«The fast and kinetic gameplay of SOULCALIBUR is on full display in SOULCALIBUR VI,» said Mark Religioso, Brand Manager for BANDAI NAMCO Entertainment America Inc. «A stellar lineup of characters and weapons, combined with a simple control layout
means gamers of all skill levels can jump into the action and decimate the competition.»
Not exact matches
Not only can you increase the stats
of your character by the usual
means of earning EXP, WP or purchasing cool equipment, but you can also stick with a particular fairy whose
skills and abilities complement your own and
level them up or you can choose a Fairy that may not necessarily have the same
skills and abilities that you do but work against certain enemies that you may encounter in the
game world.
You'll have to know a vague idea
of each character's «role» in a group (which is fairly obvious once you're at the 50 + hour time mark), you probably need to know how to
level artes (which the
game does a very nice job
of explaining), and knowing how to gem (even only on a very basic
level) would probably be helpful, but you by no
means have to go into the world
of affinity coins to complete the main story assuming you are a player
of average
skill and ability
level, nor do you have to feel the innate need to update your character's equipment every 5 minutes (unless if you're preparing for a boss encounter).
I did expect Race Arcade to be a case
of press for accelerator and that's that but you will have to use your brakes for certain corners depending on the vehicle you're using, a
level of skill is definitely required, this isn't an easy
game by any
means!
For one, you left yourself open to a counterpoint like «Gears
of War has a melee attack, but there is a correct way to play it: use the guns» or anything similar where I can argue that just because a
game provides a certain attack option or
skill to
level up doesn't
mean that using it exclusively is the correct way to play.
This may well be the nature
of the
game but does
mean that your success can often be down to the random nature
of the
level design rather than your
skill.
This is, actually, a really well - balanced
game — you purchase upgraded weapons and buy new planes with cash you earn during missions, and different missions have main objectives and secondary objectives that earn you more cash to spend on upgrades; the secondary objectives are based on both
skill (destroying additional targets) and speed (making it through a
level in a certain amount
of time),
meaning you really can customize the way you play the
game.
I
mean it looks like it came straight out
of Looney Tunes, but upon playing for a while, I'm pleased to say that there's actually a
level of strategy involved in choosing what arms to use, character picks and counter picks for as well as a high
skill cap for
game mechanics such as dodging, charging and grabs.
These are interesting changes, not only because they've clearly been made with a huge audience
of highly differentiated
skill levels in mind, but because they show that massmarket
game design doesn't
mean dumbing down.