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Soul Edge

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Soul Edge
Soul Edge Logo
Developer(s)Namco
Publisher(s)Namco
Designer(s)Hiroaki Yotoriyama
Platform(s)
Release1995
Genre(s)Versus Fighting
Mode(s)Up to 2 players simultaneously
Arcade systemSystem 11

Soul Edge (Soul Blade in Europe, North America and Australia) is the first installment in the Soul series of fighting games. It was initially released in the arcades in 1995. It was ported to the Sony PlayStation in 1996 where it is usually referred to as Soul Edge Version 2. This version was released in North America under the Soul Blade title. Soul Edge has been largely overshadowed by its sequel, Soul Calibur, which has been the moniker of the series since 1999.

Soul Edge is the name of the demonic sword, which the story revolves around.

It was the second 3D fighter to feature characters that fought with weapons, although putting weapons in fighters was not a new concept (Samurai Shodown is an example of a 2D fighter with weapons). Apart from the aesthetic benefits, giving the characters weapons allows for a greater diversity between them, meaning there is someone for every play style. One excellent concept of weapon-based combat implemented by Namco is the major factor that range has in gameplay. The slower, longer ranged characters try to deliver their heavy blows from a distance whereas the quicker, faster characters try to get in as close as possible and deliver quick-hitting attacks. All characters have moves that work at varying ranges though, so longer ranged characters can also hit surprisingly quickly and lesser ranged characters will get in the opponent's face within the blink of an eye if the enemy is careless.

The Soul series

All games in the series before Soul Calibur III were originally arcade games, subsequently being ported to home consoles as follows :

The ported versions are known for their extra features, including new characters, weapons, new costumes, art galleries, martial arts demonstrations and involved single-player modes, when compared to the original arcade versions. For example, Seung Han Myong was not featured in the arcade version of Soul Edge, and in home versions there was an RPG single player type mode titled "Edge Master" where the player could unlock various items including weapons for the default characters.

Prologue

Soul Edge's story is set in the 16th century, and told of the eternally tales of men searching the ultimate sword, "Soul Edge". Giving many names throrough story, like "The Sword of Salvation", "The Sword of Heroes" and "The Ultimate Sword" among others, many strong warriors searched for years, but very few actually reached it. The sword, now as a twin pair of long swords, appeared mysteriously on an auction, but were taken in the hands of the Dreaded Captain Cervantes. Nothing was known of his fate after that...

Now 10 warriors from around the world searches the sword for different reasons. Ones for power, others for revenge; some believing its a benevolent sword, searching its suport; while others knowing of its evil nature, seeking its destruction. Nothing is certainly known about the sword, except for one thing: it brings misfortune to those seeking it.

The original cast of characters

Soul Edge introduced many characters still familiar to players today, especially the series' main character--who serves as both a protagonist and an antagonist throughout the series' history--Siegfried; as well as its token samurai and ninja, Mitsurugi and Taki, respectively. The original roster of eight characters available in the Arcade of the first game in the series are as follows:

There are also 2 characters who must be first unlocked to be playable:

One of the series' main attractions was that it was one of the first fighting games to feature detailed accounts of the individual fighters' motivations and common relations in their quest to achieve a common goal for varying purposes. Many players appreciate Namco's ability to introduce new characters to the series with interconnected storylines such that every character is linked to another somehow, with connections growing larger as the series progresses and the characters accomplish new tasks in the events of the story.

Soul Edge Version II / Soul Blade

Soul Edge: Version II
Soul Edge Title Screen
Developer(s)Namco
Publisher(s)Namco
Designer(s)Hiroaki Yotoriyama
Platform(s)
Release1996
Genre(s)Versus Fighting
Mode(s)Up to 2 players simultaneously
Arcade systemSystem 11

A year later, Namco released a fixed version of the arcade labeled "Soul Edge: Version II", upon the complain of player who found the difficulty quite high, and the last boss "unbeatable". Among the changes made the system was updated with the addition of Air Combos and the difficulty was lowered. Also, all the characters received upgraded movelists (Hwang being the biggest since in Version I he was merely a Mitsurugi clone). On December 20th, version II was ported to the Sony PlayStation for the Japanese market as well; a port labeled Soul Blade came out in 1997 in the USA and Europe. The home version kept the original roster of 8 and added both Cervantes and Hwang as characters available at start. 2 other secret characters were included:

And along with them, 3 "alternative" outfits for Siegfried and Sophitia:

  • Siegfried! - Siegfried when possessed by Soul Edge in his Bad Ending. (This concept was taken to its conclusion in Soul Calibur, as Nightmare).
  • Sophitia! - Sophitia without armor.
  • Sophitia!! - Sophitia using a one-piece swimsuit.

