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{{For|the video game series|Soul (series)}}
{{Infobox video game
{{Infobox video game
|title=Soulcalibur
| title = Soulcalibur
|image= File:Soulcalibur flyer.png
| image = Soulcalibur flyer.png
|caption=European arcade flyer
| caption = European flyer
|developer=[[Project Soul]]
| developer = Project Soul
|publisher=[[Namco]]<br>[[Namco Bandai Games]] <small>(XBLA, iOS, Android)</small>
| publisher = [[Namco]]
| director = {{ubl|Jin Okubo|Yoshitaka Tezuka}}
|producer=Yasuhiro Noguchi<br>Hiroaki Yotoriyama
| producer = {{ubl|Yasuhiro Noguchi|Hiroaki Yotoriyama}}
|series=''[[Soul (series)|Soul]]''
| designer = {{ubl|Tetsuya Akatsuka|Tsuyoshi Kiuchi}}
|composer=[[Junichi Nakatsuru]]<br>Yoshihito Yano<br>Akitaka Tohyama<br>Takanori Otsuka<br>Hideki Tobeta
| programmer = Shinobu Nimura
|released ='''Arcade'''<br>July 30, 1998<br>'''Dreamcast'''<br>{{vgrelease|JP= August 5, 1999}}{{vgrelease|NA= September 9, 1999}}{{vgrelease|EU= December 1, 1999}}'''XBLA'''<br>July 2, 2008<br>'''iOS'''<br>January 19, 2012<br>'''Android'''<br>November 20, 2013
| series = ''[[Soulcalibur]]''
|genre=[[Fighting game]]
| artist = Ryoichi Ban
|modes=Up to 2 players simultaneously
| writer = Yoshihiro Nakagawa
|cabinet=Upright
| composer = {{ubl|Junichi Nakatsuru|Yoshihito Yano|Akitaka Tohyama|Takanori Otsuka}}
|arcade system=[[Namco System 12|System 12]]
| released = {{collapsible list|title={{nobold|July 30, 1998}}|'''Arcade'''|{{vgrelease|JP|July 30, 1998|NA/EU|1998}}|'''Dreamcast'''{{vgrelease|JP|August 5, 1999|NA|September 9, 1999|EU|November 26, 1999}}'''Xbox 360'''{{vgrelease|WW|July 2, 2008}}'''iOS'''{{vgrelease|WW|January 19, 2012}}'''Android'''{{vgrelease|WW|November 20, 2013}}}}
|display=[[Raster graphics|Raster]], 640 × 480 pixels (Horizontal), 65536 colors<br>Up to 2560 × 1600 pixels (Android)
| platform = {{Plainlist|
|platforms=[[Arcade game|Arcade]], [[Dreamcast]], [[iOS]], [[Xbox Live Arcade]], [[Android (operating system)|Android]]
* [[Arcade game|Arcade]]
* [[Dreamcast]]
* [[Xbox 360]]
* [[iOS]]
* [[Android (operating system)|Android]]}}
| genre = [[Fighting game|Fighting]]
| modes = [[Single-player]], [[multiplayer]]
| arcade system = [[Namco System 11|Namco System 12]]
}}
}}
{{nihongo foot|'''''Soulcalibur'''''|ソウルキャリバー|Sōrukyaribā|lead=yes|group=lower-alpha}} is a 1998 [[fighting game]] developed by [[Project Soul]] and produced by [[Namco]]. It is the second game in the ''[[Soulcalibur]]'' series, preceded by ''[[Soul Edge]]''. Originally released in arcades on July 30, 1998, it ran on the [[Namco System 12]] hardware, and was [[Porting|ported]] to the [[Dreamcast]] console in 1999 with new features and improved graphics.


The game centers on the pursuit of the legendary weapon known as Soul Edge, now in the possession of a warrior known as Nightmare, who slaughters countless people to satisfy the blade's bloodlust. Other warriors pursue him either to claim the weapon for themselves or to destroy it, end his mass murder, and free him of its curse. Developed closely with [[Namco]]'s ''[[Tekken]]'' development team, it is one of the few [[home console]] ports that outdid their [[arcade game|arcade]] parent performance-wise. The title brought many innovations to the fighting game [[genre]] that include a heavy emphasis on weapons and a unique eight-way movement system.
{{nihongo|'''''Soulcalibur'''''|ソウルキャリバー|Sōrukyaribā}} is a weapon-based 3D [[fighting game]] developed by [[Project Soul]] and produced by [[Namco]]. It is the second game in the [[Soulcalibur (series)|''Soulcalibur'']] series, preceded by ''[[Soul Edge]]'' (1996). Originally released in arcades in 1998, it ran on the [[Namco System 12]] hardware. In 1999 it was [[Porting|ported]] to the [[Dreamcast]] with improved graphics and new features. The North American version was released in September 1999 as a [[launch game|launch title]] for the Dreamcast and was part of the successful launch of the new console. It became available as a downloadable title on [[Xbox 360]]'s [[Xbox Live Marketplace]] in 2008.


''Soulcalibur'' received unanimous critical applause upon release; it is the second-highest-rated video game of all time, with a 98 rating on [[Metacritic]]. It won the majority of [[List of Game of the Year awards|Game of the Year]] awards in its respective year, and is widely regarded as one of the greatest fighting games and one of the [[Best video games|greatest video games ever made]], topping numerous "best of" lists in years following. The North American home version was released as a [[launch game]] for the Dreamcast, playing a part in its successful launch. ''Soulcalibur'' became available as a downloadable title on the [[Xbox 360]]'s [[Xbox Live Marketplace]] in July 2008 and it is [[Forward compatibility|forward compatible]] with the [[Xbox One]].
Developed closely with [[Namco]]'s ''[[Tekken]]'' development team, it is one of few [[home console]] ports that outdid their [[arcade game|arcade]] parent graphics-wise. The title brought many innovations to the fighting game [[genre]] that include a heavy emphasis on weapons and a unique eight-way movement system. ''Soulcalibur'' is widely regarded as one of the best Dreamcast titles and is one of the most critically acclaimed fighting games of all time.


==Gameplay==
==Gameplay==
{{Further|Soul Edge#Gameplay|l1=Gameplay of Soul Edge}}
[[Image:Soul Calibur DC.jpg|thumb|left|[[Nightmare (Soulcalibur)|Nightmare]] fighting against [[Sophitia Alexandra|Sophitia]] in the [[Dreamcast]] version]]
[[Image:Soul Calibur DC.jpg|thumb|left|[[Nightmare (Soulcalibur)|Nightmare]] fighting against [[Sophitia Alexandra|Sophitia]] in the [[Dreamcast]] version]]
One of the biggest innovations introduced by ''Soulcalibur'' to the gameplay system of its predecessor, ''Soul Edge'', is the eight-way run. Previous [[3D computer graphics|3D]] fighters had only limited movement along the third [[Coordinate axis|axis]], with sidesteps and rolls providing useful but unsustained lateral movement. In ''Soulcalibur'', simply holding down a [[joystick]] direction causes the character to move in that direction, giving the player a sense of freedom and deepening the strategy of the game.
{{further2|[[Soul Edge#Gameplay|Gameplay of Soul Edge]]}}


One of the biggest innovations introduced by ''Soulcalibur'' to the gameplay system of its predecessor, ''[[Soul Edge]]'', is the eight-way run. Previous [[3D computer graphics|3D]] fighters had only limited movement along the third [[Coordinate axis|axis]], with sidesteps and rolls providing useful but unsustained lateral movement. In ''Soulcalibur'', simply holding down a [[joystick]] direction causes the character to run in that direction, giving the player a sense of freedom and deepens the strategy of the game. ''Soulcalibur'' also improved gameplay with "forgiving buffering", executing the input for one move before the player's character has finished recovering from their previous move, and leads to executing a quick succession of moves (other fighting games such as the ''[[Tekken]]'' and ''[[Virtua Fighter (series)|Virtua Fighter]]'' series have relatively strict buffering requirements, meaning expert timing is required to pull off many combinations, but ''Soulcalibur'' features much more lenient timing to successfully execute a buffer). Finally, the Guard Impact offensive blocking maneuver shown in ''Soul Edge'' was given a deeper range of techniques in ''Soulcalibur'', allowing players to push back or redirect attacks past themselves as well as swatting away an opponent's weapon to stun them.
''Soulcalibur'' also features "forgiving buffering", allowing players to enter an input for one move before their characters have finished recovering from their previous move, which makes executing a quick succession of moves easier (other fighting games such as the ''[[Tekken]]'' and ''[[Virtua Fighter (series)|Virtua Fighter]]'' series have relatively strict buffering requirements, meaning expert timing is required to pull off many combinations, but ''Soulcalibur'' features much more lenient timing to successfully execute a buffer). Finally, the Guard Impact offensive blocking maneuver shown in ''Soul Edge'' has been given a deeper range of techniques, allowing players to push back or redirect attacks past themselves as well as swatting away an opponent's weapon to stun them.

{{Clear left}}


==Characters==
==Characters==
{{Further|Characters of the Soulcalibur series|l1=}}
{{Main|List of Soul characters}}

''Soulcalibur'' was originally planned to be a dramatic overhaul, with all new characters apart from [[Heishiro Mitsurugi|Mitsurugi]] from ''Soul Edge''.<ref>{{cite magazine |title=Quartermann |magazine=[[Electronic Gaming Monthly]] |issue=102|publisher=[[Ziff Davis]]|date=January 1998|page=34}}</ref> However, nine of the 11 characters from ''Soul Edge'' ended up carrying over to ''Soulcalibur'' by the time the roster was finalized in the [[Dreamcast]] version ([[Cervantes de Leon|Cervantes]], [[Hwang (Soul Edge)|Hwang]], [[Seong Mi-na]], Mitsurugi, [[Rock (Soul Calibur)|Rock]], [[Siegfried Schtauffen|Siegfried]], [[Sophitia Alexandra|Sophitia]], [[Taki (Soulcalibur)|Taki]], [[Voldo]]), with an additional ten new characters joining the ranks (in the South Korean version of the game, Mitsurugi was replaced by an English-Japanese swordsman named Arthur<ref>{{in lang|ko}} [http://www.gamemeca.com/preview/view.php?gcode=review&gid=119124 소울칼리버3(소울칼리버 3) - 게임메카] {{Webarchive|url=https://web.archive.org/web/20150610220749/http://www.gamemeca.com/preview/view.php?gcode=review&gid=119124 |date=2015-06-10 }}, GameMeca, 04.11.2005</ref>). Cervantes exclusively appears outside original arcade version, in additions to a playable version of the final boss character, Inferno. The arcade version featured a staggered Time Release system for hidden characters<ref>{{Cite book |last= |url=https://archive.org/details/electronic-gaming-monthly-issue-112-november-1998/page/n177/mode/2up |title=Electronic Gaming Monthly Issue 112 (November 1998) |year=1998 |page=172}}</ref> akin to the Tekken series as well as codes that could be entered on the Namco website.<ref>{{Cite book |url=https://archive.org/details/nours-magazine-volume-22-winter-1998-600dpi/NOURS%20Magazine%20-%20Volume%2022%20-%20Winter%201998%20%28Compressed%29/page/34/mode/2up |title=NOURS Magazine - Vol 22 (Winter 1998) |publisher=Namco |year=1998 |pages=34}}</ref>


