#Namco Museum (Switch)
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everygame · 1 year ago
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Sky Kid (Arcade)
Developed/Published by: Namco Released: 12/1985 Completed: 14/05/2023 Completion: Shot down the “Air Successor” in mission 21. Version Played: Namco Museum (Switch) Trophies / Achievements: n/a
Gonna cut to the chase here: I was surprised by this one, and it’s one of those reminders that you shouldn’t just instantly recoil from something because it seems crap. It might just be that you don’t get what it’s doing yet.
At first blush, you see, Sky Kid seems to be a very weird take on the side-scrolling shooter. I mean… I guess it is, still, but the problem, probably, is walking into it thinking “well, Gradius came out in February 1985, so clearly everyone has got with the program and what a side-scrolling shooter is is set.” Because it turns out that it definitely wasn’t.
In Sky Kid, for example, you go right to left. I mean that’s total insanity. Real dogs and cats living together, mass hysteria game design. As the Red Baron (or the Blue Max, if you’re playing this two-player) you have a wee biplane that you have to take off (er, don’t assume the game is just going to do that for you, like I did on my first go, because it’ll just drive straight forward into a tree) and which doesn’t stay fixed facing horizontally as you move it, it tilts up and down. Your bullets (and enemy bullets, importantly) have a limited range, and the second button performs a loop during which you are fully invincible (extremely important) and if you’re firing during that your bullets go in the direction you’re facing during the loop. Your goal of every level–outside of surviving till you’re able to land at the next landing strip–is to pick up any bombs you see during the level and then carefully shepherd them to a very obvious target (a fortress, a battleship, etc.) and attempt to get a bullseye hit destroying the entire thing (though if you miss, you still go to the next level). And you can’t loop while you’re holding a bomb, you just drop it.
Perhaps most important of all, getting shot once isn’t an immediate loss of a life. After being shot you go into a tailspin, during which you can hammer the fire button to try and right the plane, with each successive hit meaning you have to hit the button more times.
So Sky Kid is a little… odd, if you’re expecting a side-scrolling shooter. And if you play it that way, it’s going to be… pretty frustrating. Your bullets go a crappy distance. Ground targets are extremely dangerous because you don’t have enough time to right your plane if you get hit. Enemies constantly fly into the screen from behind you, meaning that if you’re hanging out at the back of the screen (as you’d probably expect to in a “usual” side-scroller) you’re probably going to get killed by something you’ve barely seen.
How you actually have to play Sky Kid is as a side-scrolling biplane simulation. Ok, it’s obviously on the arcadey side of “simulation”, but rather than trying to shoot everything that moves, you have to concentrate on survival and think like a biplane pilot. So, for example: you’re generally safer in the sky, so stay as high as you can, which has the added benefit of letting you shoot down on opposing planes (but watch out for the gun emplacements that cleverly shoot bombs that explode at the top of the screen, forcing you to loop or dip down into greater danger.) You don’t want to let yourself be shot from behind, so you should stay central and loop back when enemies get close; in fact, sometimes it serves you to practically be touching the left side of the screen just to race past particularly dangerous gun emplacements. And getting a bomb is a real risk–you can’t loop, so you need to be very, very prepared for what’s coming, but hitting a target is sublimely rewarding.
Sky Kid is, honestly, really good when you play it with this in mind. Being able to right your plane after being shot makes it a good deal less frustrating than it initially seems (especially with loops being such a excellent defensive maneuver) and I imagine it’s even better in two-player with one player able to defend the “bomber.” The major issue with it, really, is that as a 1985 arcade game it becomes just stupidly difficult as you creep towards the end of the game, with many sections requiring not just perfect memorisation but perfect execution, and I definitely found myself not even bothering to try and pick bombs up most of the time. To be honest, the final few hours of playing this really came close to souring me on it (and the ending is… not really worth it…) but there’s something here, a strange little dead-end in the side-scrolling shooter universe, one that’s better played as a score attack, but one that seems worth playing anyway.
Will I ever play it again? The NES version is up in 1986. I’m rather looking forward to it, though I definitely need the break.
