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SoulCalibur

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SoulCalibur
System(s): Sega Dreamcast
Publisher: Namco
Developer:
Original system(s): Namco System 12
Peripherals supported: Dreamcast Arcade Stick, Fishing Controller, Jump Pack, Dreamcast Modem, Dreamcast VGA Box, Visual Memory Unit
Genre: Fighting































Number of players: 1-2
Official in-game languages:
  • 日本語
  • English
  • Deutsch
  • Français
  • Español
  • Release Date RRP Code
    Sega Dreamcast
    JP
    ¥5,800 T-1401M
    Sega Dreamcast
    US
    $? T-1401N
    Sega Dreamcast
    UK
    £39.99[2] T-1401D-50
    Sega Dreamcast
    FR
    ?F T-1401D-50
    Sega Dreamcast
    DE
    DM ? T-1401D-50
    Sega Dreamcast
    ES
    8.990[4]Ptas T-1401D-50
    Sega Dreamcast
    PT
    ?PTE$ DCJS22927
    Sega Dreamcast
    AU
    $89.95[5] ?



    SoulCalibur (ソウルキャリバー SōruKyaribā) is a versus fighting game developed by Namco and is the sequel to Soul Edge/Soul Blade. Originally released for Namco System 12 arcade hardware, the game was ported to the Sega Dreamcast with improved graphics and extra features. It was a launch title in North America. The European Dreamcast version was distributed and advertised by Sega Europe.

    The Dreamcast version of the game has often been cited as one of the greatest fighting games ever made, being the highest rated Dreamcast game in existence. It has since been re-released on the Xbox Live Arcade service. SoulCalibur was followed by SoulCalibur II for the Nintendo GameCube, PlayStation 2 and Xbox, though did not receive the same amount of praise as its predecessor..

    Story

    Gameplay

    Characters

    Voldo
    Ivy
    Sophitia
    Mitsurugi
    Kilik
    Xianghua
    Maxi
    Maxi is seen as a replacement for Li Long in Soul Edge, a character who would not return to the series until SoulCalibur III in 2005.
    Nightmare
    Taki
    Astaroth
    Hwang
    Unlockable
    Yoshimitsu
    Unlockable
    Lizardman
    Unlockable
    Seigfried
    Unlockable
    Rock
    Unlockable
    Seung Mina
    Unlockable
    Cervantes
    Unlockable. Cervantes is exclusive to the Dreamcast version of the game.
    Edge Master
    Unlockable
    Inferno
    Unlockable

    History

    Development

    It is thought that SoulCalibur was named as such due to trademark issues with its prequel, Soul Edge. Tim Langdell, owner of video game company Edge Games, had trademarked the term "edge" and aggressively challenged video game media which sought to use the name in the US, leading to Namco releasing Soul Edge as Soul Blade in Western territories. The entire series was renamed SoulCalibur to keep things consistent, and "Caliber" was thought to be purposefully misspelled to avoid a similar situation occuring again. Langdell was forced to drop claims of ownership over the "edge" name after challenged by Electronic Arts and their 2008 game, Mirror's Edge.

    Release

    While the game debuted at number one in Japan, SoulCalibur struggled to keep a high position in the weekly charts. Namco, disappointed with the game's sales, reportedly pulled out of Dreamcast development (save for some lower-budget titles and compilations) as a result[6]. The decision was controversial, as the game had yet to be released overseas at the time.

    Versions

    Arcade vs. Dreamcast

    Compared to the arcade version, the Dreamcast version features improved graphics, including newly added 3D backgrounds. The gameplay has been tweaked, and enriched with new game modes, new costumes, and an extra character, Cervantes de Leon. New modes such as the Team Battle, Survival and the Training Mode are also included. In Missions Mode the player completes various missions to attain points, which can be used to buy various art and costumes. The new artwork section containins official artwork, fanart and high resolution pictures.

    Extra unlockables include "liquid metal' character costumes, a "Battle Theater" mode, the ability to modify the opening introduction theme by changing the characters appearing in it and an "Exhibition Mode" displaying characters performing their katas. In Mission Mode it is possible to add more characters to the "Exhibition Mode", such as Taki and Seung Mina).

    Regional differences

    The North American version of the game removed one of Voldo's suggestive codpieces featuring a bull. However, it is present in the European and Japanese versions.

    Xbox Live Arcade

    The Xbox Live Arcade re-release was a port based on the European Dreamcast version and was made available for download on Xbox Live Arcade on July 2, 2008. While the game included high-definition updated graphics and various Live leaderboards, online play was absent which makes it an exception amongst most games ported to Xbox Live Arcade. Other features from the Dreamcast version (Museum, etc., with the exception of Mission Battle) are also in the game. While the intro itself is removed from this port, the intro music still exists. All content is unlocked by the start of the game.

