How Soul Calibur V is courting the hardcore
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Soul Calibur V is an odd one. When I first got my hands on it I dismissed it as a 'same old, same old' situation with the exclusion of the universal Guard Impact (parry) already rubbing me the wrong way. This was not the grand evolution Namco and Project Soul had promised me.
I played it again not long after and instead of falling on the reliable Katana of Mitsurugi I dabbled in the uncomfortable shoes of the new characters. This proved more fruitful and started to hint at a more interesting iteration on the staple formula. Soul Calibur V now hinted that it might just be brave enough to push the franchise forward. Even if it was only a baby step.
Fast forward to my third hands on and it's all starting to come together. What I initially saw as iteration is actually a familiar face hiding a far more interesting and finely woven 'soul'.
Yes indeedy, there is far more here than meets the eye and the steps the game is taking to appeal to the hardcore are actually rather interesting. Soul Calibur V is clearly cribbing some ideas from the best in the industry while keeping that speedy balletic combat that has defined the series for over a decade.
So just how is gaming's only true 3D fighter appealing to an age of tournament bred gamers?

Viola there attacking another female character with her magical balls. We'll stop talking right there.
Improved Character Diversity
Soul Calibur's fighters always stood apart from each other through the weapons they used. But, with the exception of a few (bloody Kilik), you rarely had to change your core offensive and defensive strategies from fighter to fighter. Soul Calibur V is doing a lot more to help distance its combatants and make fighting as and against each one both different and thoughtful.
The new fighters are the best example of this expanded characterisation. Natsu, apprentice of the series' previous, humongous-chested assassin Taki, is as lithe as her master but also has access to sneaky ninja teleport powers and wall kicks.
Headline character Patrolkos has a cunning counter move that can be used to mess with opponents - if left untouched it transfers into a powerful forward lunge. The added attack means it's both more useful and more aggressive that Cervantes' counters in previous games and it also keeps the game flowing beautifully.
The intiguing ZWEI can summon a lupine friend to help during combat, which sounds somewhat similar to BlazBlue's Carl Clover.
It may only be slightly different in some cases but it's that extra dash of seasoning that helps give each character a unique identity, and subsequently gives the game a fresher feel.

Maxi is still as annoying and Bruce Lee as ever. Unfortunately.
Greater Combo Potential
Everyone loves a tasty bit of combo action and while this is a franchise that has always flirted with air juggling in the past Soul Calibur's new 'super arts' help boost that combo counter and add some real showmanship.
The bar arcing around a character's health is constantly charges while you're attacking or defending and grants access to a number of special moves and abilities. The most powerful of these attacks can be used while foes are in the air or out of the blue to deal some massive damage. But - and this is what makes it an important addition for Soul Calibur V - they're fast attacks with success or failure decided and enacted in an instant.
In a series previously more interested in pokes and small combo, this is a great addition. It's not Tekken, nowhere near, but the juggle game has more options.

Dampiere there, likely feeling silly for bringing wrist blades when Ezio clearly has the better model. That's a fashion faux pas and a half.
Just Guard
The 'Guard Impact', a staple defensive parry technique of the Soul Calibur series, is no longer given to every character in sould Calibur V. This saddened me. Until I heard about the Just Guard.
Just Guard is Soul Calibur V's shameless rip off of Street Fighter III's legendary parry. Press block at the exact moment of an opponents attack in Soul Calibur V and your character will flash blue, allowing you to mount an offence immediately.
Arguably simpler in concept to the Guard Impact of old the Just Guard is an easier technique to understand, is less susceptible to punishment as if you block early you're still blocking, and also promotes the much slicker pace of play that Soul Calibur V is aiming for.

Raphael and Voldo fight, Soul Calibur' never ending rivals for the title of 'most bewildering costume change per game'.
Clearer Depth
What I'm about to reveal is not much but will likely be the difference between someone 'getting' Soul Calibur V and someone just pish-poshing it off as another pretender.
As I said before, Soul Calibur is the only 'true' 3D fighter. This is because movement in to and out of the screen is as important to Soul Calibur's game as blocking and attacking. If an enemy favours vertical sword swings then moving around their blade leaves them open to attack. No other 3D fighters puts as much emphasis on this action as Soul Calibur.
The initial move in or out of the screen in Soul Calibur V is a dash, represented through a visual and audible effect that emphasises the motion's importance.
A clearer representation of the game's systems means more people are likely to hit that 'eureka!' moment and truly start to appreciate Soul Calibur V for the brilliant 3D fighter that it is.

Dampiere must be Waluigi, double check the tache and those silly stances. What with Mario Party and Tennis on the downturn he must have needed more work.
Ezio stands for balance
Ezio Auditore da Firenze, of Assassin's Creed fame, is the guest fighter for all versions of Soul Calibur V. No platform-specific fighter, just all Ezio, all the time.
Talking to a Namco rep lucky enough to have used Ubisoft's Italian man-whore, Made2Game discovered that he has access to an array of gadgets and weapons, which makes him sound a lot like Soul Calibur 2 Gamecube's Link to me. Turns out I was bang on with the rep realising, after I asked him, that he does play quite a bit like the projectile-happy Hylian Hero. You can even dodge Ezio's crossbow easily by simply sidestepping.
But discusing how he plays is missing the main point. Ezio hasn't been designed as a strange experiment ala Soul Calibur IV's Yoda, Darth and Starkiller trio. Ezio's not being used as a multiformat marketing thing in the style of Link, Heihachi and Spawn were for Soul Calibur 2. All versions of Soul Calibur V will feature Ezio meaning he will have as much attention lavished on him as any other fighter and I was promised that he will be a balanced member of the roster. Ezio may well be the first guest fighter in a serious brawler ever to be considered acceptable in a tournament.
And he looks absolutely badass. What hardcore fighting fan doesn't like badass?

Words by James Bowden (Twitter: @Dalagonash)
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