Final Thought: Here’s how entertaining Sky Kid turned out to be: I forgot completely I was flying right to left, but the minute I think about it now I almost get dizzy. Support Every Game I’ve Finished on ko-fi! You can pick up a digital copy of exp. 2600, a zine featuring all-exclusive writing at my shop, or join as a supporter at just $1 a month and get articles like this a week early.
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devileaterjaek · 2 years ago
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Rolling Thunder 2
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shinigami-striker · 1 year ago
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Pac-Man Museum Plus | Saturday, 05.27.2023
On this day, Bandai Namco released Pac-Man Museum Plus, a compilation of 14 games across arcades and consoles emulated for PC (Steam) and modern home consoles (Nintendo Switch, PlayStation 4, and Xbox One) a year ago. Got a favorite Pac-Man game in this collection?
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kermakatti · 6 months ago
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I am not a huge Pac-Man fan but every time I go back to this game the music gets me so fucking pumped
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g4zdtechtv · 11 months ago
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G4EVER PRESENTS: Freeplay Special - Every Arcade Compilation Ever, Part 1
Pop In Those Quarters!
(STAY PLUGGED IN)
(4GTV - STREAM WHAT YOU PLAY! WATCH NOW!)
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ninplay307 · 2 years ago
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Namco Museum Arcade Pac: Dig Dug
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satoshi-mochida · 10 months ago
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SPYxANYA: Operation Memories for PS5, PS4, and Switch launches June 27 in Asia, June 28 in the west
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SPYxANYA: Operation Memories will launch for PlayStation 5, PlayStation 4, and Switch on June 27 in Asia and June 28 worldwide, publisher Bandai Namco and developer Groove Box Japan announced. The PlayStation 5 and PlayStation 4 versions will also launch on June 27 in Japan. The PC version will launch via Steam sometime in 2024.
SPYxANYA: Operation Memories first launched for Switch both physically and digitally on December 21, 2023 in Japan.
In Japan, the PlayStation 5 version will be available both physically and digitally, while the PlayStation 4 version will only be available digitally. It will be priced at 6,800 yen for the standard edition and 8,500 yen for the Digital Deluxe Edition.
The Digital Deluxe Edition will include the base game, the bonus “Deluxe Outing Pack” featuring the “Director Chimera Hat” and “Bond Set” costume for Anya; the “Thrilling Outfit Pack” featuring the “Fancy Set” and “Undercover Work Set” costumes for Lloyd, Yor, Anya, and Bond, and the in-game items PP10,000 and “Mr. Chimera Statue” (doubles Eurekas); and the “Excited Outfit Pack” featuring the “Denim Set” and “Punk Set” costumes for Lloyd, Yor, Anya, and Bond, and the in-game items PP10,000 and “Penguin Statue” (doubles PP).
Here is an overview of the game, via Bandai Namco:
About
Anya Forger has a new assignment from school: creating a photo diary! Let’s collect memories by going to school on weekdays while going out to all sorts of exciting places like the beach or an art museum on days off, in search of subjects to photograph. Take memorable pictures to complete her diary by living out the daily life as Anya in the world of SPYxFAMILY! Will Anya be able to complete her photo diary?
Key Features
Experience the World Through Anya’s Eyes – Tasked with making a photo diary as an assignment for Eden College, players must take memorable pictures of Anya to complete her diary from the series through outings including parks, beaches, dog parks, aquariums, and museums.
Take Pictures When Anya Finds Something Interesting – Find something that catches Anya’s attention to capture memorable pictures of her, her family, and her friends. Good pictures will be saved as Anya’s memories.
All Fun and Mini-Games – A variety of more than 15 mini-games are available to players. Experience fun games based on familiar scenes from the anime – ranging from peanut-themed bowling to rhythm training with Yor to earn points and get costumes and outing items.
Create a Memorable Style – Customize the Forgers with unlockable costumes and other items to create a memorable style. Also use the game’s photo mode to take the perfect portrait of the Forger family.
Watch a new trailer below.
Trailer #2
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redspectragamecorner · 1 year ago
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RSGC0015 - Release Your Old Games, Japan!