''Soulcalibur'' was originally planned to be a dramatic overhaul, featuring only a few select characters to be carried over from ''Soul Edge''. However, nine of the 11 characters from ''Soul Edge'' ended up carrying over to ''Soulcalibur'' by the time the roster was finalized in the Dreamcast version, with an additional ten new characters joining the ranks (in the South Korean version of the game, [[Mitsurugi]] was replaced by an English-Japanese swordsman named Arthur<ref>{{ko icon}} [http://www.gamemeca.com/preview/view.php?gcode=review&gid=119124 소울칼리버3(소울칼리버 3) - 게임메카], GameMeca, 04.11.2005</ref>). As with many fighting games, many of the new characters were heavily styled after already existing characters from the franchise. For example, new character [[Maxi (Soulcalibur)|Maxi]] has a fighting style and moveset influenced by ''Soul Edge's'' [[Li Long]] (the only of the original starting characters not to return). In fact, ''Soulcalibur'' only added one original playing style, belonging to [[Ivy Valentine|Ivy]]. New characters [[Chai Xianghua|Xianghua]], Maxi, [[Yoshimitsu]], [[Astaroth (Soulcalibur)|Astaroth]], [[Kilik (Soul Calibur)|Kilik]], [[Nightmare (Soulcalibur)|Nightmare]] and [[Lizardman (Soulcalibur)|Lizardman]] were based upon existing characters [[Hwang (Soulcalibur)|Hwang]], Li Long, Mitsurugi, [[Rock (Soul Calibur)|Rock]], [[Seong Mi-na]], [[Siegfried Schtauffen|Siegfried]] and [[Sophitia]]. Consequently, Namco has been working since ''Soulcalibur'' to gradually separate the individual styles of the characters in order to make each one unique.
As with many fighting games, many of the new characters were heavily styled after existing characters from the franchise. For example, new character [[Maxi (Soul Calibur)|Maxi]] has a fighting style and move set influenced by ''Soul Edge's'' [[Li Long]] (the only of the original starting characters not to return). In fact, ''Soulcalibur'' only added one original playing style, belonging to [[Ivy Valentine|Ivy]]. New characters [[Chai Xianghua|Xianghua]], Maxi, [[Yoshimitsu]], [[Astaroth (Soulcalibur)|Astaroth]], [[Kilik (Soul Calibur)|Kilik]], [[Siegfried and Nightmare|Nightmare]] (re-introduced from ''Soul Edge'' as a regular character), and [[Lizardman (Soul Calibur)|Lizardman]] were based upon existing characters Hwang, Li Long, Mitsurugi, Rock, Seong Mi-na, Siegfried, and Sophitia, respectively. Consequently, Namco has been working since ''Soulcalibur'' to gradually separate the individual styles of the characters in order to make each one unique.


==Plot==
==Plot==
The mystical sword of the legends, the "Soul Edge", ended up in the hands of the dreaded pirate [[Cervantes de Leon]] of Spain. For the next 25 years he stayed dormant on the remnants of a Spanish port town, taking the souls of those who reached him during their search of the sword. His reign of terror was soon to start, but through the joined efforts of Greek divine warrior [[Sophitia Alexandra]] and Japanese ninja [[Taki (Soulcalibur)|Taki]], he was stopped and killed, with one of the twin Soul Edge blades being shattered in the process. As it was about to tear itself apart, young Prussian knight [[Siegfried Schtauffen]] approached the port town and battled Cervantes, whose corpse had been momentarily reanimated through Soul Edge's will. After emerging victorious, Siegfried's attention turned unto the sword. The moment he took the hilt of the cursed blade, Soul Edge released a bright column of light into the sky. This was known as the "Evil Seed", bound to bring calamity and death in its wake.
The mystical sword of the legends, the "Soul Edge", ended up in the hands of the dreaded pirate [[Cervantes de Leon]] of Spain. For the next 25 years, he stayed dormant on the remnants of a Spanish port town, taking the souls of those who reached him during their search of the sword. Like [[Soul Edge]], starts in the year 1583. The reign of terror of Cervantes was soon to start, but through the joined efforts of Greek divine warrior [[Sophitia|Sophitia Alexandra]] and Japanese ninja [[Taki (Soulcalibur)|Taki]], he was stopped and killed, with one of the twin Soul Edge blades being shattered in the process. As it was about to tear itself apart, young German knight [[Siegfried and Nightmare|Siegfried Schtauffen]] approached the port town and battled Cervantes, whose corpse had been momentarily reanimated through Soul Edge's will. After emerging victorious, Siegfried's attention turned unto the sword. The moment he took the hilt of the cursed blade, Soul Edge released a bright column of light into the sky. This was known as the "Evil Seed", bound to bring calamity and death in its wake.


Three years after those events, Soul Edge uses Siegfried as its host, and now Siegfried is Nightmare, a knight wearing azure armor and sporting a hideously deformed right arm. Europe plunges into a vortex of slaughters as he and his followers claim souls to strengthen the blade in its weakened state. Unknown to them, a group of warriors met on their journey to stop Soul Edge, and with them three sacred weapons join once again.
Three years after those events, in 1586 AD, Soul Edge uses Siegfried as its host, and now Siegfried is [[Siegfried and Nightmare|Nightmare]], a knight wearing azure armor and sporting a hideously deformed right arm. Europe plunges into a vortex of slaughters as he and his followers claim souls to strengthen the blade in its weakened state. Unknown to them, a group of warriors met on their journey to stop Soul Edge, and with them, three sacred weapons join once again.


==Development==
==Development==
After releasing ''Soul Edge'', Namco took some time to evaluate what had made the game successful before jumping into development of its follow-up. Producer Hiroaki Yotoriyama decided to give the sequel a new name instead of just calling it ''Soul Edge 2'' in order to have a fresh start and take the series in a new direction. The name ''Soulcalibur'' is a [[portmanteau]] of the word ''soul'' (as in Soul Edge) and [[King Arthur]]'s sword [[Excalibur]] (ultimately, the name would be used within the game's universe for the holy weapon which would counteract Soul Edge's evil). Inspired by an internal Namco prototype featuring a character able to run openly in a field, the eight-way run system was implemented. Upon application, the development team was surprised at how well it meshed with their fighting system, and decided to build the rest of the game around it. During development they worked closely with Namco's ''Tekken'' development team, sharing ideas and research. Yotoriyama felt that with that cooperation and partnership, they were able to develop "the greatest weapon-based fighting action game in the world".<ref name="makingof">{{cite journal |journal=[[Retro Gamer]] |issue=55 |title=The Making of Soul Calibur |pages=53–54 |date=August 2008}}</ref>
After releasing ''Soul Edge'', Namco took some time to evaluate what had made the game successful before jumping into the development of its sequel. Producer Hiroaki Yotoriyama decided to give the sequel a new name instead of just calling it ''Soul Edge 2'' in order to have a fresh start and take the series in a new direction. The name ''Soulcalibur'' is a [[portmanteau]] of the word ''soul'' (as in ''Soul Edge'') and [[King Arthur]]'s sword [[Excalibur]] (ultimately, the name would be used within the game's universe for the holy weapon which would counteract Soul Edge's evil). Inspired by an internal Namco prototype featuring a character able to run openly in a field, the eight-way run system was implemented. Upon application, the development team was surprised at how well it meshed with their fighting system and decided to build the rest of the game around it. During development they worked closely with Namco's ''Tekken'' development team, sharing ideas and research. Yotoriyama felt that with that cooperation and partnership, they were able to develop "the greatest weapon-based fighting action game in the world".<ref name="makingof">{{cite journal |journal=[[Retro Gamer]] |issue=55 |title=The Making of Soul Calibur |pages=53–54 |date=August 2008}}</ref>


Yotoriyama has described the game's concept as expressing "fun and diversity in weapon combat", citing the contrast in how one weapon would affect gameplay compared to another and how they would react to each other upon clashing. Each character's fighting style was designed to revolve around their weapon, though he noted that because of the differences they experienced difficulty in balancing the gameplay. He described the availability of movement in comparison to ''[[Tekken 3]]'' as a large contrast between the two series and more tactical, and emphasized how it interacted with the game's "ring out" feature.<ref>{{cite web |archiveurl=http://web.archive.org/web/20010709095517/www.soulcalibur.com/edgesl/interview.html |url=http://www.soulcalibur.com/edgesl/interview.html |archivedate=2001-07-09 |publisher=[[Namco Bandai Games]] |title=Interview with Yotoriyama-San |accessdate=2009-09-18}}</ref> Each character in ''Soulcalibur'' was designed around the idea that they could be viewed as a real person could,<ref name="play1">{{cite journal |journal=[[Play (US magazine)|Play Magazine Presents Girls of Gaming]] |issue=1 |year=2003 |page=34}}</ref> and to this end, motion creator Masataka Ishiguro emphasized the arm and leg movements for each character in relation to their weapon, wanting players to "feel the individual motions and the realism within the game"<ref>{{cite web |archiveurl=http://web.archive.org/web/20010709095207/www.soulcalibur.com/herohstr/interview.html |archivedate=2001-07-09 |accessdate=2009-09-18 |url=http://www.soulcalibur.com/herohstr/interview.html |title=Interview with Ishiguro-San |publisher=[[Namco Bandai]]}}</ref>
Yotoriyama has described the game's concept as expressing "fun and diversity in weapon combat", citing the contrast in how one weapon would affect gameplay compared to another and how they would react to each other upon clashing. Each character's fighting style was designed to revolve around their weapon, though he noted that because of the differences they experienced difficulty in balancing the gameplay. He described the availability of movement in comparison to ''[[Tekken 3]]'' as a large contrast between the two series and more tactical and emphasized how it interacted with the game's "ring out" feature.<ref>{{cite web |archive-url=https://web.archive.org/web/20010709095517/http://www.soulcalibur.com/edgesl/interview.html |url=http://www.soulcalibur.com/edgesl/interview.html |archive-date=2001-07-09 |publisher=[[Namco Bandai Games]] |title=Interview with Yotoriyama-San |access-date=2009-09-18 |url-status=dead }}</ref> Each character in ''Soulcalibur'' was designed around the idea that they could be viewed as a real person could,<ref name="play1">{{cite journal |journal=[[Play (US magazine)|Play Magazine Presents Girls of Gaming]] |title=Girls of Gaming |issue=1 |year=2003 |page=34}}</ref> and to this end, motion creator Masataka Ishiguro emphasized the arm and leg movements for each character in relation to their weapon, wanting players to "feel the individual motions and the realism within the game"<ref>{{cite web |archive-url=https://web.archive.org/web/20010709095207/http://www.soulcalibur.com/herohstr/interview.html |archive-date=2001-07-09 |access-date=2009-09-18 |url=http://www.soulcalibur.com/herohstr/interview.html |title=Interview with Ishiguro-San |publisher=[[Namco Bandai]] |url-status=dead }}</ref>


