SoulCalibur V Collector's Edition - PlayStation 3
- Includes a music CD
- Making-of video content
- Hardcover art book
- Black Knight and White Knight downloadable armor sets for Character Creation Mode
- Includes a music CD
- Making-of video content
- Hardcover art book
- Black Knight and White Knight downloadable armor sets for Character Creation Mode
- Platform: PlayStation 3
- ESRB Rating: Teen
- Media: Video Game
- Item Quantity: 1
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Platform for Display: PlayStation 3 | Edition: Collector
Amazon.ca Product Description
SOULCALIBUR V Collector's Edition includes a music CD, making-of video content, hardcover art book and the Black Knight and White Knight downloadable armor sets for Character Creation Mode. Developed by the legendary Project Soul team, SOULCALIBUR V picks up 17 years after the events of SOULCALIBUR IV with new heroes and returning warriors clashing in an epic showdown between good and evil. The tale of Patroklos, son of Sophitia Alexandra, unfolds as his family's destiny intertwines with the Soul swords. With the series' revolutionary 8-way run, allowing for true 3D movement during matches, a refined battle system, and stunning graphics, SOULCALIBUR V will be the top game of 2012 for anyone looking for a knock-down, drag-out fight.
From the Manufacturer
SOULCALIBUR V is the latest entry in the premier weapons-based head-to-head fighting series. SOULCALIBUR V takes place 17 years after the events of SOULCALIBUR IV and continues the epic story of warriors in search of the legendary Soul Swords in 17th century Europe. The heroic battles transpire in a beautiful and fluid world with eye-popping graphics and visual appeal. SOULCALIBUR V tunes the battle, movement, and visual systems so players can pull off cool dynamic attacks with ease and battle with complete freedom.
Key Game Features
- A new generation - Follow the story of Patroklos, son of Sophitia as the battle for the Soul Swords continues
- Multiple fighting styles - Choose from a roster of unique characters, each with their own deadly weapons, fighting styles and visual flare
- Dynamic Battles - Blow away your competition using finely tuned battle mechanics
- Unlimited character customization - Create your personalized fighter with the most robust character creation tool in the SOULCALIBUR series
- Face off against the competition - Challenge the computer AI, compete against your friends or challenge fighters from around the world with the massive online features
Top Customer Reviews
Story mode: Took about an enjoyable hour to complete. Though character endings are all gone, which some people who simply can't adapt to change will hate, my buddies and I come out of the story mode with a lot of good laughs and fun times; Despite the fact that there are approx. 3 cut scenes in story mode. The rest is a series of very artistic drawings on a parchment background. It was a very artistic way of going about telling the story. I almost preferred these on my 60" 1080P TV. :) Thanks Namco for taking me back to 1996~ and making my investment an unforgettable experience.
Nostalgia: Yes, rejoice! Sound effects, animations, and even stages are often reused from previous games in the series!
Renewed: The same amount of characters. For the sake of continuing the story; Taki, Sohitia, Cassandra, Talim, have all been replaced with fresh new characters with the same styles so that you can experience a new tale with the same feel.
Create a character: The graphics are obviously improved; you'd have to be insane to think otherwise, hahaha. Oh, and you can unlock new objects to customize your characters, and with even more freedom this time because they've removed the 'stats' from the gear, allowing them to be equipped solely for cosmetic purposes.
Single player: Single Player mode is more or less how it has been. Though they cleared out a lot of the old modes that more or less collected dust on everyone's main menus.
2-Player: It's so easy to throw in the game, sit down with a buddy and hop into a match of versus, it's not any different than previous Soul Calibur titles which allows for familiarity.Read more ›
Story mode: took about an hour to complete. Also character ending all now gone. That's right, they removed all the endings that we have been used to for over 10 years. Also, there are approx. 3 cut scenes in story mode. The rest is a series of pencil drawings. Yeah, I prefer pencil drawings on my 60" 1080P tv. Thanks Namco for taking me back to 1996, oh and charging me full price for a 'new' game.