I love Japanese video games. They're the reason why, even though I'm in my late 30s, I'm still utterly captivated by the medium. Through rigorous refinement, Japanese game makers helped shape the industry as we know it today. As a result, they have left a lasting impression, a legacy, in the hearts and minds of fans worldwide.
But, for quite some time, it felt as if these companies didn't understand this impact, as they've let some of their lesser known works slip between the cracks. This can be due matters of licensing or other litigious obstacles. Other times its a lack of interest from the mainstream; a poor reception. But more often then not, simply, someone "fumbled the bag" so to speak. 
Let's discuss. 
Chapter I: Namco X Not Releasing A Bunch of Their Old Games
When Bandai Namco released their most recent Museum compilation for the Nintendo Switch it was surprisingly threadbare; it was just 12 games. Twelve. Of course, it included Pac-Man - the game that made them a household name in the 1980s - and other staples such as Dig Dug and Galaga. They're undisputed classics, sure, no argument there. Deep cuts, however, they are not.
Namco's catalog has dozens of fantastic games, most of which would remained elusive if I didn't dive deep into retro gaming (and, by extension, collecting). One example of these is 1985's Baraduke, a 2D shooter with lite maze-runner gameplay. It's pretty rad, but somewhat under-the-radar these days. What if you want to play it right now, on real hardware?
Unless you own a prohibitively expensive Sharp X68000 computer along with the sole port of the game; an arcade PCB; or a copy of Namco Museum Vol. 5 for Playstation, it's highly unlikely you're going to be flying through rooms, blasting Octies any time soon. Out of the aforementioned options, the most feasible one is buying Namco Museum Vol. 5. Again, this is to play the game through legal means.
This was, in fact, the main inspiration for this post. There were 8 or so Namco compilations for the PS1. Why is the most extensive collection of Namco classics locked on an almost 30 year old console? Does Namco not value their older IPs? Do they think we just want Pac-man, Dig Dug and Galaga for our shiny current-gen game boxes and to Hell with obscure titles like Youkai Douchūki (aka Shadow Lands)? Or what about the esoteric hack-n-slash Genpei Tōmaden (aka The Genji and Hieke Clans)? Certainly everything that's been previously available (and then some) can fit on a Blu-ray disc or a Switch cartridge, no? Its frustrating, as someone chomping at the bit to own and experience such things. Sadly, Namco is not alone in this regard.
*EDIT (this is old lol) I started writing (and now rewriting) this post about month before the announcement of the Namcot Archive (a collection of Famicom Namco games) for the Switch. It's a neat set but my point, for the most part, still stands.*
Chapter II: The Virtual Console was Disappointing.
Nintendo needs no introduction. Their name is synonymous with video games, built on the fact that they dominated the home console market in the mid-1980s with their Family Computer (aka Famicom) in Japan. A few years later they expanded Westward with the Nintendo Entertainment System (NES) to similar acclaim. While they didn't quite hold the same market share they secured in the 80s into the 90s and beyond, Nintendo still shaped generations with their games.
With Nintendo's fifth console, the Wii, they entered the realm of online game distribution. It was called the Virtual Console and it debuted in November of 2006, with it coming to the 3DS in 2011 and the Wii U in 2013. At launch, NES, SNES, Nintendo 64 and Sega Genesis games were available with Turbografx-16 following a few days later.
Eventually, the service would offer western gamers titles that never got released outside of Japan. The first of these was Sin & Punishment for the Nintendo 64, an on-rails shooting game from Treasure. The most notable instance of this, however, was Konami's Akumajō Dracula X: Chi no Rondo (aka Castlevania: Rondo of Blood), a highly sought after title. At the time, it must have been incredible to finally play this without the need to purchase a costly secondhand copy of the disc or an expensive PC-Engine CD Turbo Duo console.
VC had its drawbacks, though. Most notably that when the service had come to other platforms, users were unable to transfer their purchases as the Wii, 3DS and Wii U eShops were separate entities. This lead to customers paying fees to re-download their titles or having to outright buy them again. This was, for lack of a better term, shitty on Nintendo's part. The lack of a universal pricing model, for what were essentially ROMs, didn't help either.