    Production credits

    Namco Production Staff
    • Senior Project Director: Teruaki Konishi
    • Project Director: Hiroaki Yotoriyama
    • Production Manager: Koh Onda
    • Motion Design Director: Masataka Ishiguro
    • Mission Battle Mode & Effects Supervisor: Tadashi Iguchi
    Character System Design
    • Motion Capture Director: Jin Okubo
    • Motion Management: Naotake Hirata
    • Practice Mode Director: Tetsuya Akatsuka
    • Motion Design Co-Director: Kazuo Takahashi
    • Museum Mode & Enemy AI Director: Yoshito Higuchi
    • Tuning Director: Makoto Kiyokawa
    • Mission Battle Mode Coordinator: Yoshihiro Nakagawa
    Programming
    • Lead Programmer: Shinobu Nimura
    • 3D System Programmer: Shizuka Matsuda
    • Stage Effects & Enemy AI Programmer: Yoshihito Iwanaga
    • Motion & Mission Battle Mode Programmer: Takashi Koshigoe
    • Sound & Special Effects Programmer: Tadashi Obama
    • Opening Demo & Camera Motion Programmer: Masaaki Hoshino
    • Interface Programmer: Hiroyuki Kobota
    • CGI Programmer: Teppei Kusakabe
    • Network System Support: Ryuunosuke Okazaki
    Motion Team
    • Skeleton Model & Motion Design: Yoshihisa Yaguchi
    • Motion Design: Yukie Misaki, Nobuko Nimura, Tomoe Hirata, Naoko Ishizu, Isamu Sawada, Kaori Satoh, Shouji Nakamura
    3D Character Development
    • Lead Artist: Ryoichi Ban
    • 3D Model & Texture Design: Akira Nakajima, Takeya Inoguchi, Yukiharu Taniguchi, Hiroaki Kado, Seido Ozawa, Hideo Yoshie, Masato Inagaki
    Stage Development
    • Lead Artist: Kanako Iwasaki
    • 3D Model & Texture Design: Hiroko Noguchi, Tomoko Tomita, Momoko Daigo, Yasunori Yanagawa
    Opening Demo
    • Director: Yasushi Shibue
    • Design: Yukiko Yokoo, Fuminori Tsuchiya, Sachiko Inoue
    • 2D Graphics & LCD Character Design: Taro Okamoto
    • Original Character Design: Kouji Mitsunaga
    • Title Logo & Graphic Design: Hideaki Ito
    • 2D Character Illustrations: Kiyotaka Tamiya
    • Package Design: Minako Matsuda
    • Interface Coordination: James Lisle
    Sound
    • Music: Junichi Nakatsuru
    • Additional Music Production: Akitaka Tohyama, Yoshihito Yano, Takanori Otsuka
    • Sound Effects: Hideki Tobeta
    • Voice Talent
      • Kilik: Souichiro Hoshi
      • Xianghua: Aya Hisakawa
      • Maxi: Nobutoshi Hayashi
      • Mitsurugi: Toshiyuki Morikawa
      • Taki: Fujiko Takimoto
      • Sophita: Michiko Neya
      • Nightmare: Nobuyuki Hiyama
      • Astaroth: Banjo Ginga
      • Ivy: Yumi Touma
      • Narration: Jeffry Maning
      • Hwang: Wataru Takagi
      • Yoshimitsu: Nobuyuki Hiyama
      • Siegfried: Nobuyuki Hiyama
      • Rock: Takashi Nagasako
      • Seung Mina: Houko Kuwashima
      • Cervantes: Takashi Nagasako
      • Edge Master: Daisuke Gouri
    • Motion Capture Tech. Team: Takayasu Yanagihara, Satoshi Yamaguchi, Miho Nakasaka, Toshiyuki Hagiwara
    • MS Team: Tetsuya Kono, Kumiko Naemura
    • Motion Capture Actors: Kenichiro Tamayori, Takayuki Nakayama, Ken Shibata, Li Tianyuan, Jiang Chi
    • Tuning Unit & Production Assistants: Ryoji Ichikari, George Taguchi, Tsuyoshi Kiuchi, Akiya Ikeda, Satoshi Masukawa, Norikatsu Yoshikawa, Takuji Kanayama, Shinji Takino, Yasuki Nakabayashi, Naoyuki Kondou, Takeharu Kondou, Takashi Arai
    • QA Team (NTSC Version): Takashi Chida, Yusuke Morita, Shinya Suzuki, Shinya Inamoto, Miho Tanaka, Michitaka Motomura, Yasuhiro Komuro, Eriko Shiina, Ryuji Kurokawa, Yoshitomo Nakanishi, James Guirao, Dominic Lobbia
    • QA Team (PAL Version): Takashi Chida, Yusuke Morita, Shinya Suzuki, Shinya Inamoto, Miho Tanaka, Michitaka Motomura, Yasuhiro Komuro, Eriko Shiina, Ryuji Kurokawa, Yoshitomo Nakanishi
    • Special Thanks (NTSC Version): Kouji Kudou, Yokohama Chinese Wushu Society, Toshio Natsui, Yutaka Toya, Junichi Kawamura, Satoru Yamada, Kazuyuki Nikaido, Hiroki Tanaka, Kaname Takai, Yutaka Goto, Taku Tsuge, Kai Tanaka, Tsuyumi Toyoda, Noriko Kobayashi, Koichiro Shigeno, Hiroshi Goshowaki, Asako Ueno, Jason Arney, Masanori Kato, Jeff Miller, Jesse Taylor, Yoshi Homma, And All Namco Staff
    • Special Thanks (PAL Version): Kouji Kudou, Yokohama Chinese Wushu Society, Toshio Natsui, Yutaka Toya, Junichi Kawamura, Satoru Yamada, Kazuyuki Nikaido, Hiroki Tanaka, Kaname Takai, Yutaka Goto, Taku Tsuge, Kai Tanaka, Tsuyumi Toyoda, Noriko Kobayashi, Koichiro Shigeno, Hiroshi Goshowaki, Asako Ueno, Jason Arney, Hiroaki Ochiai, SDL International, Kats Sato (Sega Europe, Ltd.), Roberto Parraga-Sanchez (Sega Europe, Ltd.), Dave Thompson (Sega Europe, Ltd.), Angelika Michitsch (Sega Europe, Ltd.), Kim Shon (Sega Europe, Ltd.), Cedric Marechal (Sega Europe, Ltd.), Jason Cumberbatch (Sega Europe, Ltd.), Ross McLeish (Sega Europe, Ltd.), Sarah Ward (Sega Europe, Ltd.), And All Namco Staff
    • Production Coordinators: Toshiya Hara, Shinichi Tsuruya
    • Assistant Producers (US Version) (NTSC Version): Noriko Wada, Paul Guirao
    • Producer (US Version) (NTSC Version): Yasuhiro Noguchi
    • Translation Staff (PAL Version): Yasuhiro Noguchi, Noriko Wada, Paul Guirao
    • Executive Producers: Shukuo Ishikawa, Shigeru Yokoyama, Katsuo Nakamura
    • Co-Producer: Masuya Oishi
    • Producer: Hajime Nakatani
    • Produced by: Namco
    TM & ©1998 1999 Namco Ltd., All Rights Reserved