The team for the arcade version of ''Soulcalibur'' consisted of roughly 60 people working on Namco's [[Namco System 12|System 12]] hardware, while the team developing the home port was reduced to about forty. Given a deadline of seven months to coincide with the North American launch of the Dreamcast, the transition was difficult for the team, due to the differences in hardware. However, due to the similar capabilities and limits of each system, content was left intact between the two versions, with Yotoriyama feeling that the team was "obsessed" with giving their best effort for the port. The biggest technological change to the Dreamcast port was to render all of the game's stages in full 3D polygons, whereas the far backgrounds in the arcade original were flat, two-dimensional images. Additional content was also added to the game to ensure replay value, based on researching other fighting games marketed at the time. Many of the team's ideas that they were unable to incorporate into the port were eventually used for later games in the series.<ref name="makingof"/>
It had been announced in January as "New Weapon Fighting Game"<ref>{{Cite journal |title=NAMCO PUTS GAMERS FIRST |url=https://archive.org/details/extreme-play-station-1-december-january-1998/page/8/mode/2up |journal=Extreme PlayStation (December/January 1998) |date=December 1997 |issue=1 |page=8}}</ref> and a test version was shown at [[E3]] in May.<ref>{{Cite book |last=遊戲誌 |url=https://archive.org/details/gpm-1998/%E6%B8%B8%E6%88%8F%E5%BF%97GamePlayers%20VOL.077%20%5B1998.06.19%5DEX%20%E8%A1%97%E6%A9%9F%E7%9A%87%20VOL05/page/n3/mode/2up |title=Game Players Magazine 遊戲誌 1998 (Vol. 77-05) |year=1998 |publication-date=June 19, 1998 |pages=4–5}}</ref> The team for the arcade version of ''Soulcalibur'' consisted of roughly sixty people working on Namco's [[Namco System 12|System 12]] hardware, while the team developing the home port was reduced to about forty. Given a deadline of seven months to coincide with the North American launch of the Dreamcast, the transition was difficult for the team, due to the differences in hardware. However, due to the similar capabilities and limits of each system, content was left intact between the two versions, with Yotoriyama feeling that the team was "obsessed" with giving their best effort for the port. The biggest technological change to the Dreamcast port was to render all of the game's stages in full 3D polygons, whereas the far backgrounds in the arcade original were flat, two-dimensional images. Additional content was also added to the game to ensure replay value, based on researching other fighting games marketed at the time. Many of the team's ideas that they were unable to incorporate into the port were eventually used for later games in the series.<ref name="makingof"/>


==Release==
==Release==
The game was originally released in the Japanese arcades on July 30, 1998. A ''Gamest Mook'' series guide book ''Soul Calibur Skill Up Manual'' (ソウルキャリバー スキルアップマニュアル) was published by Shinseisha on September 27, 1998.<ref name=ag>{{cite web|url=http://www.arcade-gear.com/Games/Soul_Calibur/Soul_Calibur.htm |title=Soul Calibur |publisher=Arcade Gear |date= |accessdate=2013-12-21}}</ref>
The game was originally released in the Japanese arcades on July 30, 1998,<ref>{{Cite web |date=July 21, 1998 |title=Namco releases the arcade video game "Soul Calibur" with gameplay and visuals that surpass the "Tekken" series |url=http://www.namco.co.jp/main/pr/1998-july/press-04.html |archive-url=https://web.archive.org/web/19981206034359/http://www.namco.co.jp/main/pr/1998-july/press-04.html |archive-date=December 6, 1998 |access-date=May 24, 2024 |website=[[Namco]]}}</ref> with releases in North America and Europe following later the same year.<ref>{{Cite web |date=March 10, 1999 |title=Namco Announces ''Soul Calibur'' |url=https://www.ign.com/articles/1999/03/11/namco-announces-soul-calibur |access-date=May 24, 2024 |website=[[IGN]] |language=en}}</ref> A ''[[Gamest]] Book'' series guide book ''Soul Calibur Skill Up Manual'' (ソウルキャリバー スキルアップマニュアル) was published by [[Shinseisha]] on September 27, 1998.<ref name=ag>{{cite web |url=http://www.arcade-gear.com/Games/Soul_Calibur/Soul_Calibur.htm |title=Soul Calibur |publisher=Arcade Gear |access-date=2013-12-21 |url-status=dead |archive-url=https://web.archive.org/web/20140202194926/http://www.arcade-gear.com/Games/Soul_Calibur/Soul_Calibur.htm |archive-date=2014-02-02 }}</ref>


===Dreamcast===
===Dreamcast===
The Dreamcast port of ''Soulcalibur'' was released in Japan on August 5, 1999; and in North America as a [[Launch game|launch title]], on September 9, 1999. The North American Dreamcast version of the game removes one of Voldo's suggestive [[codpiece]]s featuring a bull. However, the codpiece is present in the European and Japanese versions, as well as the North American [[Xbox 360]] version. The European Dreamcast version was distributed and advertised by [[Sega Europe]].<ref>{{cite web|url=http://dreamcast.ign.com/articles/070/070046p1.html |title=IGN: Sega Europe To Distribute Soul Calibur |publisher=Dreamcast.ign.com |date= |accessdate=2013-07-22}}</ref>
The Dreamcast port of ''Soulcalibur'' was released in Japan on August 5, 1999; and in North America and Europe as [[Launch game|launch titles]], on September 9, 1999,<ref>{{Cite web |date=August 31, 1999 |title=''Soul Calibur'' |url=https://www.ign.com/articles/1999/09/01/soul-calibur-3 |access-date=May 24, 2024 |website=[[IGN]] |language=en}}</ref> and November 26, 1999, respectively.<ref>{{Cite news |date=November 17, 1999 |title=Key Dates |url=https://www.newspapers.com/image/930646297 |access-date=May 24, 2024 |work=[[Nottingham & Long Eaton Topper]] |pages=3 |quote=November 26th//''Soul Calibur''//£34.99 Dreamcast}}</ref> The North American Dreamcast version of the game removes one of Voldo's suggestive [[codpiece]]s featuring a bull. However, the codpiece is present in the European and Japanese versions, as well as the North American [[Xbox 360]] version. The European Dreamcast version was distributed and advertised by [[Sega Europe]].<ref>{{cite web |url=https://www.ign.com/articles/1999/09/02/sega-europe-to-distribute-soul-calibur |title=Sega Europe To Distribute Soul Calibur |publisher=IGN |date=1 September 1999 |access-date=2020-06-08 |archive-date=2020-06-08 |archive-url=https://web.archive.org/web/20200608164348/https://www.ign.com/articles/1999/09/02/sega-europe-to-distribute-soul-calibur |url-status=live }}</ref>


The Dreamcast version of ''Soulcalibur'' is one of the first examples of a home conversion of a game being graphically superior to its original arcade counterpart. Among the differences were the improved graphics (including the addition of 3D backgrounds), tweaked gameplay, new game modes, new costumes, and the inclusion of an extra character, Cervantes de Leon. The Dreamcast version features new modes such as the Team Battle, Survival and the Training Mode. In Missions Mode the player completes various missions to attain points, which can be used to buy various art and costumes. Another feature added is the artwork section, containing official artwork, fanart and high-res pictures. Also unlockable are a "liquid metal" version of the characters' costume and a "Battle Theater" mode, plus a way to modify the opening introduction theme by changing the characters appearing in it, and an "Exhibition Mode" displaying characters performing their [[kata]]s (in Mission Mode it is possible to add more characters to the "Exhibition Mode", such as Taki and [[List of Soul characters#Seong Mi-na|Seung Mina]]).
The Dreamcast version of ''Soulcalibur'' is one of the first examples of a home conversion of a game being graphically superior to its original arcade counterpart. Among the differences were the improved graphics (including the addition of 3D backgrounds), tweaked gameplay, new game modes, new costumes, and the inclusion of an extra character, Cervantes de Leon. The Dreamcast version features new modes such as Team Battle, Survival, and Training Mode. In Mission Battle, the player completes various missions to attain points, which can be used to buy various art, which then unlocks extra features, costumes and stages. Another feature added is the artwork section, containing official artwork, fanart, and high-res pictures. Also unlockable are a "liquid metal" version of the characters' costume and a "Battle Theater" mode, plus a way to modify the opening introduction theme by changing the characters appearing in it, and an "Exhibition Mode" displaying characters performing their [[kata]]s (in Mission Mode it is possible to add more characters to the "Exhibition Mode", such as Taki and [[List of Soul characters#Seong Mi-na|Seung Mina]]).


===Xbox 360 (Xbox Live Arcade)===
===Xbox 360 (Xbox Live Arcade)===
In 2008, [[Namco Bandai Games]] announced a port of ''Soulcalibur'' would be released for the Xbox 360. The port was based on the European Dreamcast version<ref>{{cite web|url=http://xbox360.gamespy.com/xbox-360/soulcalibur/882151p1.html |title=GameSpy: Soulcalibur XBLA Interview - Page 1 |publisher=Xbox360.gamespy.com |date= |accessdate=2013-07-22}}</ref> and was made available for download on [[Xbox Live Arcade]] on July 2, 2008.<ref name="XBLA">{{cite web|url=http://www.namcobandaigames.com/news/press/press/284/page/1|title=Namco-Bandai ''Official press release''|date=2008-04-16}}</ref> While the game included [[high-definition video|HD]] updated graphics and various Live leaderboards, online play was absent which makes it an exception amongst most games ported to Xbox Live Arcade. Other features from the [[Dreamcast]] version (Museum, etc., with the exception of Mission Battle) are also in the game. While the intro is removed from this port, the intro music is still in this port. All content is unlocked by the start of the game.
In 2008, [[Namco Bandai Games]] announced a port of ''Soulcalibur'' would be released for the Xbox 360. The port was based on the European Dreamcast version<ref>{{cite web |url=http://xbox360.gamespy.com/xbox-360/soulcalibur/882151p1.html |title=GameSpy: Soulcalibur XBLA Interview - Page 1 |publisher=Xbox360.gamespy.com |access-date=2013-07-22 |archive-date=2012-02-15 |archive-url=https://web.archive.org/web/20120215080622/http://xbox360.gamespy.com/xbox-360/soulcalibur/882151p1.html |url-status=live }}</ref> and was made available for download on [[Xbox Live Arcade]] on July 2, 2008.<ref name="XBLA">{{cite web|url=http://www.namcobandaigames.com/news/press/press/284/page/1|title=Namco-Bandai ''Official press release''|date=2008-04-16|access-date=2008-04-17|archive-date=2008-07-03|archive-url=https://web.archive.org/web/20080703171614/http://www.namcobandaigames.com/news/press/press/284/page/1|url-status=live}}</ref> While the game included [[high-definition video|HD]] updated graphics and various Live leaderboards, online play was absent which makes it an exception amongst most games ported to Xbox Live Arcade. Other features from the [[Dreamcast]] version (Museum, etc., with the exception of Mission Battle) are also in the game. While the intro is removed from this port, the intro music is still in this port. All content is unlocked by the start of the game. The game is no longer available in the Microsoft Store.<ref>{{Cite web |last=Coulson |first=Josh |date=2022-05-30 |title=Soul Calibur And Soul Calibur 2 Delisted From Microsoft Store |url=https://www.thegamer.com/soul-calibur-1-2-hd-delisted-microsoft-store/ |access-date=2022-09-14 |website=TheGamer |language=en-US |archive-date=2022-09-14 |archive-url=https://web.archive.org/web/20220914021949/https://www.thegamer.com/soul-calibur-1-2-hd-delisted-microsoft-store/ |url-status=live }}</ref>