The 3DS and Wii U eShops also offered less games, 184 and 267 respectively, than the original VC's 398. 
Between the slow-drip of re-rereleases at launch and anti-consumer practices, VC ultimately squandered its good will and potential. 
Chapter III: Sega Does What Ninten-does, Too?
If there's one thing that Nintendo and one-time rival Sega have in common is that, like clockwork, they churn out the same classic titles over and over again. We saw this when the Virtual Console came to the Wii U and were hooked into the slow-drip of Mario Bros. 3, some random black box game, or a re-release of a third-party offering.
Sega is no better. I own Genesis compilations across at least 3 console generations. Their game lists are nearly identical. Golden Axe. Ristar. Phantasy Star II. I can go on. All are fantastic games in their own right, no doubt. I'm a fan. But like so many other Japanese game companies, they’re holding out on us. Yes, many will be placated with the likes of the current-gen Sega Genesis Collection's value (53 games for less than $50) but, I don't know, I can only attempt to play through Comix Zone and Phantasy Star III so many times; I'm sure many others share in this frustration.
A bright spot in Sega's history, however, was the Sega Ages line. The project started off as 3D budget (¥2500 at retail) remakes of their biggest hits that, thankfully, evolved into a series of definitive collections. This was due in part to the work of M2, a company who's MO is masterfully porting older games to modern consoles. Case in point, their 3DS Sega Ages port of Outrun was, at the time of its release, the best way to experience it. Again, as with Namco Museum, the bulk of the Sega Ages line is locked to the Japanese PlayStation 2 library. To further exacerbate this issue, most of later releases have started to become expensive on the secondhand market and Japanese auction sites. Bummer.
Conclusion 
It's not all doom and gloom. Publishers like Johnny Turbo's Arcade are keeping classic Data East games alive and, more importantly, available. Price wise, it's pretty fair too. For example, less than $10 USD nets you a download of Night Slashers, a 3-player horror-themed arcade-only beat-em-up from almost 30 years ago. While, no, it isn't the pinnacle of the its respective genre, I absolutely welcome its availability with arms wide open.
We also need to acknowledge the efforts of Hamster Corporation's Arcade Archive. Through them, we have whole bunch of Neo Geo games (well, except for Tengai Makyō Shinden aka Far East of Eden: Kabuki Klash but that's more a Konami problem) and most then arcade-only obscurities available for download on every console, mobile and PC marketplace. It's wonderful time to be alive unless of course you love Tengai Makyō-flavored Samurai Shodown clones, I guess. Hopefully, that'll change soon.
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aardmananimations · 2 years ago
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News as of 18 February 2023
Film & Television
Chicken Run: Dawn of the Nugget
Exclusive Netflix release 10 November 2023
More on the release from Aardman
Wallace & Gromit - Untitled Film
Expected 2024
It will premiere exclusively on Netflix
UK release will debut first on the BBC
More on the release from Aardman
Video Games
The Grand Getaway
A brand-new Wallace & Gromit VR adventure from Aardman, Meta Quest, and Atlas V
Interactive, narrative-led, single player
‘The Grand Getaway’ will be launched on Meta Quest 2, the all-in-one VR headset, enabling users for the first time to walk around, explore and get hands-on (or paws-on!) within the world of Wallace & Gromit, and truly be a part of the pair’s adventures
Launches this year (2023) on the Oculus Store
More on the release from Aardman
Bandai Namco Partnership
Aardman partnered with Bandai Namco in 2020 “to create a brand new IP which will cover a wide range of mediums, including video games. The two companies have said that the agreement will span multiple projects, and the first will exist "across multiple media."” (Nintendo Life)
Suggests projects could be released across mobile, PC, PlayStation, Xbox, and Switch
Untitled Real Time Stealth Game
A current job listing by Aardman (applications close 28 Feb 2023, contract ends April 2024) details a new project that will first launch on mobile, followed closely by PC and other platforms. They state:
“At the moment, we’re working with a major publisher on a new project based on one our best loved IPs. Even when working with IPs, our number one priority is always to create games that are inventive, creative, and unique in their own right – so that people who have never heard of the characters would still want to play it.