Recycled: Yes, sound effects, graphics, even stages are often reused from previous games (e.g. SC4).
Reduced: Less characters. Taki, Sohitia, Cassandra, Talim, etc., etc are all missing.
Create a character: Somehow the graphic of this are worse than the last version. Oh, and you have wayyy less items to select from.
Single player: Guess what? All standard modes like time attack, team battle, tower of souls, survival, ARCADE mode, etc. ARE ALL GONE. That means you have nothing left to do in single player mode.
2-Player: Good luck trying to get this working. It took over 10 minutes to get a simple versus match setup. Oh, and both players were sitting IN THE SAME ROOM. Sad Namco, really sad.
Unlockables: Remember how we used to be able to collect stuff like artwork, concept art, music, weapons, movies, BGM, kata (demonstration) mode and all sorts of other fun stuff? Well That is all gone too. But you CAN unlock things like these wonderful TEXT descriptions. E.g. I just unlocked "Loves his sister." Wow, that is great Namco. A... piece of text? What can I do with it? I can have it appear next to my gamertag when I play online. Wow.... that is supposed to be better than having Taki or Sophitia in the game?Read more ›
Most Helpful Customer Reviews on Amazon.com (beta)
A short review in 2 parts.
The game: The best combat in any of the SoulCalibur series. Sadly, the story mode is over in about 2 hours and there isn't too much else to do offline. Online is solid if you have a decent connection. As usual there is lots of fun to be had in create a character mode. Best looking SoulCalibur yet and one of the best looking fighters overall this gen. Even added a double quarter turn super gauge move for the street fighter junkies. Great pick up for the asking price of $17 for the standard edition.
The Collectors Edition: Very creative packaging. Slides out of its slip cover and opens up like an old book or bible. Art book is nice. Soundtrack is great and is a full 17 tracks and 54+ minutes long. But like I stated the DLC for the armor suits have expired just barely a year after the games release. (but you can buy them for $3 a piece on PSN or LIVE)
Bottom Line: I enjoyed the game and thought the Collectors Edition was a nice package. Yet I was disappointed that the DLC has expired so soon and I deduct 1 star for that.
The game itself: 5 stars
The Collector's Edition: 4 stars
To many people, the story in a fighting game isn't that important. But fans of such games as the newer Mortal Kombat and BlazBlue would probably disagree. Even fighting games have good storylines and can have good complex characters. This was one of the hallmarks of Soulcalibur. It had an interesting story and provided us with interesting characters. Characters each had their own profiles and backstories that told you about them and why they were in pursuit of Soul Edge. Either to destroy it (as Xianghua, Kilik and Sophitia were) or to obtain it for their own desires (Nightmare and Cervantes come to mind). Small snippets in their profile made the characters somewhat interesting. The personalized endings only added to this as well as learning about the relationship they had with other characters. Soulcalibur III in particular, gave characters a well done story mode that really could add depth to some characters. Soulcalibur IV more or less threw its story under the bus. A painfully short story mode. Although the fourth installment still had the character profiles (and even a flow chart to show the relationships) it didn't seem to have as much character.
Soulcalibur V isn't much different. The story mode here isn't about ALL the characters as a whole, and you won't even learn about all of them. Here we're focused primarily on Patroklos, son of Sophitia. He is battling the malfested (those cursed by Soul Edge). He believes in justice and isn't afraid to say so. Boy is he ever not afraid to say so. The other half of the story focuses on Pyrhha, Sophitia's daughter who was kidnapped. She herself is also cursed thanks to her mothers dealings with Soul Edge in the past. Soulcalibur V's story is set seventeen years after the events of the fourth game. This time, however, the story is a lot more linear. There's an actual story mode that basically follows the exploits of Patroklos and his sister. You'll also from time to time play as newcomer Z.W.E.I. There are two major problems with Soulcalibur V's story mode. The first and most obvious is that it's just not any good. It's a pretty tame story that is hardly delivered that well. There are battles, but inbetween are mostly story boards as opposed to cutscenes. It's mostly a lazy effort.
