For who is not familiar with the background story of the game, it is wrapped around a sword called Soul Edge over the course of the four previous titles. This magical sword, being corrupted over the millennia by the wickedness and shed blood of an evil spirit on behalf of small Inferno. Thus, a new sword is created, this being called Soul Calibur, meant to combat the Soul Edge. Thought to be destroyed, the latter occurs periodically over the years, its carriers gaining magical powers, but also brought the madness, Servantes, one of them, slaughtering their crews and an entire city.
All that means the story is presented through static sepia images, hand drawn, that succeeds on the screen, images that do not have any transition effect between them, switching from one image to another being abruptly, and leaving impression of haste when it comes to execution. And if that was not enough, throughout the story there are only four or five video cinematic sequences to complement the narrative, that despite the game engine that could do much more. I somehow forgot to mention that the campaign has three hours?
Since the first game, I liked the variety of fighting styles. For the samurai, and Mitsurughi, to knights and nobles as raw hammer home series proved that a fighter can be included any form of martial art. In Soul Calibur 5, diversity is sublime, but lacking.
Mechanics of the game, on the other hand, is a step forward. Major improvements being made in the game engine, physics, and the actual fighting mechanics. One major change is the inclusion of a Super bar, this serves to execution of large movements, some of them even devastating. The Brave Edge Atack for example, may make an attack more powerful, or you can save the super hero from Atack Critical Edge which is basically a Super Move.

