Our new project is a real time stealth game. It takes the strategic, tense fun of stealth games and blends it with frenetic, chaotic mechanics to create a unique player experience.”
Untitled 3D Open World Game
According to a previous Aardman job listing spotted by TechRadar in 2022, a new 3D Action-Adventure Open World game is also in development, being made in Unreal Engine 5, but the game is not yet officially announced or titled
From an article by TechRadar:
“The game will focus on “inventive mechanics and compelling characters”, according to several job listings on the studio’s website, and is described as a “mad, open-world” game that sits within the “3D action-adventure genre”.
The job adverts make heavy mention of the game’s original IP and world-building, with the team looking to create “amazing, hilarious, surprising and varied characters” with defined lore. Elsewhere, the game is described as featuring a narrative focus, and the same “humor, love and craftsmanship” that Aardman’s animations have become known for.”
30 Years of Wallace & Gromit: The Wrong Trousers
A Grand Way Out
A brand-new Wallace & Gromit-themed escape room in Bristol, UK. The locked room adventure has been piloted at Locked In A Room, Bristol’s largest escape game experience located in the heart of the city on Millennium Square, and two further rooms will open in March 2023
Aardman Exhibition - London’s Cartoon Museum
The Aardman exhibition at the Cartoon Museum in London will open in September 2023 with an exciting never-before-seen exhibition running until April 2024
Live Orchestra
30 performances of The Wrong Trousers with live orchestral accompaniment, staged by Carrot Productions, taking place all over the UK to mark 30 years since the film’s release
More about the plethora of releases for the 30th Anniversary by Aardman
Other
Obey the Clay, a new party game by Aardman in partnership with Big Potato games, where two teams use their clay to complete Aardman-inspired challenges as fast as they can. Read more on Brands Untapped
Star Wars collaboration - Star Wars: Visions has announced its slate for season two, including a collaboration with Wallace and Gromit creators Aardman Animations. Read more on DigitalSpy
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floofsnoot · 4 months ago
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Me when I realize Namco museum is a mf arcade enthusiast's wet dream. (You can toggle virtual switches like you would irl on the arcades to set up custom games and shit. That's crazy.)
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gengamer110 · 1 year ago
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Namco and XSEED Sales on Switch eShop
I love a good deal, especially on the Nintendo Switch eShop. I am breaking these down by publisher, both Namco and XSEED: (Bandai)Namco Dark Souls: Remastered – $19.99 (was $39.99) Mr. Driller DrillLand – $4.79 (was $29.99) Namco Museum Archives Vol 1 – $4.99 (was $19.99) Pac-Man Museum+ – $9.99 (was $19.99) Pac-Man World Re-Pac – $9.89 (was $29.99) We Love Katamari Reroll + Royal Reverie…
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everygame · 10 months ago
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Dig Dug II (NES)
Developed/Published by: Namco Released: 18/04/1986 Completed: 22/11/2023 Completion: Finished all 72 levels. Version Played: Namco Museum Archives Vol. 2 Trophies / Achievements: n/a 
I don’t like Dig Dug. I don’t like Dig Dug so much that I have written about it twice and not bothered to really give it more than a sentence either time.
Dig Dug 2, however… is interesting.
It’s not good, let’s get that out of the way first of all. But let’s dig into what it is (pun genuinely not intended). 
Originally released in arcades in 1985, I had access to the later NES/Famicom version, which may have some differences that I haven’t bothered to research. It probably speaks to the incredible success of the Famicom that this was ported, because by all accounts the arcade release was a failure, so they really were shoving anything out as quickly as they could (see: Pac-Land, unfortunately.) 