===iOS (iPad, iPhone, iPod Touch)===
===iOS (iPad, iPhone, iPod Touch)===
On January 19, 2012, Namco Bandai released a port of ''Soulcalibur'' for [[Apple Inc.|Apple]]'s [[iOS]] platform. Game modes in this version include Arcade, [[Time Attack]], [[Survival mode|Survival]], Extra Survival, Practice, and Museum mode. The game was released as a Universal App to run at native resolutions on [[iPad]], [[iPhone]] and [[iPod]] touch.
On January 19, 2012, Namco Bandai released a port of ''Soulcalibur'' for [[Apple Inc.|Apple]]'s [[iOS]] platform. Game modes in this version include Arcade, [[Time Attack]], [[Survival mode|Survival]], Extra Survival, Practice, and Museum mode. The game was released as a Universal App to run at native resolutions on [[iPad]], [[iPhone]], and [[iPod]] touch. The game is no longer available in the iOS store.<ref name="DFretro">{{cite web|last1=Linneman|first1=John|title=DF Retro: Soul Calibur on Dreamcast - beyond 'arcade perfect'|url=http://www.eurogamer.net/articles/digitalfoundry-2017-df-retro-soul-calibur-dreamcast-beyond-arcade-perfect|website=[[Eurogamer]]|publisher=Gamer Network|access-date=29 May 2017|date=28 May 2017|archive-date=28 May 2017|archive-url=https://web.archive.org/web/20170528152606/http://www.eurogamer.net/articles/digitalfoundry-2017-df-retro-soul-calibur-dreamcast-beyond-arcade-perfect|url-status=live}}</ref>


===Android===
===Android===
On November 20, 2013, Namco Bandai released a port of ''Soulcalibur'' for the [[Android (operating system)|Android]] platform. The app makes use of Google Play Games for synchronization between devices, and runs at native resolution and screen aspect ratio.
On November 20, 2013, Namco Bandai released a port of ''Soulcalibur'' for the [[Android (operating system)|Android]] platform. The app makes use of Google Play Games for synchronization between devices and runs at native resolution and screen aspect ratio. The game is no longer available in the Google Play Store.{{citation needed|date=October 2020}}


==Reception==
==Reception==
{{Video game reviews
{{Video game reviews
| ARC = true
|GR = 96.56% <small>(Dreamcast)</small><ref name="gr DC" /><br/> 78.91% <small>(XBLA)</small><ref name="gr XBLA">{{cite web|url=http://www.gamerankings.com/xbox360/945861-soulcalibur/index.html|title=SoulCalibur for Xbox 360|publisher=GameRankings|accessdate=2009-09-12}}</ref>
| SDC = true
|MC = 98/100 <small>(Dreamcast)</small><ref name="MCDreamcast">{{cite web|url=http://www.metacritic.com/game/dreamcast/soulcalibur |title=SoulCalibur for Dreamcast reviews |publisher=Metacritic|accessdate=2013-09-21}}</ref><br />79/100 <small>(XBLA)</small><ref name="mc XBLA">{{cite web|url=http://apps.metacritic.com/games/platforms/xbox360/soulcalibur|title=Soul Calibur (Xbox360) reviews|publisher=Metacritic|accessdate=2009-09-12}}</ref><br />72/100 <small>(iOS)</small><ref name="mc iOS">{{cite web|url=http://www.metacritic.com/game/ios/soulcalibur|title=Soul Calibur (iOS) reviews|publisher=Metacritic|accessdate=2012-01-29}}</ref>
| iOS = true
|1UP = B- <small>(XBLA)</small><ref>{{cite web|url=http://www.1up.com/do/reviewPage?cId=3168525&p=4|title=Soul Calibur XBLA Review|publisher=1UP.com|accessdate=2009-09-12}}</ref>
| X360 = true
|Allgame = {{Rating|5|5}}<ref name=Allgame>{{cite web|last=Nguyen |first=Cal |url=http://allgame.com/game.php?id=18936&tab=review |title=Soul Calibur - Review |publisher=Allgame.com |date=2010-10-03 |accessdate=2013-07-22}}</ref>
| GR_SDC = 97%<ref name="gr DC" />
|EGM = 10/10 <small>(Dreamcast)</small>
| GR_X360 = 79%<ref name="gr XBLA">{{cite web |url=https://www.gamerankings.com/xbox360/945861-soulcalibur/index.html |title=SoulCalibur for Xbox 360 |website=[[GameRankings]] |publisher=[[CBS Interactive]] |access-date=2009-09-12 |archive-date=2009-07-29 |archive-url=https://web.archive.org/web/20090729104917/http://www.gamerankings.com/xbox360/945861-soulcalibur/index.html |url-status=live }}</ref>
|EuroG = 8/10 <small>(XBLA)</small><ref>{{cite web|url=http://www.eurogamer.net/articles/soulcalibur-review?page=2|page=2|title=SoulCalibur Review - Page 2|publisher=Eurogamer|date=4 July 2008|accessdate=2009-09-10}}</ref>
| MC_SDC = 98/100<ref name="MCDreamcast">{{cite web |url=https://www.metacritic.com/game/soulcalibur/critic-reviews/?platform=dreamcast |title=SoulCalibur for Dreamcast Reviews |website=[[Metacritic]] |publisher=[[CBS Interactive]] |access-date=2013-09-21 |archive-date=2013-09-09 |archive-url=https://web.archive.org/web/20130909001318/http://www.metacritic.com/game/dreamcast/soulcalibur |url-status=live }}</ref>
|Fam = 40/40 (Dreamcast)<ref>ドリームキャスト - ソウルキャリバー. Weekly Famitsu. No.915 Pt.2. Pg.36. 30 June 2006.</ref><ref name="Fam DC"/>
|GI = 9.25/10 (Dreamcast)<ref name="GI review">{{cite web|url=http://www.gameinformer.com/reviews/review_detail.cfm?ITEM_ID=4244 |title=Game Informer Magazine - Soulcalibur Review|publisher=Game Informer|date=October 28, 1999|accessdate=2009-09-21 |archiveurl = http://web.archive.org/web/20000527190742/http://www.gameinformer.com/reviews/review_detail.cfm?ITEM_ID=4244 |archivedate = May 27, 2000}}</ref>
| MC_iOS = 73/100<ref name="mc iOS">{{cite web |url=https://www.metacritic.com/game/soulcalibur/critic-reviews/?platform=ios-iphoneipad |title=SoulCalibur for iPhone/iPad Reviews |website=[[Metacritic]] |publisher=[[CBS Interactive]] |access-date=2019-03-05 |archive-date=2019-03-07 |archive-url=https://web.archive.org/web/20190307171541/https://www.metacritic.com/game/ios/soulcalibur |url-status=live }}</ref>
|GamePro = {{Rating|5|5}} <small>(Dreamcast)</small><ref>{{cite web|url=http://www.gamepro.com/article/reviews/1709/soul-calibur/|title=Review Soul Calibur [Dreamcast]|publisher=GamePro|date=November 24, 2000|accessdate=2009-09-21|archiveurl=http://web.archive.org/web/20080921215134/http://www.gamepro.com/article/reviews/1709/soul-calibur/|archivedate=2008-09-21}}</ref>
| MC_X360 = 79/100<ref name="mc XBLA">{{cite web |url=https://www.metacritic.com/game/soulcalibur/critic-reviews/?platform=xbox-360 |title=SoulCalibur for Xbox 360 Reviews |website=[[Metacritic]] |publisher=[[CBS Interactive]] |access-date=2019-03-05 |archive-date=2019-03-11 |archive-url=https://web.archive.org/web/20190311061158/https://www.metacritic.com/game/xbox-360/soulcalibur |url-status=live }}</ref>
|GSpot = 10/10 <small>(Dreamcast)</small><ref name="GSpot DC"/><br/>7.5/10 <small>(XBLA)</small><ref>{{cite web|url=http://www.gamespot.com/soulcalibur-2008/|title=Soul Calibur (2008) Review|publisher=GameSpot|date=2008-07-08|accessdate=2014-01-19}}</ref>
| 1UP_X360 = B−<ref>{{cite web|url=http://www.1up.com/do/reviewPage?cId=3168525&p=4|title=Soul Calibur XBLA Review|website=1UP.com|access-date=2009-09-12|url-status=dead|archive-url=https://web.archive.org/web/20121010212357/http://www.1up.com/reviews/soul-calibur|archive-date=2012-10-10}}</ref>
| Allgame_ARC = {{Rating|4.5|5}}<ref>{{cite web |last1=Weiss |first1=Brett Alan |title=Soul Calibur (Arcade) - Review |url=http://www.allgame.com/game.php?id=14230&tab=review |website=[[AllGame]] |url-status=dead |archive-url=https://web.archive.org/web/20141114183605/http://www.allgame.com/game.php?id=14230&tab=review |access-date=27 October 2021 |archive-date=14 November 2014}}</ref>
|IGN = 10/10 <small>(Dreamcast)</small><ref name="IGN DC"/><br/> 8.1/10 <small>(XBLA)</small><ref name="IGN XBLA">{{cite web|url=http://xboxlive.ign.com/articles/885/885060p1.html|title=IGN: Soulcalibur XBLA Review|publisher=IGN.com|date=2008-06-27|accessdate=2009-09-12}}</ref>
|GameFan = 98/100 <small>(Dreamcast)<ref>{{cite web|url=http://www.gamefan.com/repre.asp?g=1250&t=r |title=GameFan - REVIEW for Soul Calibur |publisher=Web.archive.org |date= |accessdate=2013-07-22 |deadurl=unfit |archiveurl=https://web.archive.org/web/20000615135816/http://www.gamefan.com/repre.asp?g=1250&t=r |archivedate=June 15, 2000 }}</ref>
| Allgame_SDC = {{Rating|5|5}}<ref name=Allgame>{{cite web|last=Nguyen |first=Cal |url=http://allgame.com/game.php?id=18936&tab=review |title=Soul Calibur - Review |publisher=Allgame.com |date=2010-10-03 |access-date=2013-07-22 |url-status=dead |archive-url=https://web.archive.org/web/20141115020540/http://allgame.com/game.php?id=18936&tab=review |archive-date=2014-11-15}}</ref>
| EuroG_X360 = 8/10<ref>{{cite web|url=http://www.eurogamer.net/articles/soulcalibur-review?page=2|page=2|title=SoulCalibur Review - Page 2|website=Eurogamer|date=4 July 2008|access-date=2009-09-10|archive-date=2011-08-10|archive-url=https://web.archive.org/web/20110810063402/http://www.eurogamer.net/articles/soulcalibur-review?page=2|url-status=live}}</ref>
| Fam_SDC = 40/40<ref>ドリームキャスト - ソウルキャリバー. Weekly Famitsu. No.915 Pt.2. Pg.36. 30 June 2006.</ref><ref name="Fam DC"/>
| GameFan_SDC = 98%<ref>{{cite web|url=http://www.gamefan.com/repre.asp?g=1250&t=r |title=GameFan - REVIEW for Soul Calibur |access-date=2013-07-22 |url-status=unfit |archive-url=https://web.archive.org/web/20000615135816/http://www.gamefan.com/repre.asp?g=1250&t=r |archive-date=June 15, 2000 }}</ref>
| GI_SDC = 9.25/10<ref name="GI review">{{cite magazine|url=http://www.gameinformer.com/reviews/review_detail.cfm?ITEM_ID=4244 |title=Game Informer Magazine - Soulcalibur Review|magazine=Game Informer|date=October 28, 1999|access-date=2009-09-21 |archive-url = https://web.archive.org/web/20000527190742/http://www.gameinformer.com/reviews/review_detail.cfm?ITEM_ID=4244 |archive-date = May 27, 2000}}</ref>
| GamePro_SDC = {{Rating|5|5}}<ref>{{cite magazine|url=http://www.gamepro.com/article/reviews/1709/soul-calibur/|title=Review Soul Calibur [Dreamcast]|magazine=GamePro|date=November 24, 2000|access-date=2009-09-21|archive-url=https://web.archive.org/web/20080921215134/http://www.gamepro.com/article/reviews/1709/soul-calibur/|archive-date=2008-09-21}}</ref>
| GSpot_SDC = 10/10<ref name="GSpot DC"/>
| GSpot_X360 = 7.5/10<ref>{{cite web|url=http://www.gamespot.com/soulcalibur-2008/|title=Soul Calibur (2008) Review|website=GameSpot|date=2008-07-08|access-date=2014-01-19|archive-date=2014-03-26|archive-url=https://web.archive.org/web/20140326182240/http://www.gamespot.com/soulcalibur-2008/|url-status=dead}}</ref>
| Hyper_ARC = 9/10<ref>{{cite magazine |last1=Levy |first1=Tim |title=Arcade: SoulCalibur (Namco) |magazine=[[Hyper (magazine)|Hyper]] |date=November 1998 |issue=61 |pages=100–1 |url=https://archive.org/details/hyper-061/page/100/mode/2up}}</ref>
| IGN_SDC = 10/10<ref name="IGN DC"/>
| IGN_X360 = 8.1/10<ref name="IGN XBLA">{{cite web|url= https://www.ign.com/articles/2008/06/27/soulcalibur-review|title=IGN: Soulcalibur XBLA Review|website=IGN|date=2008-06-27|access-date=2020-06-08|url-status=live|archive-url=https://web.archive.org/web/20090306125002/http://xboxlive.ign.com/articles/885/885060p1.html|archive-date=2009-03-06}}</ref>
| NGen_SDC = {{rating|5|5}}<ref name="NG"/>
| TA_iOS = {{rating|4|5}}<ref>{{cite web |url=https://toucharcade.com/2012/01/19/soulcalibur-review/ |title='SoulCalibur' Review – A Solid Port of a Classic, If You Don't Mind Playing Solo |last=Nelson |first=Jared |date=2012-01-19 |website=[[TouchArcade]] |access-date=2019-03-05 |archive-date=2019-03-06 |archive-url=https://web.archive.org/web/20190306043950/https://toucharcade.com/2012/01/19/soulcalibur-review/ |url-status=live }}</ref>
| award1Pub = ''[[Electronic Gaming Monthly]]''
| award1 = [[List of Game of the Year awards|Game of the Year]]<ref name=egm128>''Electronic Gaming Monthly'', issue 128, March 2000, page 139</ref>
| award2Pub = [[GameRankings]]
| award2 = Game of the Year<ref>{{cite web |url=http://www.gamerankings.com/browse.html?site=&cat=0&year=1998&numrev=0&sort=0&letter=&search= |title=1999 |publisher=[[GameRankings]] |access-date=9 March 2016 |archive-date=7 October 2016 |archive-url=https://web.archive.org/web/20161007001158/http://www.gamerankings.com/browse.html?site=&cat=0&year=1998&numrev=0&sort=0&letter=&search= |url-status=live }}</ref>
| award3Pub = ''[[GameSpot]]''
| award3 = Game of the Year<ref>{{cite web|url=http://www.videogames.com/features/universal/game_year/p15_01.html |archive-url=https://web.archive.org/web/20000818042635/http://www.videogames.com/features/universal/game_year/p15_01.html |archive-date=18 August 2000 |title=GameSpot Console Game of the Year 1999 – Archived from original videogames.com web site |date=18 August 2000 |access-date=31 July 2012}}</ref>
| award4Pub = ''[[Hyper (magazine)|Hyper]]''
| award4 = Best Game of '99<ref>{{Cite magazine|title=Hyper Reader Awards Results|magazine=[[Hyper (magazine)|Hyper]]|issue=79|date=May 2000|pages=40–5|url=https://archive.org/details/hyper-079/page/40/mode/2up}}</ref>
| award5Pub = ''[[Edge (magazine)|Edge]]''
| award5 = Game of the Year (runner-up), <br> Graphical Achievement (runner-up)<ref>{{cite magazine |title=Edge Awards 2000 |magazine=[[Edge (magazine)|Edge]] |date=22 February 2000 |issue=82 (March 2000) |pages=54–63 |url=https://retrocdn.net/images/7/7a/Edge_UK_082.pdf#page=#page=54}}</ref>
}}
}}