Making a total of 15 selectable characters (though 3 of the secret ones were 'copycats').

Features

  • The original 10 selectable characters also received a new PSX-specific outfit, chosen from various works sent by fans, giving each one a total of 3 different costumes, plus 2 color variations for the 1P and 2P costumes.
  • The Playstation version added the standard "Arcade" mode (where the player fights 10 random battles to face Cervantes and SoulEdge at the end), "VS" mode, "Survival", "Team Battle", "Time Attack" and "Training" modes. Among the new features there is a mode called Edge Master Mode, which worked as a "Story Mode". The mode presents the selected character's story as a book, while the player moves in a map to various locations and fights the characters, usually with handicap rules. Generally each "Chapter" of the book rewards the player with a weapon.
  • Each character has endings done using the game's mechanics rather than still images (like his sequels Soul Calibur and Soul Calibur II) or CG. Each of the 10 normally selectable characters counted with 2 different outcomes, usually one ending which ended well and another more dramatic and/or apocaliptic. These endings were accessible pressing a special button/button sequence during certain times. This type of endings were finally brought back in Soul Calibur III.
  • Another of the new features in the home version is the inclusion of 8 "Extra Weapons", which have different designs and statics, composed of Power (inflicts more damage), Defense (receives less damage), Strength (damage dealt to enemy's weapon gauge), Durability (ressistance of player's weapon gauge) and Weight (changes character's speed), and often a special ability (like damage through defense or life recovering).
  • And last, one of the most unique features in this version is the inclusion of 3 different in-game soundtracks to choose from: the Arcade soundtrack, a remix of the Arcade soundtrack called Arrange Soundtrack and the Khan Super Sessions, made expressely for the home version.

Gameplay

Soul Edge was created prior to the introduction of the 8-Way Run, which allowed the player to move their avatar in a complete range on the Y-axis. The characters can sidestep on either side by double-tapping up or down. The jump manuever (which in Soul Calibur is more like of a hop) moves the player higher into the air, even allowing it to pass above the opponent. One of the most notable gameplay aspects is the Weapon Gauge. This bar was found under the character's lifebar and was comparable to the equipped weapons' resistance. Each time the player blocked an attack, the bar would deplete, and if its totally empty, the character would lose his/her weapon, forced to end the match unarmed. Though this is an original idea, unfortunately the unarmed movelists are equal for every character. Another thing missing from Soul Calibur's engine is when two character strike at the same time, "locking" their weapons. In those situations, those who pressed the right button would have the advantage. This aspect behaves similarly to rock-paper-scissors.

Character moves retain a feel of Namco's Tekken series. Each characters has in his or her arsenal one or two unblockable attacks, balanced however because of its slow execution. Also each character is capable of doing one or two Critical Edge attacks, which consisted of a long series of linked hits, which usually end in a strong high attack. These moves require the input of a special combination of two parts (they're activated by pressing "A+B+K" together, and if it connects, the player has the chance of extending the combo with a character-only sequence, who must be input during the attack). This attack depletes 1/3 of the Weapon Gauge when used.

To achieve a ring out (which is a forceable manuever that ejects the oponent from the arena and gains a automatic victory for round), the player must be knocked out by an enemy; the player cannot deliberately or accidentally ring out his/her own avatar.

Trivia

  • According to a timeline released by Namco in his Soul Archive old site, Soul Edge's events happens in 1584. This allows the calculation of the characters' birthyears.
  • An interesting idea that was ultimately scrapped during production was turning the 2P costumes into different characters, with their own and unique weapon, discipline and backstory. Even before being scrapped, there are traces of their implementation, like Sophitia's 2P shield (which is different from her 1P version) and the banners on Mitsurugi's stage, whose kanjis are different when selecting his 1P or 2P costumes, indicating they don't share the same warlord.
  • Graphically, Soul Edge looks exceptional for its day. One of the most spectacular elements are the background stages, designed and implemented with a high level of detail. Moreover, the levels have the ability to shift between day and night (something not featured in the Soul Calibur sequels). This was all made possible by Namco maintaining a 30 Frames Per Second framerate throughout. (Many games of the day, including Namco's own Tekken 2 and Sega's Fighting Vipers all used 60FPS)

Box art

Taglines (spoken by the narrator in the game)

"Transcending history and the world, a tale of souls and swords, eternally retold." (title screen)

"The heroes finally meet under the star of destiny." (gameplay demonstration)

"Welcome, to the stage of history." (character selection screen - this tagline has been used in slightly varied form in each game in the series' select screen.)

"The gruelling battle ended with the victory of; (character name)." (played during the replay at the end of each match, when the player has won)

"(character name) stood against an impossible enemy." (played during the replay at the end of each match, when the player has lost)

"The legend will never die." (game over screen)