Dig Dug II is… roughly a twist on the play of the original, where if you don’t remember, you dig around underground in a 2D side-on fashion, trying to horrifically murder underground monsters by pumping them full of air (seriously, what a fucked up way to kill anyone) or, if they’re lucky, drop a rock on their head (much quicker.) In Dig Dug II, you instead view things on an island from a 2D overhead fashion, and try to murder the monsters by, well, still pumping them full of air. But the twist is now rather than digging your way around you can also drill at pre-determined points that create little fault-lines in the direction you’re facing that serve two purposes: they stop the enemies from crossing them, and secondly, if you connect fault-lines so they cut off a part of the island you’re on, it falls into the sea.
This is not a horrible design! You can sort of see how it’s related to Dig Dug, but rather than that game’s free-form digging, it adds an almost Qix-esque ability to saw off large parts of the island to defeat enemies, but only within the designated level designs, an excellent constraint.
Unfortunately… the level designs fumble this completely? This should be essentially a puzzle game game about looking at a level and working out how to efficiently sink it, but it’s not that at all. Maybe there are speed-runners and geniuses that can do it more often than not, but many if not most levels are not designed for you to corral enemies and sink them and end up, instead, frantic attempts to survive as you’re chased around by the enemies, which is honestly a bit too much like the original Dig Dug for my tastes (yes, I know this is Dig Dug II. You don’t have to remind me.)
Most levels I ended up abusing the enemies’ rather poor AI. As they can’t cross fault-lines and can get confused on how to navigate to you (at least on the Famicom) beelining to the nearest drill-point, drawing a cross of fault-lines and just dancing around from one side of the cross to the other while pumping enemies to death was generally the best tactic; indeed, even if you could maybe cause a bit of island to drop off, it was usually quicker and safer to ignore that option and quickly kill enemies (though if you’re going for a high score, it’s not optimal.)
This is a real “close but no cigar” video game, where everyone involved almost created a really cool video game but were stymied by either not knowing how to create levels to better suit what the design was informing what they should do or simply too trapped in the old mindset to push forward. Ah well.
Will I ever play it again? I’ve rinsed this. I was disappointed by how repetitive the Dig Dug Theater animations were for 72 levels!
Final Thought: It is unbelievably weird that they made an online MMORPG version of this in 2008. Support Every Game I’ve Finished on ko-fi! You can pick up a digital copy of exp. 2600, a zine featuring all-exclusive writing at my shop, or join as a supporter at just $1 a month and get articles like this a week early.
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devileaterjaek · 2 years ago
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Galaga '88
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xolta · 1 year ago
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Video games I played/tired this year that I recommend list.
~Nintendo Switch: Kirby and the forget land (platformer) Super Mario bros wonder(platformer) Splatoon 3(Squad tps/ squid kids) Sega ages: VR Vitura racing(arcade racing sim) Super mario 3d world + Bower's fury(platformer) F zero 99(super face racing/battle royal) ~
~Super Nintendo: Demon's crest( metroidvania action platformer/bullshit hard) ~
~Nintendo entertainment system: Wurm: Journey to the Center of the Earth(action advenutre) ~
~PC: Warhammer 40k Boltgun(Fps) Xeno tilt( virtual pinball) Pizza tower(Platformer) Pseudoregalia(Metroidvania/3dplaftormer/furry ass) Hypnospace outlaw(visual novel/ 90s web nostalgia em up) Spyro reignited trilogy(game remasters/3d platforming) Moto Racer 1 and 2(Arcade racer/ motorcycle racer) Ex zodaic(Rail Shooter/Starfox/ Its not finished yet so heads up) Gravity circuit(platfromer/ mega mang) Gunners heart(Rail shooter/ flight combat) Chaos legion (charater action/ janky charming stupidity) NAMCO MUSEUM ARCHIVES Vol 1 and 2 (game collection) ~
~Sega Dreamcast: Blue Stinger( Survival horror/ comdey master piece) ~
~Xbox series X: Wild hearts(monster hunting) Rare Replay(game collection) Resident evil 8( Survival horror/ Vampire mommy sim) Hifi rush(Character action/ Rhythm) ~
~Sony PSP: Metal slug XX(run and gun) ~
And the Gold turd award for worst game I played this year goes to...
The Flintstones: Dino Lost in Bedrock For MS Dos!