In Japan, ''Game Machine'' listed ''Soulcalibur'' on their September 1, 1998 issue as being the third most-successful arcade game of the month.<ref>{{cite magazine|title=Game Machine's Best Hit Games 25 - TVゲーム機ーソフトウェア (Video Game Software)|magazine=Game Machine|issue=571|publisher=Amusement Press, Inc.|date=1 September 1998|page=21|lang=ja}}</ref>
The Dreamcast version of ''Soulcalibur'' sold in excess of one million copies.<ref>{{cite web |author=Yukiyoshi Ike, Sato |url=http://www.gamespot.com/dreamcast/action/soulcalibur/news.html?sid=2447323 |title=Soul Calibur Sells 1 Million |publisher=[[GameSpot]] |accessdate=2009-09-13 |date=1999-12-15}}</ref> It won the 1999 [[Electronic Entertainment Expo|E3]] [[Game Critics Awards|Game Critics Award]] for "Best Fighting Game" and the 2000 [[Interactive Achievement Award]] for "Console Game of the Year".


The Dreamcast version of ''Soulcalibur'' sold in excess of one million copies by December 1999,<ref>{{cite web|url=http://www.meristation.com/noticias/1999/diciembre/19991222-7.htm|archive-url=https://web.archive.org/web/20001211133000/http://www.meristation.com/noticias/1999/diciembre/19991222-7.htm|url-status=dead|archive-date=11 December 2000|title=Soul Calibur ya es super|date=11 December 2000}}</ref> and 1.3 million by 2002.<ref>{{cite web |archive-url=https://web.archive.org/web/20021021105435/http://www.namcoarcade.com/nai_gamedisplay.asp?gam=soulcal2 |url=http://www.namcoarcade.com/nai_gamedisplay.asp?gam=soulcal2 |title=Game Info Display: Soul Calibur II |publisher=[[Namco]] |archive-date=October 21, 2002 |access-date=July 1, 2024}}</ref> It is the [[List of best-selling video games|second biggest selling game on the system]].<ref>{{cite web |author=Yukiyoshi Ike, Sato |url=http://www.gamespot.com/dreamcast/action/soulcalibur/news.html?sid=2447323 |title=Soul Calibur Sells 1 Million |website=[[GameSpot]] |access-date=2009-09-13 |date=1999-12-15 |archive-date=2011-08-05 |archive-url=https://web.archive.org/web/20110805083529/http://www.gamespot.com/dreamcast/action/soulcalibur/news.html?sid=2447323 |url-status=live }}</ref> It won the 1999 [[Electronic Entertainment Expo|E3]] [[Game Critics Awards|Game Critics Award]] for "Best Fighting Game". At the [[3rd Annual Interactive Achievement Awards]], the [[Academy of Interactive Arts & Sciences]] awarded ''Soulcalibur'' with "Console Game of the Year" and "[[D.I.C.E. Award for Fighting Game of the Year|Console Fighting Game of the Year]]" (along with a nomination for "[[D.I.C.E. Award for Game of the Year|Game of the Year]]").<ref name="IAA_GOTY">{{cite web |title=Third Interactive Achievement Awards - Game of the Year |url=http://www.interactive.org/iaa/finalists_titleofyear.html |website=Academy of Interactive Arts & Sciences |access-date=27 January 2023 |archive-url=https://web.archive.org/web/20001011211428/http://www.interactive.org/iaa/finalists_titleofyear.html |archive-date=October 11, 2000}}</ref><ref name="IAA_Console">{{cite web |title=Third Interactive Achievement Awards - Console |url=http://www.interactive.org/iaa/finalists_console.html |website=Academy of Interactive Arts & Sciences |access-date=11 January 2023 |archive-url=https://web.archive.org/web/20001011155228/http://www.interactive.org/iaa/finalists_console.html |archive-date=October 11, 2000}}</ref>
The game received universal critical acclaim, garnering perfect 10/10 scores from [[GameSpot]]<ref name="GSpot DC">{{cite web|url=http://www.gamespot.com/reviews/soul-calibur-review/1900-2540664/|title=Soul Calibur Review|publisher=GameSpot|date=1999-08-09|accessdate=2014-01-19}}</ref> and [[IGN]],<ref name="IGN DC">{{cite web|url=http://dreamcast.ign.com/articles/160/160953p1.html|title=IGN: Soulcalibur Review|publisher=IGN|date=1999-09-20|accessdate=2009-09-12}}</ref> and being the second game ever to get a perfect 40/40 by Japanese gaming magazine ''[[Famitsu]]'' (the first being ''[[The Legend of Zelda: Ocarina of Time]]'').<ref name="Fam DC">{{cite web|url=http://dreamcast.ign.com/articles/069/069143p1.html|title=Soul Calibur Perfection|author=IGN Staff|publisher=IGN|accessdate=2009-09-26}}</ref> As of 2009, game review aggregator website [[GameRankings]] has the Dreamcast version ranked as the fifth best-reviewed game of all time, as well as being the highest scoring title in the fighting game genre.<ref name="gr DC">{{cite web|url=http://www.gamerankings.com/dreamcast/198705-soulcalibur/index.html|title=SoulCalibur for Dreamcast|publisher=GameRankings|accessdate=2009-09-12}}</ref>

Blake Fischer reviewed the Dreamcast version of the game for ''[[Next Generation (magazine)|Next Generation]]'', rating it five stars out of five, and stated that "Beautiful, deep, and far more compelling than any 3D fighter in recent memory, ''Soul Calibur'' is reason enough to own a Dreamcast."<ref name="NG">{{cite magazine|last=Fischer|first=Blake|title=Finals|magazine=[[Next Generation (magazine)|Next Generation]]|volume=2|issue=3 (November 1999)|publisher=[[Future US|Imagine Media]]|date=19 October 1999|pages=112–113|url=https://retrocdn.net/images/b/bc/NextGeneration_US_59.pdf#page=116}}</ref>

