That is to say, Geralt is definitely the sort of person who would button through all this dialogue as fast as possible, so he can get back to business, and who could blame him? It’s silly, but also reflects back on how the cut and dry good versus evil story of “SoulCalibur” is told here in a level of verbose detail designed to send wiki editors into a tizzy. Geralt, the protagonist from the Witcher games, is “SoulCalibur VI’s” sole guest character, and in his Chronicle story he goes through a portal to SoulCaliburLand and immediately decides he wants to return home. You can play through most all the character’s relevant segments from this general timeline, each lasting a handful of fights before settling into some often low-stakes plot resolution. There are two single-player story modes in “SoulCalibur VI”, the most traditional of which is Soul Chronicle, which retells the story of overcoming Nightmare, the wielder of the demonic Soul Edge blade back on the Dreamcast game. For less experienced players who might struggle with defending against a quick high-low barrage, Reversal Edges are nice little resets where the mind games are granted a bit more room to breathe and the playing field is leveled for a brief moment. Each fighter preloads their attack from the three face button options, the outcome plays out, and the battle resumes at normal speed. This move acts as a kind of block in its wind-up, but on impact, everything goes into slow motion as what is essentially a rock, paper, scissors match commences. “SoulCalibur VI’s” most prominent contribution to the otherwise tried and true fighting is the Reversal Edge move, mapped by default to one of the shoulder buttons. It’s a game that you can button-mash your way around the arena and still have a great time. Combat still foregoes the complex button inputs of something like “Street Fighter,” instead consolidating attacks to three buttons that can be pressed individually, with directional input, or in combination with one another for more dramatic results. “SoulCalbur VI” is an exceedingly approachable fighting game – part of what made this series a hit to begin with. Online battles are perfectly functional, at least in prerelease form, though the lobby interface is barebones, and the absence of 8v8 random team battle in any mode is once again a crying shame. New face Gr ø h might be the best introductory character on the roster, boasting simple, middle-of-the-pack stats, but with a stance change option for those that want to fully explore his moveset. The unique weapons for each fighter easily distinguish them from one another, though some character’s attacks, like Ivy’s transforming whip/sword, are much more difficult to master. Whether you’re a fighting game scenester or just an occasional dabbler, basic 1v1 battles are the heart of “SoulCalibur.” In “VI”, they’re fast and flashy, but not so much that it’s hard to keep up (“DragonBall FighterZ” this is not).
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