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silks-up-my-sleeve · 1 year ago
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Also speaking about Rolling Thunder, my mom actively hated that I played that game and told me I couldn't. Which is totally valid, but I bought Namco museum for the switch and had a moment bc I bought it for Dig Dug and Galiga, but it has Rolling Thunder 1 & 2 and I lost my little mind
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edgarallanhoebsd · 5 months ago
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Soulcalibur IV features Story, Arcade, Training, and Museum modes. A new mode, Tower of Lost Souls, requires the player to win battles in order to gain rewards. The game runs in HD resolution with 5.1 channel surround sound on both platforms.
The Character Creation mode from Soulcalibur III returns in Soulcalibur IV. However, instead of including original weapon styles for use with certain classes of fighters, Soulcalibur IV only allows players to choose which character from the series they would like to have their created character mimic. This differs from Soulcalibur III, where there were many unique styles such as "Grieve Edge". The styles of Algol, the bonus characters and the Star Wars guest characters cannot be used by player-created characters. A wide array of new pieces of equipment are available for use in Soulcalibur IV's Character Creation mode, and new options include a wider range of character voices and the ability to change their pitch. The player may also change a character's general physique and muscularity.
In addition, equipped items now also affect a character's statistics. Armor, weapons, and accessories may increase health, attack, or defense; they may also grant skill points that allow the character to equip special traits that affect the character's playstyle. These traits may include automatically triggered guard impacts, the ability to cause damage against a blocking opponent, or even a statistic increase based on parameters such as an opponent's alignment or gender. Standard characters may also be modified in this manner, albeit only modestly, allowing custom costumes and skill sets to be used in Special VS. mode. Custom characters may still be used in Standard VS. mode, but without any of the special abilities gained through equipment or weapon choice. One profile is allowed for Offline VS. mode, meaning that only one profile's created characters can be loaded at any one time.
Multi-fighter battles in Soulcalibur IV use a different structure from its predecessors, nicknamed Active Matching Battle (AMB). Similar to the tag system of games such as The King of Fighters 2003, the AMB system allows players to switch to other members of a party of fighters mid battle. Instead of starting a new round for each opponent defeated, new opponents simply run into the battle immediately after a K.O., with the exception of certain combatants. Matches utilizing the AMB system only appear in the Story and Tower of Lost Souls modes.
Soulcalibur IV features an all-new Critical Finish system. Next to a player's health meter is a colored gem: the Soul Gauge. The gem changes color when the player blocks an attack or has his or her own attack blocked by a Guard Impact. The color gradually changes from blue to green, then to red and eventually flashing red. The player's own Soul Gauge regenerates if he or she makes an attack and hits the opponent, guarding or otherwise. If the character manages to empty out the opponent's Soul Gauge, the enemy is destroying a piece of armor (characters now show permanent signs of visual damage such as broken and torn clothing) and producing a short stun during which the character can perform a powerful Critical Finish move, which is able to defeat the opponent instantly, by pressing all four face buttons at the same time. Each character has his or her own personal Critical Finish move. Namco developed the Soul Gauge to decrease the benefits from constant guarding, thus giving the game a faster tempo and making the matches more offensive.
The Star Wars guest characters, Darth Vader, Yoda and the Apprentice, utilize unique attacks using the Force. Darth Vader is able to utilize Force-based blasts, punches, and chokes; Yoda can use the Force to launch himself into the air for complex aerial attacks; finally, the Apprentice is able to use Force lightning and other dark-side moves. These moves drain a special Force Meter, which recharges gradually when not in use. If the Force Meter is depleted, the player momentarily loses control of the character.
For the first time in the series, Soulcalibur IV includes an online multiplayer option. Versus modes available in online battles are Standard VS (for classic matches) and Special VS (for customized characters). Created characters are playable in the online multiplayer mode. A player's wins and losses are recorded and used to establish a ranking level, which reflects online skill.
DAD!!!!!!! YOU SHOULD PLAY SOUL CALIBUR 4 WITH ME
- @edgarallanhoebsd
I don't know what that is.
21 notes · View notes