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<?xml-stylesheet type="text/xsl" href="http://www.gameinformer.com/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>Soulcalibur IV - Xbox 360</title><link>http://www.gameinformer.com/games/soulcalibur_iv/b/xbox360/default.aspx</link><description /><dc:language>en-US</dc:language><generator>Telligent Community 1.5.134.12297 (Build: 5.5.134.12297)</generator><item><title>Namco Unleashes A New Stage Of History</title><link>http://www.gameinformer.com/games/soulcalibur_iv/b/xbox360/archive/2009/09/28/review.aspx</link><pubDate>Mon, 28 Sep 2009 20:59:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2950</guid><dc:creator>Adam Biessener</dc:creator><slash:comments>0</slash:comments><description>&lt;p style="text-align:center;"&gt;&lt;a href="http://gameinformer.com/cfs-file.ashx/__key/CommunityServer.Blogs.Components.WeblogFiles/00.00.00.17.43/7612.611.jpg"&gt;&lt;img src="http://gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer.Blogs.Components.WeblogFiles/00.00.00.17.43/7612.611.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;I&amp;#39;ve always loved Soulcalibur&amp;#39;s brand of weapon-based one-on-one
combat, from its precursor on PSone to the amazing multiplatform sequel
and the mediocre third entry on PS2. This latest iteration falls
somewhere in the middle of the series&amp;#39; legacy. While it doesn&amp;#39;t
recreate the finely tuned excellence of Soulcalibur II, it sidesteps
many of the issues found in III and adds a ton of single-player depth
and lag-free online play. Plus, on an HD display, you really have to
see this thing in motion.&lt;/p&gt;
&lt;p&gt;Mechanically, Soulcalibur IV is nearly identical to its
predecessors. Equipment breakage and a simplistic blocking gauge
strongly discourage turtling, but otherwise you could easily be playing
the first game with new characters and tweaked move sets.
Unfortunately, sideways dodging in IV is just as bad as it was in III,
with vertical attacks magically tracking to negate lateral movement on
the defender&amp;#39;s part. The flow of a round still finds that magical
balance between combos, juggles, defense, and positioning more often
than not, which is the most important thing. &lt;/p&gt;
&lt;p&gt;Venturing outside of the traditional Arcade or Versus modes is
finally worth your time here, and not just for unlocking the full
roster of characters. The plethora of challenges, many of which hearken
back to the totally unfair (in a good way) adventures in Soul Edge,
will take even dedicated Soulcalibur nuts months to clear. Nearly
everything you do works toward leveling up your fighters, unlocking new
ones, and padding your in-game wallet. In most other titles in the
genre, this would be an afterthought. Here, the introduction of an
astoundingly deep character creator/editor allows you to &amp;shy;customize the
look and capabilities of created characters and stock fighters to an
impressive degree. I normally don&amp;#39;t bother with this sort of peripheral
frippery no matter the genre, but I spent almost as much time playing
with the character editor as I did beating the crap out of Miller or
the CPU.&lt;/p&gt;
&lt;p&gt;Skills like &amp;#39;&amp;#39;Auto Grapple Break&amp;#39;&amp;#39; and &amp;#39;&amp;#39;Invisible&amp;#39;&amp;#39; add a wacky
element to the game, but it&amp;#39;s all fun and games in single-player since
setting up your favorite fighter to handle some of the more unfair
challenges can be an entertaining metagame. Hardcore fans can relax,
though &amp;ndash; Arcade and Standard Versus modes still require unmodified
characters, so you don&amp;#39;t have to deal with the lack of gameplay balance
these new skills present.&lt;/p&gt;
&lt;p&gt;Online play, a first for the series, is well implemented. Most of
the matches I played were lag-free, and the matchmaking system works
well. It still doesn&amp;#39;t beat having a couple of buddies over and passing
off the controller between bouts of smack talking, but the option is
nice.&lt;/p&gt;
&lt;p&gt;Frame-counters and other savants will probably have issues with some
aspects of Soulcalibur IV&amp;#39;s gameplay, but the average player or
fighting game enthusiast is well served by this title&amp;#39;s array of game
types and tight weapon-based duels. I know I&amp;#39;m more than satisfied.&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=2950" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/games/soulcalibur_iv/b/xbox360/archive/tags/Soulcalibur+IV/default.aspx">Soulcalibur IV</category><category domain="http://www.gameinformer.com/games/soulcalibur_iv/b/xbox360/archive/tags/Fighting/default.aspx">Fighting</category><category domain="http://www.gameinformer.com/games/soulcalibur_iv/b/xbox360/archive/tags/Xbox+360/default.aspx">Xbox 360</category><category domain="http://www.gameinformer.com/games/soulcalibur_iv/b/xbox360/archive/tags/PlayStation+3/default.aspx">PlayStation 3</category><category domain="http://www.gameinformer.com/games/soulcalibur_iv/b/xbox360/archive/tags/Review/default.aspx">Review</category></item></channel></rss>
