Namco takes one step forward and two steps back with Soul Calibur III, its newest attempt to re-invigorate the 3-D fighting genre. The game is loaded with a formidable array of mini-games that help offset the series' flagging storyline-there are only so many times a bunch of thugs can beat each other up over a legendary sword before it gets old. The new Chronicle of the Sword mode blends RPG and strategy elements, but the results are uninspiring. There is a serious discrepancy between moronic minions and ridiculously difficult bosses and the scenes become repetitive. Unfortunately, players who wish to delve into the game's character creation system (easily the game's most anticipated addition) are forced to play C.o.S mode for hours in order to unlock the costumes and classes that make custom characters interesting. The rest of the mini-games affect two-player battles and are well done, though most players will prefer the traditional VS mode after a few rounds. The new additions need work but are welcome.
Ultimately it isn't the new modes that will give fans pause. Changes in the basic foundations of the game make SC 3 simply feel different from its predecessor and fans will either love the change or hate it. Visually, the character models are much simpler while the game's environments are stunningly beautiful. In addition, character's moves have been given crazy smoke and lightning effects. Both changes have the effect of downplaying the basic movements of the characters in favor of flashy action.
The gameplay follows suit. There seems to be a greater focus on the flashy than the subtle. The pace has increased. Moves are faster and characters recover from hits much quicker. Interestingly, it still seems to take just as much time to get off the ground as before. The result is a fundamental shift in balance from precision timing and skillful guarding to all out attack with a flair for the button-mash and once down there is a good chance you won't get up. Some players will love the shallower combat for its sheer intensity, but others recognize that less depth means an inferior game.
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