    Magazine articles

    Main article: SoulCalibur/Magazine articles.

    Promotional material

    Print advertisements

    ODCM US 01.pdfODCM US 01.pdfODCM US 01.pdf

    PDF
    Print advert in Official Dreamcast Magazine (US) #1: "September 1999" (1999-08-24)
    also published in:

    Famitsu JP 0555.pdf

    PDF
    Print advert in Weekly Famitsu (JP) #555: "1999-08-06" (1999-07-23)

    DCUK 03.pdf

    PDF
    Print advert in DC-UK (UK) #3: "November 1999" (1999-10-26)

    DLMO FR 02.pdf

    PDF
    Print advert in Dreamcast: Le Magazine Officiel (FR) #2: "Décembre 1999/Janvier 2000" (1999-xx-xx)
    also published in:

    TV advertisements

    Artwork

    Physical scans

    Sega Retro Average 
    Publication Score Source
    100 №14, p68/69[9]
    98 №92, p96/97/98/99/100 №95, p110/111/112
    100 №216, p76-79[10]
    100 №3
    90 №1, p12-17[11]
    90 №3, p54-57[12]
    100 №1999-25, p17Media:DCM_JP_19990813_1999-25.pdf[13]
    95 №, p32[14]
    94 №2, p54-56[15]
    90 №76, p84-86[16]
    100
    100
    100 №556, p40
    98 10/14/1999
    100 01/01/2000
    95
    94 №103, p98-101[17]
    100 №1, p44-47[18]
    Sega Dreamcast
    97
    Based on
    18 reviews

    Dreamcast, US
    SoulCalibur DC US Box Back.jpgSoulCalibur DC US Box Front.jpg
    Cover
    SoulCalibur DC US Disc.jpg
    Disc
    SoulCaliburDCUSInlay.jpg
    Inlay
    Dreamcast, EU
    SoulCalibur DC EU Box Back.jpgSoulCalibur DC EU Box Front.jpg
    Cover
    SoulCalibur DC EU Disc.jpg
    Disc
    Dreamcast, JP
    SoulCalibur DC JP Box Back.jpgSoulCalibur DC JP Box Front.jpg
    Cover

    Technical information

    The Proving Grounds stage renders up to 1.8 million polygons per second, about 30,000 polygons per scene at 60 FPS.

    External links

    References