Soulcalibur: Broken Destiny (Project Soul, 2009)

Developed/Published by: Project Soul / Namco Bandai
Released: September 1st, 2009
Completed: 25th March, 2014
Completion: Uh… there’s no actual story mode or anything in this. Not even an Arcade mode. I just… stopped.
Trophies / Achievements: n/a

Apparently Soulcalibur is how you write the name of this series? Huh. Well… you know, Soulcalibur on Dreamcast is the first time I remember being “wowed” by graphics. It’s rare, but it happens. I remember standing in G-Force Games on Union St.—never a game store I’ve been fond of, I’ll spill—and seeing the attract mode run; Kilik all swingin’ his staff about. I was genuinely impressed.

So, later I bought a Dreamcast and Soulcalibur and basically devoured every single piece of content. It was enjoyable! Anyway, a while ago Soulcalibur: Broken Destiny was put on PlayStation Plus and it works on a PlayStation Vita, so I thought I’d give it a wee go and see how I felt about it, having not played a single Soulcalibur game since the Dreamcast one.

The PlayStation Vita screen is nice, isn’t it? Because weirdly, there’s something about the PSP-level graphics on such a nice, crisp screen that I found… impressive. Like these graphics are just good enough that I’m drawn back to that “wow” feeling, without being so good I don’t notice them or feel weird about them. Just before the uncanny valley, or something.

However, I’ve since discovered: I don’t remember or never knew how to play Soulcalibur, and I don’t really care to either.

Will I ever play it again? No.

Final Thought: So, there is a bit of the game that you could expect me to want to complete, the “Gauntlet” mode which is sort of a silly story mode/tutorial. Despite being cute, even borderline amusing, it’s hundreds of incredibly short “react instantly to your opponent’s move” tutorials that are boring and teach you nothing really about the systems of the game. So I didn’t.