Some would say this is no big deal. That the story in any fighting game isn't particularly important. But in Soulcalibur the developers have often had narrative and character dripping from every facet. Every stage, every character and every weapon had a backstory behind it that helped shape the world and characters within it. Which brings about Soulcalibur V's biggest problem: the characters. New and old alike, none of them really carry individual stories. This is mostly about Patroklos and you'll know it. The story mode doesn't allow you to play as other characters and explore THEIR stories and motivations. You'll only be allowed to play as Patroklos, his sister and Z.W.E.I. at certain moments. As such, if you're say... no good with any of these characters (and Z.W.E.I. has a real steep learning curve) then the story mode will be needlessly difficult or pretty boring. You'll need to get through it once, however, because you'll use the story mode to unlock some characters.
The new characters aren't that exciting and the old ones aren't either. As I said, Soulcalibur V isn't that interested in giving characters personality outside of perhaps what they say in battle when you see them. Yet for what it's worth you'll hardly learn anything about them unless you go to outside sources such as the official strategy guide or (if you picked up the collector's edition) the artbook. Many characters are introduced but with no real story of their own. Old characters are also brought back with no real story. There's not much reason given to us why Cervantes is still here. Or why Aeon (Lizardman) is still running around. Likewise, other characters that were dropped there's little reason to know why. Why are Talim and Yunsung absent? Other characters are replaced either by descendents (Leixia is Xianghua's daughter, Patroklos is Sophitia's son etc.) or by a student (Natsu is Taki's student). They share their fighting styles, but there's not much in the way of knowing where the other characters went. It's kind of disappointing how much less Soulcalibur V focuses on its character and story in a fighting game that series that was, at one point, quite renowned for its meticulous focus on such things.
All this means the gameplay has to be good, right? Well, yes. For the most part Soulcalibur V is fun. You've got a decent size roster of characters. Although three of them are mimic characters (including series favorite, Kilik) and sadly enough, a very toned down moves list. This isn't all bad. Soulcalibur V is easy to pick up and learn. Especially because it has a very good training mode to help those unfamiliar with the series get to know it. You've got your basic horizontal and vertical attacks as well as your kicks and grabs. At first it seems like button mashing can grant anyone a victory, but Soulcalibur manages to appeal to advanced players as well. There has always been a rock-paper-scissors aspect to playing Soulcalibur. If you play against a player that really knows your character, button mashing is a quick road to defeat.
There are some changes to the battling, however. For one, characters now have a gauge which allows them to perform super attacks. This is the critical gauge. Every character can extend some of their basic moves into more powerful types of attacks, referred to as Brave Edges. In some regards this makes some characters slightly easier to use. For instance, Ivy who is known primarily as a difficult character to master now has her Summon's Suffering a simple Brave Edge as opposed to a complex button combination. Other characters benefit from Brave Edges to give them a means of coming back and turning the tide of battle. Likewise, every character also has a critical edge, which is more or less a super attack. Critical Edges have great animations but some of them are horribly unbalanced or unfavored attacks. For instance, some Critical Edges are strangely not that powerful at all (Z.W.E.I.) while others are ridiculously overpowered (Nightmare). This makes for a strangely unbalanced game.
Lastly, it's also a shame that Soulcalibur changed its defensive play system. I always enjoyed that Soulcalibur allowed for guard impacts, but this is now relegated to your critical gauge. It now cost a level of your critical gauge to guard impact. Instead you now have a "Just Guard" which is where you defend just as an attack strikes. It's not an impact, but it acts as one. The timing is a bit hard to master at first. Other than that, one has to hope to master the guard impacts and deflections built into each characters attacks. Lastly, as opposed to just being able to guard all the time, those who block too much will eventually be subjected to a guard burst, giving their opponent a free hit. This is MUCH better than Soulcalibur IV's critical finishes.