The game received universal critical acclaim, garnering perfect 10/10 scores from ''[[GameSpot]]''<ref name="GSpot DC">{{cite web|url=http://www.gamespot.com/reviews/soul-calibur-review/1900-2540664/|title=Soul Calibur Review|website=GameSpot|date=1999-08-09|access-date=2014-01-19|archive-date=2014-01-22|archive-url=https://web.archive.org/web/20140122034738/http://www.gamespot.com/reviews/soul-calibur-review/1900-2540664/|url-status=live}}</ref> and ''[[IGN]]'',<ref name="IGN DC">{{cite web|url=https://www.ign.com/articles/1999/09/21/soul-calibur|title=Soulcalibur Review|website=IGN|date=1999-09-20|access-date=2009-09-12|archive-date=2013-02-22|archive-url=https://web.archive.org/web/20130222070925/http://www.ign.com/articles/1999/09/21/soul-calibur|url-status=live}}</ref> and was for nearly a decade the last game to receive a perfect rating from ''IGN'', until the release of ''[[Grand Theft Auto IV]]'' in 2008. It is the second game ever to get a perfect 40/40 from Japanese gaming magazine ''[[Famitsu]]'' (the first being ''[[The Legend of Zelda: Ocarina of Time]]'').<ref name="Fam DC">{{cite web|url=https://www.ign.com/articles/1999/07/29/soul-calibur-perfection|title=Soul Calibur Perfection|date=28 July 1999|website=IGN|access-date=8 June 2020|archive-date=8 June 2020|archive-url=https://web.archive.org/web/20200608164355/https://www.ign.com/articles/1999/07/29/soul-calibur-perfection|url-status=live}}</ref> As of 2017, game review aggregator website [[GameRankings]] has the Dreamcast version ranked as the seventh best-reviewed game of all time, as well as being the highest-scoring title in the fighting game genre.<ref name="gr DC">{{cite web |url=https://www.gamerankings.com/dreamcast/198705-soulcalibur/index.html |title=SoulCalibur for Dreamcast |website=[[GameRankings]] |publisher=[[CBS Interactive]] |access-date=2009-09-12 |archive-date=2009-09-05 |archive-url=https://web.archive.org/web/20090905035158/http://www.gamerankings.com/dreamcast/198705-soulcalibur/index.html |url-status=live }}</ref>

The Dreamcast version of ''Soulcalibur'' also holds a score of 98, making it one of the highest-rated video games of all time across all consoles and platforms, on [[Metacritic]].<ref>{{cite web |url=http://www.metacritic.com/browse/games/score/metascore/all/all/filtered?sort=desc |title=Best Video Games of All Time |work=[[Metacritic]] |publisher=[[CBS Interactive]] |access-date=5 March 2017 |archive-date=30 June 2016 |archive-url=https://web.archive.org/web/20160630233521/http://www.metacritic.com/browse/games/score/metascore/all/all/filtered?sort=desc |url-status=live }}</ref>{{efn|''Soulcalibur'' shares its status as the second-highest-rated game on Metacritic with ''[[Tony Hawk's Pro Skater 2]]'' (2000), and ''[[Grand Theft Auto IV]]'' (2008).}}


===Retrospective===
===Retrospective===
''Soulcalibur'' was named as the number one best Dreamcast game by ''[[Game Informer]]''.<ref>Game Informer, Issue 166, February 2007. Page 116</ref> In 2009, IGN ranked ''Soulcalibur'' as the fifth best Dreamcast game,<ref>{{cite web|url=http://games.ign.com/articles/102/1021451p5.html|title=The Top 25 Dreamcast Games|page=5|publisher=IGN|date=2009-09-11|accessdate=2009-09-19}}</ref> while [[ScrewAttack]] ranked it sixth.<ref>{{cite web|url=http://www.gametrailers.com/videos/hxewna/screwattack-s-top-ten-top-10-dreamcast-games |title=ScrewAttack's Top Ten Video - Top 10 Dreamcast Games |publisher=GameTrailers |date= |accessdate=2013-07-22}}</ref> [[GamesRadar]] named ''Soulcalibur'' the best Dreamcast game of all time on their list.<ref>{{cite web | accessdate=February 4, 2013 | url=http://www.gamesradar.com/best-dreamcast-games-all-time/ | title=Best Dreamcast games of all time | publisher=[[GamesRadar]] | author=GamesRadar staff | date=April 19, 2012}}</ref> In 2005, GameSpot ranked ''Soulcalibur'' as the sixth best launch title yet, calling it "not only one of the greatest launch games or one of the greatest fighters, but one of the greatest games ever. Period."<ref>{{cite web|url=http://www.gamespot.com/features/best-launch-titles-6134761/?page=2 |title=Best Launch Titles, Page 2 |publisher=GameSpot.com |date= |accessdate=2013-07-22}}</ref>
''Soulcalibur'' was named as the number one best Dreamcast game by ''[[Game Informer]]''.<ref>Game Informer, Issue 166, February 2007. Page 116</ref> In 2009, ''IGN'' ranked ''Soulcalibur'' as the fifth best Dreamcast game,<ref>{{cite web|url=https://www.ign.com/articles/2009/09/11/the-top-25-dreamcast-games|title=The Top 25 Dreamcast Games|page=5|website=IGN|date=2009-09-11|access-date=2020-06-08|archive-date=2020-06-02|archive-url=https://web.archive.org/web/20200602113250/https://www.ign.com/articles/2009/09/11/the-top-25-dreamcast-games|url-status=live}}</ref> while [[ScrewAttack]] ranked it sixth.<ref>{{cite web |url=http://www.gametrailers.com/videos/hxewna/screwattack-s-top-ten-top-10-dreamcast-games |title=ScrewAttack's Top Ten Video - Top 10 Dreamcast Games |series=''[[ScrewAttack's Top 10]]'' |publisher=GameTrailers |access-date=2013-07-22 |archive-date=2014-07-20 |archive-url=https://web.archive.org/web/20140720135044/http://www.gametrailers.com/videos/hxewna/screwattack-s-top-ten-top-10-dreamcast-games |url-status=live }}</ref> ''[[GamesRadar]]'' named ''Soulcalibur'' the best Dreamcast game of all time on their list.<ref>{{cite web | access-date=February 4, 2013 | url=http://www.gamesradar.com/best-dreamcast-games-all-time/ | title=Best Dreamcast games of all time | publisher=[[GamesRadar]] | author=GamesRadar staff | date=April 19, 2012 | archive-date=July 26, 2012 | archive-url=https://web.archive.org/web/20120726142519/http://www.gamesradar.com/best-dreamcast-games-all-time/ | url-status=live }}</ref> In 2005, ''GameSpot'' ranked ''Soulcalibur'' as the sixth best launch title yet, calling it "not only one of the greatest launch games or one of the greatest fighters, but one of the greatest games ever. Period."<ref>{{cite web|url=http://www.gamespot.com/features/best-launch-titles-6134761/?page=2|title=Best Launch Titles, Page 2|publisher=GameSpot|date=October 25, 2005|access-date=June 8, 2020|archive-date=July 10, 2013|archive-url=https://web.archive.org/web/20130710062622/http://www.gamespot.com/features/best-launch-titles-6134761/?page=2|url-status=live}}</ref> In 2022, Cultured Vultures ranked ''Soulcalibur'' as the best Dreamcast game of all time. <ref>{{Cite web |last=Miller |first=Leon |date=2022-11-16 |title=20 Best Dreamcast Games of All Time |url=https://culturedvultures.com/best-dreamcast-games/ |access-date=2023-05-05 |website=Cultured Vultures |language=en-US |archive-date=2023-05-05 |archive-url=https://web.archive.org/web/20230505161459/https://culturedvultures.com/best-dreamcast-games/ |url-status=live }}</ref>


In addition, it is often considered to be one of the greatest games on all platforms, including:
In addition, it is often considered to be one of the greatest games on all platforms, including:

