SOULCALIBUR Unbreakable Soul
by: BANDAI NAMCO Entertainment Inc. • 34
When we reviewed Tekken Card Tournament a while ago, we wondered if Namco would dare to release an equivalent for Soul Calibur, which might well be its most mistreated series since they launched SC5 halfway. SC4 didn't convince the masses, and Soul Calibur Lost Swords has been described as a loading screen simulator (owl included). The only good thing that has happened to it has been the release of SoulCalibur for mobile devices, but it's a $19 treat for a Dreamcast (1999 AD!) port.
In the end, what it seemed a good idea doesn't look so good now. Tekken may be a neat and fast CCG, but it's much Tekken as it could be, say, Smurfs, or Random Static Fighters.
The same goes for this Soulcalibur Unbreakable Soul. It isn't as bad, and it's second to none compared to any other "action CCG" - if such a thing exists. But you can't help but feel pity for the Soul characters (the usual basic roster, plus some comebacks like Seung Mi-Na and non-weapons master Kilik), whose rehashed artwork rife with jpgs of yonder makes you want to blow the dust off your beloved PS2 and play the real Soul Calibur with customizable characters.
Anyway, we call it a CCG, because it's heavily focused on collecting cards and gems (actually pieces of the Soul swords). The fighting mechanics are closer to a histrionic rock-paper-scissors, which is a great idea and adds much dynamism to battles, but since you can't choose which movements (slashes, kicks, supapowahs) you have available, it often feels more like a slots game rather than anything else.
In a nutshell, an above average rating for a technically superior CCG, but also a disappointment on many levels for action players and lovers of one of the best 3D fighting franchises that ever was. Perhaps a lot of fan service might calm the beasts, but for now this Soulcalibur looks like an over revved experiment and a new errant move in Namco's adrift strategy.
by Peter , Appszoom
May 16, 2014