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Soul Blade - A Knight Without A Mare || Screwing Around
So it turns out this game is canon to the Soul Calibur series...who knew?
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What is Soul Blade/ Soul Edge?
Soul Edge is a fighting game developed by the team Project Soul and published by Namco as the first installment in the Soulcalibur series of 3D fighting games. Originally released as an arcade game in December 1995, an upgraded and expanded version of the game was ported to the PlayStation in December 1996. The PlayStation version was renamed Soul Blade in North America, Europe, and Australia.
The plot centers upon the eponymous sword, shrouded in mystery and rumored to offer unlimited power to anyone who can find and wield it; nine warriors embark on a journey to pursue a tenth who is rumored to have the sword, some to claim it and others to destroy it. The game was a commercial and critical success and was followed up with Soulcalibur in July 1998.
Soul Edge was created prior to the introduction of the so-called 8-Way Run. The characters can sidestep to either side by double-tapping down to move to the foreground or tapping down then up to the background. The jump maneuver (which in Soulcalibur is more like a hop) moves the player higher into the air, even allowing it to pass above the opponent (much like in Tekken). The game uses an active block system performed by pressing the block button, and a combat system based on the three attack buttons: horizontal attack, vertical attack, and kick.
Character moves retain a feel of Namco's Tekken series. Each character has one or two slow but unblockable attacks. Each character is also capable of performing one or two "Critical Edge" attacks, consisting of a long series of linked hits, usually ending in a strong high attack. These moves require the input of a special combination of two parts: they are activated by pressing all three attack buttons together, and if it connects, the player has the chance of extending the combo with a character-specific sequence, which must be input during the attack. This attack depletes one-third of the Weapon Gauge when used.
The Weapon Gauge is a life bar for the character's equipped weapon. Each time the player blocks an attack, the bar depletes. If the bar is totally emptied, the weapon is lost and the character is forced to fight unarmed. The unarmed move-lists are the same for every character. Another feature that was removed from Soulcalibur's engine is a rock paper scissors situation when two character strike at the same time, locking their weapons; those who press the correct button have the advantage.
Soul Edge uses an optional offensive block maneuver called the "Guard Impact" that allows players to intercept incoming attacks and push them back, resulting in a momentary opportunity for a free counterattack. Opponents, however, are also able to return a Guard Impact after receiving a Guard Impact, allowing for stalemate clashes until one opponent missed the subsequent timing. This gameplay feature is expanded in future Soul series games.
The game uses the ring out system, which is a forcible maneuver that ejects the opponent from the arena and gains an automatic victory for the round. To achieve a ring out, a character must be knocked outside the ring by an enemy (the player cannot accidentally or deliberately get a ring out by hopping out of the ring). The only exception to this rule is Cervantes and Inferno (known in this game as SoulEdge), who can get a ring out by themselves upon performing a certain special attack, as long as they are near the edge of the arena.
#DarekBaird #SoulBlade #Namco #SoulEdge #Retro
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