*''[[Game Informer]]'' (2001): "The Top 100 Games of All Time" (74th place).<ref>{{cite web|author=''Game Informer'' staff|title=The Top 100 Games of All Time|work=[[Game Informer]]|publisher=Game Informer Magazine|date=August 2001|url=http://gameinformer.com/b/features/archive/2009/11/16/game-informer-s-top-100-games-of-all-time-circa-issue-100.aspx|accessdate=2010-03-13}}</ref>
*''[[Game Informer]]'' (2001): "The Top 100 Games of All Time" (74th place).<ref>{{cite magazine|author=''Game Informer'' staff|title=The Top 100 Games of All Time|magazine=[[Game Informer]]|publisher=Game Informer Magazine|date=August 2001|url=http://gameinformer.com/b/features/archive/2009/11/16/game-informer-s-top-100-games-of-all-time-circa-issue-100.aspx|archive-url=https://web.archive.org/web/20091119071214/http://gameinformer.com/b/features/archive/2009/11/16/game-informer-s-top-100-games-of-all-time-circa-issue-100.aspx|url-status=dead|archive-date=November 19, 2009|access-date=2010-03-13}}</ref>
*[[IGN]] (2003): "Top 100 Games" (38th place).<ref>{{cite web|url=http://top100.ign.com/2003/31-40.html|title=IGN's Top 100 Games 40-31|publisher=IGN.com|accessdate=2009-09-20}}</ref>
*''[[IGN]]'' (2003): "Top 100 Games" (38th place).<ref>{{cite web|url=http://top100.ign.com/2003/31-40.html|archive-url=https://web.archive.org/web/20051031131309/http://top100.ign.com/2003/31-40.html|url-status=dead|archive-date=October 31, 2005|title=IGN's Top 100 Games 40-31|website=IGN.com|access-date=2009-09-20}}</ref>
*''[[Retro Gamer]]'' (2004): "Top 100 Games" (75th place).<ref>''Retro Gamer'' 8, page 65.</ref>
*''[[Retro Gamer]]'' (2004): "Top 100 Games" (75th place).<ref>''Retro Gamer'' 8, page 65.</ref>
*IGN (2005): "Top 100 Games" (43rd place).<ref>{{cite web|url=http://top100.ign.com/2005/041-050.html|title=IGN's Top 100 Games|publisher=IGN|accessdate=2009-09-19}}</ref>
*''IGN'' (2005): "Top 100 Games" (43rd place).<ref>{{cite web|url=http://top100.ign.com/2005/041-050.html|archive-url=https://web.archive.org/web/20050715234218/http://top100.ign.com/2005/041-050.html|url-status=dead|archive-date=July 15, 2005|title=IGN's Top 100 Games|website=IGN|access-date=2009-09-19}}</ref>
*IGN (2006): "Readers' Choice The Top 100 Games Ever" (sixth place).<ref>{{cite web|url=http://top100.ign.com/2006/001-010.html|title=IGN Readers' Choice 2006 - The Top 100 Games Ever|publisher=IGN|accessdate=2009-09-19}}</ref>
*''IGN'' (2006): "Readers' Choice The Top 100 Games Ever" (sixth place).<ref>{{cite web|url=http://top100.ign.com/2006/001-010.html|archive-url=https://web.archive.org/web/20061022001105/http://top100.ign.com/2006/001-010.html|url-status=dead|archive-date=October 22, 2006|title=IGN Readers' Choice 2006 - The Top 100 Games Ever|website=IGN|access-date=2009-09-19}}</ref>
*''[[Electronic Gaming Monthly]]'' (2006): "The Greatest 200 Videogames of Their Time" (22nd place).<ref>{{cite web|url=http://www.1up.com/features/egm-200-greatest-videogames|title=The Greatest 200 Videogames of Their Time|page=9|publisher=1UP.com|date=2006-02-02|accessdate=2009-09-20}}</ref>
*''[[Electronic Gaming Monthly]]'' (2006): "The Greatest 200 Videogames of Their Time" (22nd place).<ref>{{cite web|url=http://www.1up.com/features/egm-200-greatest-videogames|title=The Greatest 200 Videogames of Their Time|page=9|website=1UP.com|date=2006-02-02|access-date=2009-09-20|archive-date=2017-01-03|archive-url=https://web.archive.org/web/20170103102415/http://www.1up.com/features/egm-200-greatest-videogames|url-status=live}}</ref>
*[[ScrewAttack]] (2007): "Top Ten Fighting Games" (seventh place).<ref>{{cite web|url=http://www.gametrailers.com/videos/08a9zk/screwattack-s-top-ten-top-ten-fighting-games |title=ScrewAttack's Top Ten Video - Top Ten Fighting Games |publisher=GameTrailers |date= |accessdate=2013-07-22}}</ref>
*[[ScrewAttack]] (2007): "Top Ten Fighting Games" (seventh place).<ref>{{cite web |url=http://www.gametrailers.com/videos/08a9zk/screwattack-s-top-ten-top-ten-fighting-games |title=ScrewAttack's Top Ten Video - Top Ten Fighting Games |publisher=GameTrailers |access-date=2013-07-22 |archive-date=2014-02-22 |archive-url=https://web.archive.org/web/20140222060028/http://www.gametrailers.com/videos/08a9zk/screwattack-s-top-ten-top-ten-fighting-games |url-status=live }}</ref>
*Cinema Blend (2008): "Top 10 Best Fighting Games of All Time" (fourth place).<ref>{{cite web|url = http://www.cinemablend.com/games/Top-10-Best-Fighting-Games-Of-All-Time-13864.html|title = Top 10 Best Fighting Games Of All Time|date = December 7, 2008|accessdate = April 3, 2013}}</ref>
*''Cinema Blend'' (2008): "Top 10 Best Fighting Games of All Time" (fourth place).<ref>{{cite web|url = http://www.cinemablend.com/games/Top-10-Best-Fighting-Games-Of-All-Time-13864.html|title = Top 10 Best Fighting Games Of All Time|date = December 7, 2008|access-date = April 3, 2013|archive-date = July 26, 2013|archive-url = https://web.archive.org/web/20130726100835/http://www.cinemablend.com/games/Top-10-Best-Fighting-Games-Of-All-Time-13864.html|url-status = dead}}</ref>
*[[UGO.com]] (2010): "Top 25 Fighting Games of All Time" (second place).<ref name=ref4>{{cite web|first=Marissa|last=Meli|title=Top 25 Fighting Games of All Time |date=2010-07-08 |url=http://www.ugo.com/games/top-25-fighting-games-of-all-time?page=5|publisher=UGO.com |accessdate=2010-07-09}}</ref>
*[[UGO.com]] (2010): "Top 25 Fighting Games of All Time" (second place).<ref name=ref4>{{cite web|first=Marissa|last=Meli|title=Top 25 Fighting Games of All Time|date=2010-07-08|url=http://www.ugo.com/games/top-25-fighting-games-of-all-time?page=5|publisher=UGO.com|access-date=2010-07-09|url-status=dead|archive-url=https://web.archive.org/web/20130225103928/http://www.ugo.com/games/top-25-fighting-games-of-all-time?page=5|archive-date=2013-02-25}}</ref>
*''[[Complex (magazine)|Complex]]'' (2011): "The 50 Best Fighting Games of All Time" (fifth place).<ref>Peter Rubin, [http://www.complex.com/video-games/2011/03/50-best-fighting-games/soulcalibur The 50 Best Fighting Games of All Time], Complex.com, March 15, 2011</ref> {{-}}
*''[[Complex (magazine)|Complex]]'' (2011): "The 50 Best Fighting Games of All Time" (fifth place).<ref>Peter Rubin, [http://www.complex.com/video-games/2011/03/50-best-fighting-games/soulcalibur The 50 Best Fighting Games of All Time] {{Webarchive|url=https://web.archive.org/web/20120918133729/http://www.complex.com/video-games/2011/03/50-best-fighting-games/soulcalibur |date=2012-09-18 }}, Complex.com, March 15, 2011</ref>
*''Game Informer'' (2019): "30 best fighting game of all time" (third place)<ref>{{cite web|url=https://www.eventhubs.com/news/2019/apr/19/what-are-top-30-fighting-games-all-time-game-informer-offers-their-full-list/|title=What are the top 30 fighting games of all time? Game Informer offers their full list|first=John 'Velociraptor'|last=Guerrero|date=19 April 2019|website=EventHubs|access-date=22 April 2019|archive-date=22 April 2019|archive-url=https://web.archive.org/web/20190422082151/https://www.eventhubs.com/news/2019/apr/19/what-are-top-30-fighting-games-all-time-game-informer-offers-their-full-list/|url-status=live}}</ref>

{{Clear}}

==Notes==
{{notelist}}


==References==
==References==
{{reflist|30em}}
{{Reflist}}


==External links==
==External links==
*{{Official website|http://web.archive.org/web/19981203074626/http://www.soulcalibur.com/}}
*{{Official website|https://web.archive.org/web/19981203074626/http://www.soulcalibur.com/}}
* {{MobyGames|id= /soulcalibur}}
* {{MobyGames|id= /soulcalibur}}
*{{IAg|arcade_soulclbr}}


{{Soul series}}
{{Soul series}}
{{Authority control}}


[[Category:3D fighting games]]
[[Category:3D fighting games]]
[[Category:1998 video games]]
[[Category:1998 video games]]
[[Category:Arcade games]]
[[Category:Arcade video games]]
[[Category:Censored video games]] <!-- Korea -->
[[Category:Dreamcast games]]
[[Category:Dreamcast games]]
[[Category:Interactive Achievement Award winners]]
[[Category:Android (operating system) games]]
[[Category:Android (operating system) games]]
[[Category:IOS games]]
[[Category:IOS games]]
[[Category:Bandai Namco games]]
[[Category:Bandai Namco games]]
[[Category:Soul series games]]
[[Category:Soulcalibur video games]]
[[Category:Versus fighting games]]
[[Category:Fighting games]]
[[Category:Video game sequels]]
[[Category:Video game sequels]]
[[Category:Video games set in the 16th century]]
[[Category:Video games developed in Japan]]
[[Category:Video games scored by Junichi Nakatsuru]]
[[Category:Video games set in the 1580s]]
[[Category:Xbox 360 Live Arcade games]]
[[Category:Xbox 360 Live Arcade games]]
[[Category:Multiplayer and single-player video games]]

Latest revision as of 07:33, 4 December 2024

Soulcalibur
European flyer
Developer(s)Project Soul
Publisher(s)Namco
Director(s)
  • Jin Okubo
  • Yoshitaka Tezuka
Producer(s)
  • Yasuhiro Noguchi
  • Hiroaki Yotoriyama
Designer(s)
  • Tetsuya Akatsuka
  • Tsuyoshi Kiuchi
Programmer(s)Shinobu Nimura
Artist(s)Ryoichi Ban
Writer(s)Yoshihiro Nakagawa
Composer(s)
  • Junichi Nakatsuru
  • Yoshihito Yano
  • Akitaka Tohyama
  • Takanori Otsuka
SeriesSoulcalibur
Platform(s)
Release
July 30, 1998
  • Arcade
  • Dreamcast
    • JP: August 5, 1999
    • NA: September 9, 1999
    • EU: November 26, 1999
    Xbox 360
    • WW: July 2, 2008
    iOS
    • WW: January 19, 2012
    Android
    • WW: November 20, 2013
Genre(s)Fighting
Mode(s)Single-player, multiplayer
Arcade systemNamco System 12

Soulcalibur[a] is a 1998 fighting game developed by Project Soul and produced by Namco. It is the second game in the Soulcalibur series, preceded by Soul Edge. Originally released in arcades on July 30, 1998, it ran on the Namco System 12 hardware, and was ported to the Dreamcast console in 1999 with new features and improved graphics.

The game centers on the pursuit of the legendary weapon known as Soul Edge, now in the possession of a warrior known as Nightmare, who slaughters countless people to satisfy the blade's bloodlust. Other warriors pursue him either to claim the weapon for themselves or to destroy it, end his mass murder, and free him of its curse. Developed closely with Namco's Tekken development team, it is one of the few home console ports that outdid their arcade parent performance-wise. The title brought many innovations to the fighting game genre that include a heavy emphasis on weapons and a unique eight-way movement system.

Soulcalibur received unanimous critical applause upon release; it is the second-highest-rated video game of all time, with a 98 rating on Metacritic. It won the majority of Game of the Year awards in its respective year, and is widely regarded as one of the greatest fighting games and one of the greatest video games ever made, topping numerous "best of" lists in years following. The North American home version was released as a launch game for the Dreamcast, playing a part in its successful launch. Soulcalibur became available as a downloadable title on the Xbox 360's Xbox Live Marketplace in July 2008 and it is forward compatible with the Xbox One.

Gameplay

[edit]
Nightmare fighting against Sophitia in the Dreamcast version

One of the biggest innovations introduced by Soulcalibur to the gameplay system of its predecessor, Soul Edge, is the eight-way run. Previous 3D fighters had only limited movement along the third axis, with sidesteps and rolls providing useful but unsustained lateral movement. In Soulcalibur, simply holding down a joystick direction causes the character to move in that direction, giving the player a sense of freedom and deepening the strategy of the game.

Soulcalibur also features "forgiving buffering", allowing players to enter an input for one move before their characters have finished recovering from their previous move, which makes executing a quick succession of moves easier (other fighting games such as the Tekken and Virtua Fighter series have relatively strict buffering requirements, meaning expert timing is required to pull off many combinations, but Soulcalibur features much more lenient timing to successfully execute a buffer). Finally, the Guard Impact offensive blocking maneuver shown in Soul Edge has been given a deeper range of techniques, allowing players to push back or redirect attacks past themselves as well as swatting away an opponent's weapon to stun them.

