Little-known fact about myself that I may or may not have disclosed in the past: the
Soulcalibur series happens to be my
favorite fighting game franchise ever, and I’ve had a long history with it. My adoration for the series has never been tied to the tournament scene, or the in-depth nature of its fighting mechanics (even though I consider it to be the one fighting game I have marginal skill with), but simply because, it’s the
ONE fighting game where I actually
care about the characters and in-game world.
Now, granted, I’m
well-aware of the disjointed and inconsistent nature of the series’ core story, as it suffers a number of hindrances that plague MANY fighting games, but despite those grievances, the
Soul games are one of the rare instances where I can describe a fighting game with interesting lore and yes, intricate and ever-evolving mythos. There’s a lot of historical and mythological influences on the characters, stages, events, and in-game mythology that make it compelling. I don’t just play
Soulcalibur like I do other fighting games: I read the character profiles, the arcade mode introductions, the data banks on weapons and lore, locales and historical events that weave into the setting and tone of each game. There’s an abundance of cultural and mythological references in the weapons alone, and that kind of interest and heart into something so obscure is what separates it from other fighting games: it’s so rich and rewarding as a single-player experience, giving you something to explore and enjoy outside of just leaping online and proving your mettle through multiplayer.
And I cannot possibly stress how much
Soulcalibur V failed in this entire aspect. Literally EVERYTHING that gave the series actual appeal was thrown away, and Project Soul themselves even
admitted that the reason for such a lacking and lore-less abomination that the final game turned out being was DIRECTLY because of Bandai Namco rushing development so it could get online, and survive through DLC via the Character Customization feature. The profiles? The weapon exhibition? The arcade intros and endings? The lavish quest-like single-player modes from past games like Weapon Master Mode, Edge Master Mode, Mission Battle Mode, Chronicles of the Sword…or even Time Attack Mode?
Gone. Absolutely, lazily, and unforgivably ****ing GONE.
There’s no story, no depth, no lore to explore, no new tidbits of character information, NOTHING.
But the
worst thing about
Soulcalibur V, the ONE reason it’s arguably worse than any other predecessor in the series, even the content-less catastrophe that was
SC4 and the canon-twisting
SC Legends, is the sole removal of the most important fighting mechanic in the series: the
stances. For those of you who aren’t aware, the stances in
Soulcalibur were modes of standing or positioning of weapons that would a unlock a small but
vital set of moves you could pull off with your character, depending on their stance. Siegfried holding his zweihander more aloft, Ivy shifting her dragon sword in and out of chain mode, Mitsurugi drawing or sheathing his katana….this was a core mechanic of the series that had been a staple of the gameplay since the second
Soul game on the Dreamcast….and in
V, it’s been botched to hell, with over half of them removed, and replaced with the most shallow attempt to replicate
Street Fighter’s super move gauge I’ve ever seen.
Soulcalibur V was an atrocity. A slap in the face to long-time fans that hadn’t jumped ship after its popularity in the 6th Console era had fizzled out. And its quality is perfectly represented in its sales, which to this day has
STILL FAILED to outsold its predecessor from 2008. And
rightfully so.
And of course, Bandai Namco, in all of their Methuselean wisdom, has opted to do just about everything with the
Soul series, except make a proper game.
Pay-to-win downloadable version of V that was
canned within a year? Check. Painfully-limited
iOS game? Checkeroo.
Celebrating the series’ 20th Anniversary with a Pachinko game? Why, what better way to honor a storied fighting game franchise like this?
And before anyone claims that the best way to stave off a lot of the permanent damage both
SC5 and its cash-ins have done to the series is to simply “reboot the franchise from scratch”, I simply must protest, and even heavily-empathize that rebooting this series would be absolutely the
worst course of action.
