The mode is also lacking in variety, so beyond the occasional battle condition, it does very little to keep you on your toes. And although the loading screens before and after battles are quite short, they can become increasingly tedious. In the hands of a capable fighting game player, many enemies can be dispatched within as little as 10 seconds, which means time spent in Libra of Souls is heavily skewed toward reading over fighting. The mode is very text-heavy, which would be less of a problem if its battles weren't so quick. The main issue with Libra of Souls is the ratio of storytelling to actual gameplay. The eventual consequence of your actions is small, but it's a neat way to give you a tiny bit of authorship in the story. Another is the decision-making moments, some of which will simply dictate how you act towards a character, while others will weigh your soul towards good or evil, impact the story, and decide how the ending battle plays out. One of them is an indicator at the top of the world map that ticks down the years as you progress, establishing a passage of time as you bounce between locations and fights in rapid succession. There are also little touches in Libra of Souls that reinforce the idea that you're a wandering warrior on an epic journey. At best the AI will secure a victory at worst they’ll knock off some health from the enemy before you step in. If you’d rather let someone else do the dirty work, you can visit the Mercenaries Guild and hire a fighter, outfit them with a weapon and food, then send them into battle. These bestow bonuses such as increased counter damage, a boost to health at the start of a new round, or extra experience for a win, to name a few. Another wrinkle to the RPG mechanics is the ability to select a food item to take into battle. These may make one type of attack more effective while decreasing the strength of others, thus forcing you to diversify your skillset within the battle system. Enemies also become hardier and, on top of that, special battle conditions spice up fights. As you grow, you'll be able to use stronger weapons that have different visual styles and properties. You'll meet a would-be entrepreneur who, while affable, is mostly after handouts a weaponsmith who is looking to impress the royal family to win a contract and a priestess who doubts her abilities, among others.Ĭompleting these missions rewards you with experience that levels you up, and this is where the RPG hooks are strongest. You'll learn that Ceylon is a major producer of cinnamon, which is favoured by royalty and thus very precious, and that hamlets are being decimated by a rampaging Azure Knight with a thirst for souls. Naturally, the solution each time is a sword-swinging contest, but the game does a valiant job of world building along the way to give texture to its fantasy universe. Although you're ushered between main quest missions, various side-quests pop up around you, with NPCs asking for a hand solving their problems. The story's conceit for making you travel around the world is that you're "malfested" with an evil energy and must absorb Astral Fissures to stay alive. ![]() ![]() Libra of Souls tells its story primarily through text, but it's all surprisingly engaging, with dialogue and descriptions setting the stage for the inevitable fight and giving even its throwaway opponents a bit of flavour. From there you embark on a journey that will take you across the world, and along the way you'll cross paths-and swords-with both named characters and generically named bit-parters. ![]() It's part fighting game, part role-playing game, part Dungeons & Dragons campaign you create and customize your own unique fighter using options that, while serviceable, aren't nearly as robust as the ones in Bandai Namco's other fighter, Tekken 7. Libra of Souls is the meatier of the two and takes inspiration from SoulCalibur II's beloved Weapon Master Mode. That spirit of adventure is most evident in SoulCalibur VI's two story modes. ![]() Sure, deep and rewarding mechanics are at the heart of every good fighting game-and SoulCalibur VI certainly has that-but for this series, adventure has always been the soul. It accents this with a rousing orchestral score and grandiose narrations about entwined destinies and inescapable fates. It tells a grand tale of knights and ninjas, axe-wielding goliaths and pirate warriors, all struggling over mythical weapons of good and evil. What truly distinguishes SoulCalibur from its genre contemporaries is a pervading sense of adventure.
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