.jpg

CARMINE RED

Quote

Originally posted by: ShyGuy

I read this review.

CarmineRed.jpg

CARMINE RED




What? I'm so confused! I feel like I've just fallen into the strange world of Phoenix Wright...



CARMINE RED.

CarmineRed.jpg

EXPERT WITNESS!



It has a certain ring to it...

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Soulcalibur Legends Box Art

Genre Adventure
Developer Namco Bandai
Players1

Worldwide Releases

na: Soulcalibur Legends
Release Nov 20, 2007
PublisherNamco Bandai
RatingTeen
jpn: Soulcalibur Legends
Release Dec 13, 2007
PublisherNamco Bandai
Rating12+

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