Characters

[edit]

Soulcalibur was originally planned to be a dramatic overhaul, with all new characters apart from Mitsurugi from Soul Edge.[1] However, nine of the 11 characters from Soul Edge ended up carrying over to Soulcalibur by the time the roster was finalized in the Dreamcast version (Cervantes, Hwang, Seong Mi-na, Mitsurugi, Rock, Siegfried, Sophitia, Taki, Voldo), with an additional ten new characters joining the ranks (in the South Korean version of the game, Mitsurugi was replaced by an English-Japanese swordsman named Arthur[2]). Cervantes exclusively appears outside original arcade version, in additions to a playable version of the final boss character, Inferno. The arcade version featured a staggered Time Release system for hidden characters[3] akin to the Tekken series as well as codes that could be entered on the Namco website.[4]

As with many fighting games, many of the new characters were heavily styled after existing characters from the franchise. For example, new character Maxi has a fighting style and move set influenced by Soul Edge's Li Long (the only of the original starting characters not to return). In fact, Soulcalibur only added one original playing style, belonging to Ivy. New characters Xianghua, Maxi, Yoshimitsu, Astaroth, Kilik, Nightmare (re-introduced from Soul Edge as a regular character), and Lizardman were based upon existing characters Hwang, Li Long, Mitsurugi, Rock, Seong Mi-na, Siegfried, and Sophitia, respectively. Consequently, Namco has been working since Soulcalibur to gradually separate the individual styles of the characters in order to make each one unique.

Plot

[edit]

The mystical sword of the legends, the "Soul Edge", ended up in the hands of the dreaded pirate Cervantes de Leon of Spain. For the next 25 years, he stayed dormant on the remnants of a Spanish port town, taking the souls of those who reached him during their search of the sword. Like Soul Edge, starts in the year 1583. The reign of terror of Cervantes was soon to start, but through the joined efforts of Greek divine warrior Sophitia Alexandra and Japanese ninja Taki, he was stopped and killed, with one of the twin Soul Edge blades being shattered in the process. As it was about to tear itself apart, young German knight Siegfried Schtauffen approached the port town and battled Cervantes, whose corpse had been momentarily reanimated through Soul Edge's will. After emerging victorious, Siegfried's attention turned unto the sword. The moment he took the hilt of the cursed blade, Soul Edge released a bright column of light into the sky. This was known as the "Evil Seed", bound to bring calamity and death in its wake.

Three years after those events, in 1586 AD, Soul Edge uses Siegfried as its host, and now Siegfried is Nightmare, a knight wearing azure armor and sporting a hideously deformed right arm. Europe plunges into a vortex of slaughters as he and his followers claim souls to strengthen the blade in its weakened state. Unknown to them, a group of warriors met on their journey to stop Soul Edge, and with them, three sacred weapons join once again.

Development

[edit]

After releasing Soul Edge, Namco took some time to evaluate what had made the game successful before jumping into the development of its sequel. Producer Hiroaki Yotoriyama decided to give the sequel a new name instead of just calling it Soul Edge 2 in order to have a fresh start and take the series in a new direction. The name Soulcalibur is a portmanteau of the word soul (as in Soul Edge) and King Arthur's sword Excalibur (ultimately, the name would be used within the game's universe for the holy weapon which would counteract Soul Edge's evil). Inspired by an internal Namco prototype featuring a character able to run openly in a field, the eight-way run system was implemented. Upon application, the development team was surprised at how well it meshed with their fighting system and decided to build the rest of the game around it. During development they worked closely with Namco's Tekken development team, sharing ideas and research. Yotoriyama felt that with that cooperation and partnership, they were able to develop "the greatest weapon-based fighting action game in the world".[5]

Yotoriyama has described the game's concept as expressing "fun and diversity in weapon combat", citing the contrast in how one weapon would affect gameplay compared to another and how they would react to each other upon clashing. Each character's fighting style was designed to revolve around their weapon, though he noted that because of the differences they experienced difficulty in balancing the gameplay. He described the availability of movement in comparison to Tekken 3 as a large contrast between the two series and more tactical and emphasized how it interacted with the game's "ring out" feature.[6] Each character in Soulcalibur was designed around the idea that they could be viewed as a real person could,[7] and to this end, motion creator Masataka Ishiguro emphasized the arm and leg movements for each character in relation to their weapon, wanting players to "feel the individual motions and the realism within the game"[8]

It had been announced in January as "New Weapon Fighting Game"[9] and a test version was shown at E3 in May.[10] The team for the arcade version of Soulcalibur consisted of roughly sixty people working on Namco's System 12 hardware, while the team developing the home port was reduced to about forty. Given a deadline of seven months to coincide with the North American launch of the Dreamcast, the transition was difficult for the team, due to the differences in hardware. However, due to the similar capabilities and limits of each system, content was left intact between the two versions, with Yotoriyama feeling that the team was "obsessed" with giving their best effort for the port. The biggest technological change to the Dreamcast port was to render all of the game's stages in full 3D polygons, whereas the far backgrounds in the arcade original were flat, two-dimensional images. Additional content was also added to the game to ensure replay value, based on researching other fighting games marketed at the time. Many of the team's ideas that they were unable to incorporate into the port were eventually used for later games in the series.[5]

Release

[edit]

The game was originally released in the Japanese arcades on July 30, 1998,[11] with releases in North America and Europe following later the same year.[12] A Gamest Book series guide book Soul Calibur Skill Up Manual (ソウルキャリバー スキルアップマニュアル) was published by Shinseisha on September 27, 1998.[13]

Dreamcast

[edit]

The Dreamcast port of Soulcalibur was released in Japan on August 5, 1999; and in North America and Europe as launch titles, on September 9, 1999,[14] and November 26, 1999, respectively.[15] The North American Dreamcast version of the game removes one of Voldo's suggestive codpieces featuring a bull. However, the codpiece is present in the European and Japanese versions, as well as the North American Xbox 360 version. The European Dreamcast version was distributed and advertised by Sega Europe.[16]

The Dreamcast version of Soulcalibur is one of the first examples of a home conversion of a game being graphically superior to its original arcade counterpart. Among the differences were the improved graphics (including the addition of 3D backgrounds), tweaked gameplay, new game modes, new costumes, and the inclusion of an extra character, Cervantes de Leon. The Dreamcast version features new modes such as Team Battle, Survival, and Training Mode. In Mission Battle, the player completes various missions to attain points, which can be used to buy various art, which then unlocks extra features, costumes and stages. Another feature added is the artwork section, containing official artwork, fanart, and high-res pictures. Also unlockable are a "liquid metal" version of the characters' costume and a "Battle Theater" mode, plus a way to modify the opening introduction theme by changing the characters appearing in it, and an "Exhibition Mode" displaying characters performing their katas (in Mission Mode it is possible to add more characters to the "Exhibition Mode", such as Taki and Seung Mina).

Xbox 360 (Xbox Live Arcade)

[edit]

In 2008, Namco Bandai Games announced a port of Soulcalibur would be released for the Xbox 360. The port was based on the European Dreamcast version[17] and was made available for download on Xbox Live Arcade on July 2, 2008.[18] While the game included HD updated graphics and various Live leaderboards, online play was absent which makes it an exception amongst most games ported to Xbox Live Arcade. Other features from the Dreamcast version (Museum, etc., with the exception of Mission Battle) are also in the game. While the intro is removed from this port, the intro music is still in this port. All content is unlocked by the start of the game. The game is no longer available in the Microsoft Store.[19]

iOS (iPad, iPhone, iPod Touch)

[edit]

On January 19, 2012, Namco Bandai released a port of Soulcalibur for Apple's iOS platform. Game modes in this version include Arcade, Time Attack, Survival, Extra Survival, Practice, and Museum mode. The game was released as a Universal App to run at native resolutions on iPad, iPhone, and iPod touch. The game is no longer available in the iOS store.[20]

Android

[edit]

On November 20, 2013, Namco Bandai released a port of Soulcalibur for the Android platform. The app makes use of Google Play Games for synchronization between devices and runs at native resolution and screen aspect ratio. The game is no longer available in the Google Play Store.[citation needed]

Reception

[edit]

In Japan, Game Machine listed Soulcalibur on their September 1, 1998 issue as being the third most-successful arcade game of the month.[47]

The Dreamcast version of Soulcalibur sold in excess of one million copies by December 1999,[48] and 1.3 million by 2002.[49] It is the second biggest selling game on the system.[50] It won the 1999 E3 Game Critics Award for "Best Fighting Game". At the 3rd Annual Interactive Achievement Awards, the Academy of Interactive Arts & Sciences awarded Soulcalibur with "Console Game of the Year" and "Console Fighting Game of the Year" (along with a nomination for "Game of the Year").[51][52]

Blake Fischer reviewed the Dreamcast version of the game for Next Generation, rating it five stars out of five, and stated that "Beautiful, deep, and far more compelling than any 3D fighter in recent memory, Soul Calibur is reason enough to own a Dreamcast."[40]

The game received universal critical acclaim, garnering perfect 10/10 scores from GameSpot[35] and IGN,[38] and was for nearly a decade the last game to receive a perfect rating from IGN, until the release of Grand Theft Auto IV in 2008. It is the second game ever to get a perfect 40/40 from Japanese gaming magazine Famitsu (the first being The Legend of Zelda: Ocarina of Time).[31] As of 2017, game review aggregator website GameRankings has the Dreamcast version ranked as the seventh best-reviewed game of all time, as well as being the highest-scoring title in the fighting game genre.[21]

The Dreamcast version of Soulcalibur also holds a score of 98, making it one of the highest-rated video games of all time across all consoles and platforms, on Metacritic.[53][b]

Retrospective

[edit]

Soulcalibur was named as the number one best Dreamcast game by Game Informer.[54] In 2009, IGN ranked Soulcalibur as the fifth best Dreamcast game,[55] while ScrewAttack ranked it sixth.[56] GamesRadar named Soulcalibur the best Dreamcast game of all time on their list.[57] In 2005, GameSpot ranked Soulcalibur as the sixth best launch title yet, calling it "not only one of the greatest launch games or one of the greatest fighters, but one of the greatest games ever. Period."[58] In 2022, Cultured Vultures ranked Soulcalibur as the best Dreamcast game of all time. [59]

In addition, it is often considered to be one of the greatest games on all platforms, including:

  • Game Informer (2001): "The Top 100 Games of All Time" (74th place).[60]
  • IGN (2003): "Top 100 Games" (38th place).[61]
  • Retro Gamer (2004): "Top 100 Games" (75th place).[62]
  • IGN (2005): "Top 100 Games" (43rd place).[63]
  • IGN (2006): "Readers' Choice The Top 100 Games Ever" (sixth place).[64]
  • Electronic Gaming Monthly (2006): "The Greatest 200 Videogames of Their Time" (22nd place).[65]
  • ScrewAttack (2007): "Top Ten Fighting Games" (seventh place).[66]
  • Cinema Blend (2008): "Top 10 Best Fighting Games of All Time" (fourth place).[67]
  • UGO.com (2010): "Top 25 Fighting Games of All Time" (second place).[68]
  • Complex (2011): "The 50 Best Fighting Games of All Time" (fifth place).[69]
  • Game Informer (2019): "30 best fighting game of all time" (third place)[70]

Notes

[edit]
  1. ^ Japanese: ソウルキャリバー, Hepburn: Sōrukyaribā
  2. ^ Soulcalibur shares its status as the second-highest-rated game on Metacritic with Tony Hawk's Pro Skater 2 (2000), and Grand Theft Auto IV (2008).

References

[edit]
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  3. ^ Electronic Gaming Monthly Issue 112 (November 1998). 1998. p. 172.
  4. ^ NOURS Magazine - Vol 22 (Winter 1998). Namco. 1998. p. 34.
  5. ^ a b "The Making of Soul Calibur". Retro Gamer (55): 53–54. August 2008.
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