I said it with
Devil May Cry, and I’ll say it again here: I have no issue with reboots as long as the context and situation of the initial series is necessary for such a course of action. In essence, the problem with
DMC getting potentially rebooted through
DmC wasn’t the reboot game itself, but the moronic, lazy, and flat-out incompetent nature
behind the decision to reboot it. Rebooting a series is a respective narrative turn after the folds of the original franchise have been delicately and honorably put to rest: the characters have reached their developmental arc, the world has been fully fleshed out, the series is sent off with closure and dignity—hell comic books do this kind of thing all of time. The decision to reboot
Devil May Cry was an imbecilic move
PRECISELY because of how open-ended and unresolved
DMC4 had been as an entry. You don’t reboot a series after establishing a new protagonist, setting, character build, and raising all kinds of narrative and series-impacting questions, and instead of RESOLVING or BUILDING on
any of those things, they pulled a hasty reboot and dumped the effort of building a new story on a new developer, rather than commit any effort or competence themselves.
Rebooting
Soulcalibur now, after every unresolved plot-point, gaping mythology whole, and completely wasted introduction of new characters, would be the same kind of damaging and insulting course to take. As bad as
V was, it’s problem was precisely as @Sparda’s rejected son had pointed out: it told us NOTHING. Rebooting the series would not solve this problem…it would compound it.
There are plenty of easily-recognizable remedies to implement in a sequel: establishing setting and lore again, providing plot details, bringing back staple favorites and properly
explaining the presence of these new characters (of which
V did the COMPLETE opposite), and make the single-player experience that has been a hallmark of the series something worthwhile again.
We probably won’t hear anything until after
Tekken 7 gets released, but I can safely inform all readers that a new
Soulcalibur game has been at the top of my E3 wishlist every year since 2012 (second only to my recently-rewarded salivations for a new
Star Fox).
The day we get a new entry will be a grand one indeed.
EDIT: On a side-note, one other thing I would change is this weird narrative fixation the writers seem to have with the Alexandra family. Not to sound vitriolic, but
WHO IN GOD’S NAME decided that the next generation of protagonists needed to be Sophitia’s kids? What plot-confused Plague Doctor with a rusty set of pliers thought that surgically inserting the offsprings of literally the most
irrelevant character of the series was a GOOD focal point to the series???
I’m sorry, but Sophitia was NEVER one of the essential characters to the
Soulcalibur mythos…like, EVER. Consider the ones who are:
- Siegfried Schtauffen, the redeemed protagonist whose journey from selfish mercenary to honorbound hero served as the basis for the plot of half the games in the series
- Taki, the Fuma Ninja who struck the fatal blow to Pirate Demon Cervantes when Sophitia failed to kill him
- Heishiro Mitsurugi, the original protagonist of the very first game (playing a similar albeit more benign role to Kazuya Mishima of Tekken fame) whose journey throughout the series was literally to establish his neutral reliance on skill rather than the power of either sword.
*happens to be my favorite character and personal main for all time
- Xianghua, the first character to properly wield Soul Calibur, to the point where its default form for the longest time was in the shape of her sword-style, the Chinese Dao
- Killik, the guardian of one of the crucial artifacts that make up Soul Calibur as weapon, and the character who, along with Xianghua, managed to defeat Nightmare and free Siegfried Schtaufffen and re-establish his role as the protagonist
- Ivy Valentine, the redeemed villainess of the series and literal daughter of the series’ original antagonist, Cervantes, having come into canon contact with several characters based on her genetic and personal ties to the sword Soul Edge
You could’ve taken any of these characters, any of these vital legends and veterans of the series who have shaped and impacted the plot several times, and still remain the most vital character assets to the series’ lore regarding the Twin Swords, to craft a new generation or relation to a new set of protagonists…
…and instead, you go with the twin kids of a character whose literal motives, of which have NEVER significantly impacted the series chronology or events in any way, have boiled down to: “MUH KIDS.”
You have a gold-mine of well-liked, well-established characters to bank off of in future sequels, and instead of seizing a gem like Ivy or Mitsurugi, you seize a wet rock like Sophitia.
When the
Soulcalibur Fanfiction community is producing more creative and inventive narrative arcs for the series to go in than Project Soul themselves, someone is being payed too much for a job they aren’t doing well.