By Adam Thomas
The release of Soul Calibur IV is upon us this week! The game's highly anticipated approach has taken several steps, led by critical acclaim,
commercial success and a hardcore fanbase that follows the series to its core.
Considering the incredible history of the Soul Calibur series, it would be a travesty if we didn’t drop
some knowledge on the subject. The most popular weapons-based fighter of all
time has had its own personal road to travel, and outside of one wrong turn, it’s
avoided the road to perdition to survive as one of the elite of the fighting
game genre.
Soul Edge (Blade)
Platforms: Arcade | Playstation
Release: January 1997
Every journey must begin with a first step, and a tale of Souls and Swords is no different. In a world where the 3d fighter was still new,
trying to find its place alongside the Street
Fighters and Samurai Showdowns of
the world, Namco had experimented and found some success emulating the former
with its Tekken Series. At that
point, they decided it was time to jump into the foray of armed combat.
This led to the creation of Soul Edge, localized as Soul
Blade for gamers in the west. First released in the fighters’ ultimate
battlefield, the Japanese arcade, the game swam where most sink. Namco knew
they had another star franchise under their belt, and began to put into action
the idea to port it to the most stable console of the time, and generation, the
Sony Playstation.
The series introduced us (and got us attached) to Mitsurugi,
Taki, Li Long, Sophitia, Rock, Seung Mina, Voldo, Hwang, and series protagonist
Seigfried. These characters’ backgrounds give them life, as you find that the
search for Soul edge isn’t just for power. Themes such as revenge,
conservatism, tradition and even safety are their ambitions.
Attached to the port beside the simple arcade mode was the
standard VS., Time attack, and Survival, along with the single player mode Edge
Master Mode, allowing players to work to unlock weapons.
The game’s main appeal was being a very stable fighting
product with weapons in the 3d arena. Even in the era before the genre
shattering eight-way run, they had an ability to jump, allowing the player to
dodge low attacks and add some diversity to the fighting lineup.
A defining
feature in this game, which isn’t found in any other entry of the series, was
the weapon durability bar. It stopped characters from “turtling,” forcing them
to go weaponless, making every attack hurt that much more when blocking,
effectively making it useless. It also defined special moves, depleting itself
when characters unleashed their most powerful attacks.
The series of Soul’s
only entry into the Playstation library is a very effective one. Scoring high
amongst critics and garnering decent numbers, it all but guaranteed a sequel to
appear down the line.