![]() The new mode used in most of SC4's single player game types is a tag-team mode, where if you have multiple characters on your team, you can swap them out in the middle of a battle and let the swapped-out character regenerate health. The basic story mode consists of going through five fights against various opponents. There are a couple different modes for single-player. All in all, the new characters for this game, other than Hilde, feel like wastes of time and space. They don't even have the unique styles of the Star Wars characters to make up for it. None of them are particularly well-designed, though, and they're not even that fun to play. These include a dual-sword Samurai woman, a club-wielding ogre girl, and a bizarre moon person. None of these have a unique style each simply takes the style of an established character and uses their own unique weapons. Finally, there are five characters guest-designed by prominent Japanese artists. When encountered in arcade mode, he is far more difficult to defeat than any other character in the game, and it's even worse when someone picks him in online mode. Vader and Yoda are both decent characters, but The Apprentice is ridiculously overpowered, possessing one of the highest speeds in the game as well as high damage and force powers. There are also 2 guest characters from Star Wars in each game - both game modes have The Apprentice from the upcoming "Star Wars: The Force Unleashed", the PS3 version has Darth Vader, and the XBOX 360 version has Master Yoda. Raphael's adopted daughter Amy returns from SC3, where she was a guest character she uses a style similar to the Rapier style from SC3. Hilde is the only real "new" Soul Calibur character she's a female knight with a neat fighting style that uses both a sword and a spear, and she's fun to play as. There are a few new characters in the game. It doesn't really add much to the game, and as a game mechanic feels kind of useless. Repeated attacks to an area will break off the upper layer of armor on that area (leaving undergarments intact, of course) and make that area more vulnerable. Each character has three "segments" - high, middle, and low. In addition to the Critical Finish, the other new game mechanic is breakable armor. In most cases, it's usually easier to just kill an opponent than to try to hit them while they guard enough times to cause them to lose their soul gauge. The Critical Finish is an instant-kill attack however, the shortness of the life bars and the rarity of finding someone who guards enough to actually lose their soul gauge means that it's not an over-spammed attack that gets used all the time, but rather a way to finish off a long and difficult battle with a tide-turning attack. When a character's soul gauge decreases enough, they go through a "soul crush", which is a short window for the other player to perform a Critical Finish. Both fighters in a match have a "soul gauge" that increases when they hit their opponent and decreases when they guard against enemy attacks. The major new game mechanic introduced for SC4 is the "Critical Finish" mode. In one team match, I won consecutive battles by simply standing near the edge and using the same throw any time a new challenger appeared on screen. It's also possible to get a "Ring Out" by knocking the enemy out of the arena, but in SC4 this option feels really cheap - what's supposed to be a detailed swordfight quickly becomes "who can throw the opponent out first" due to SC4's poorly handled physics. I have literally been part of a battle online that consisted of my opponent and me (both Mitsurugi) either attacking with that move or guarding against it and hoping for a lucky parry so that it would be our turn to attack with that move. One specific example of this is Mitsurugi's standard one-two vertical combo, which hits fast enough that if you catch someone in it, they won't be able to counter with any move because it hits so fast that it interrupts any move they try. However, in Soul Calibur IV, while the basic system has been carried over, in a lot of places it feels much less technical and much more like "hit them with the same attacks that you know work". In previous games, the system was fun and balanced, allowing for fast-paced but highly technical fights. There's also a system of parrying and dodging, as well as traditional guarding. Each character has different moves that are based on a combination of vertical and horizontal-based attacks. Each character has a different weapon, ranging from axes to swords to staves. The core mechanics remain roughly the same. Soul Calibur IV is in many ways a victim of that lost focus. However, after Soul Calibur II, the series seems to have lost its way and lost focus. Soul Calibur, in its heyday, was one of the most respected fighting series.
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