All this makes a competent fighting system, although it's a shame just how stripped away it all feels. Not just a lot of moves being taken away from the game, but also that Soulcalibur V has taken away a lot of the options to really customize a fight. There are no handicaps to set, for instance. There is no "infinite time" that you can set for a match anymore. Battles are also incredibly fast and won't last too long. A staple, sure, but the inability to really set handicaps doesn't suit Soulcalibur V. The engine itself is also fast. While this certainly makes it a lot better than Soulcalibur IV's seemingly slow engine, it's no where near as smooth as Soulcalibur II or III. By that I mean, sometimes attacks can be lashed out so fast you'll find yourself unable to do anything in combat. This is especially true when fighting against some AI controlled opponents. The engine is fast, but it isn't always smooth. Especially when some fighters (Nightmare, in particular) can string their attacks together in such rapid succession that even blocking becomes unusually difficult. I didn't feel like previous Soulcalibur titles suffered in this regard.
The fighting isn't bad, however. And playing against friends is definitely a treat. It also helps that you can take the experience online. And Soulcalibur V has a great online interface. Being able to set up tournaments and go into battle rooms. Or just search for random opponents. You can also spectate battles, save replays and even set it up so that when watching a replay you can see your opponents button inputs. This creates a game that actually gives players a chance to truly improve their game. And that's saying a lot because the previous Soulcalibur titles weren't exactly catering toward this.
The problem with all this is that Soulcalibur V certainly lacks a lot of content beyond this. Either that or it's watered down considerably. The Arcade Mode, for instance, has you fighting down one of four tiers (Standard, Europe, Asia or Special) and there are only six battles. None of which are ever really mixed up. It's the same Arcade Mode with no real variety. With only six stages there's not much reason to play it other than to build your player level (which is used to unlock things in character creation). Aside from that there is also a "Quick Battle" which only serves to get you online titles. Lastly there is "Legendary Souls," which is basically just a ridiculously tough Arcade Mode where you battle particular characters from the series who have really made a reputation for themselves over time. It's nothing too exciting and after a while you realize that playing online is the only real reason to have the game in the first place. There's not much of a single player experience to speak of.
Again, for most this is no big deal but... this is Soulcalibur. One of the things that Soulcalibur established (VERY well, might I add) is that there could be something BEYOND just the Arcade Mode. The original included a Missions Mode along with Survival and a Team Battle. There was also a battle theater, exhibitions to look at and artwork. None of that is here. The second game had a very expansive Weapons Master Mode on top of many things already brought back from the first game. But it also included a variety of weapons and "Extras" modes where you could use them. Soulcalibur III had a pretty expansive story mode, missions and various ways to go about them. Even Soulcalibur IV had the Tower of Souls. But Soulcalibur V includes nothing for the solitary gamer to do if they decide they won't want to play online. There's no artwork to unlock, for instance. There are no missions or any sort of challenge mode. No survival mode. No exhibition modes. No character profiles. No different types of weapons with their own effects to collect. All of that stuff is pretty much gone.
There's character creation, but aside from aesthetics there's not much point to doing it. Certainly it's fun, but what's the point of all the various weapons if they don't make me consider how I'm fighting or what to put on? In Soulcalibur IV there was sometimes a point to assigning certain abilities or even using certain weapons. Take away the weapon effects (or don't put an emphasis on the weapons at all) and is Soulcalibur REALLY Soulcalibur in that regard? Character creation is still fun because there's so much to do, but with very few motivations for doing it, it's particularly hard to see why a player really ought to aside from showing off their creations. There's nothing wrong with this, really. It just feels kind of strange that the fourth game put so much of an emphasis on altering your stats and finding the best combination of equipment to get through the Tower of Souls while Soulcalibur V is so stripped down.
Visually, Soulcalibur V is a gorgeous game. Although there are times of clipping, it's hardly a bad looking or running game. It also doesn't sound bad by any stretch. The music is absolutely fantastic. It's still not as memorable as the first couple of games in the series, but still really good nonetheless.
Overall, Soulcalibur V isn't a bad game, but it feels very stripped when compared to the games which preceded it. The collector's edition comes with an artbook and soundtrack selections from all the previous games in the series, but it's probably not really worth the extra money to get those alone. It's not a bad game, but it is a game where you expect just a little bit more because it's Soulcalibur. There ought to be more to the single player experience than what's presented here. This was one of the things that separated Soulcalibur from the pack and made fighting games more worthwhile outside the arcade. The fact that they used to provide such a good single player experience. With so much of that stripped down here, there's not much reason to pick up Soulcalibur V if you don't intend to go online. If you're looking for down time when you're not online (or when you can't find someone online, which WILL happen) there's not much you can do.
It's a fun game to be sure, but at some point I hope beyond hope that Project Soul will remember that Soulcalibur is allowed to include the things that made the series stand out.
It's like everyone took steroids in the last two decades or however long it's been and hopped up on energy drinks, there really isn't a 'slow' character anymore, they're all hyper fast, and the computer will abuse that fact constantly by perfectly timing a defense and then drilling you into next week. It's disgusting, ad I'm kind of glad they don't have super extensive campaign content like in the previous two games, because it would be unplayable anyway.
More salt in the wound? They added all of these replacement characters into the game, perfectly fleshed out back-stories and everything. And then the game does nothing with any of that, focusing solely on this annoying character named Patroklos (Yes, the same boy from SC3, son of Sophitia) and his sister Pyrrha in a pretty contrived arc that hosts most of the cast, but many of them aren't much more than battle fodder with little to do in the actual story.
It's not like Soul Calibur and Edge haven't been destroyed multiple times before, but in previous games you played as different people with different endings, so everything was kind of parallel universe styled, where as this is only one story, so maybe we're looking at the last game in the series?
Well either way, I'm highly disappointed in the game. At least the other goodies in the collector's box are cool.
SCV lacks any kind of cohesive character creation item management system. You are awarded the items "at will" of the game and have literally no control over what you gain and are given no clue as to what exists to be gained in the first place. Everything about the character creation system is a step backwards, save for the "Stickers" option which is admittedly cool but was done long ago and better by several ECW games.
SCV lacks even the pretense of having any kind of story mode for all but TWO of the 15? 20? other characters. I realize that there is a cliche about the story in fighting games being negligible, but I am not holding this product up to an entire genre, I am holding it to the SC series, a series which has previously always focused on its story and bonus features. If this game is only concerned with Patroklos and his sister Pyrrah then why are the other characters not directly linked to that story even present? Why is Raphael playable? Did he mistake Tira for Amy? And if those characters without a story are listed only as a way to fill out the roster then why bother removing the many characters that aren't present? That is to say, if it is of no consequence to the story the developers wished to present then why not just bring them all back, even ones who had supposedly died? There are no character specific stories or a "generic" story for your created character, you are simply taken to the credits after finishing the 6 character battle arcade mode.
Lastly, and this is the really big one, there is absolutely NO kind of quest or bonus mode at all, whatsoever. The Legendary Souls mode does not qualify as a "bonus" mode as there is no deviation from the standard arcade mode outside of a ramped up difficulty. I STILL play SCIV from time to time to mess around in the tower mode and I have, to date, not yet finished it. In contrast, I have played SCV for the majority of yesterday afternoon (about 4.5 hours) and I have completed it. There is nothing left for me to do in this game outside of online play. This might be fine for any other series but SC has always had these features and now it does not. I spent $80 dollars for a playtime equivalent to an unedited Lord Of The Rings film.
I realize that we are living in an age ruled by DLC, and DLC I can handle; SCIV had the option to just buy set pieces and characters outright. The ENTIRETY of this game however felt like it should have been a $20 DLC game and not a $79 physical release, that or perhaps a SCIV "Plus" edition. I am holding this game to the standards of its predecessors and find it lacking and a little insulting that I paid full price for a product that is missing most of what made it enjoyable to me over the last 12 years.
In closing, if you are buying this game SOUL-ly (ha ha) for online play, then pick it up used somewhere. However if you are buying this expecting the fullness of game-play that you got in all previous entries, be aware that they are NOT present.