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is a weapon-based 3D fighting game developed by Project Soul and produced by Namco. It is the second game in the ''Soul'' series, preceded by ''Soul Edge'' (1996). Originally released in arcades in 1998, it ran on the Namco System 12 hardware. In 1999 it was ported to the Dreamcast with improved graphics and new features. The North American version was released in September 1999 as a launch title for the Dreamcast and was part of the successful launch of the new console. It became available as a downloadable title on Xbox 360's Xbox Live Marketplace in 2008.Developed closely with Namco's ''Tekken'' development team, it is one of few home console ports that outdid their arcade parent graphics-wise. The title brought many innovations to the fighting game genre that include a heavy emphasis on weapons and a unique eight-way movement system. ''Soulcalibur'' is widely regarded as one of the best Dreamcast titles and is one of the most critically acclaimed fighting games of all time.==Gameplay==One of the biggest innovations introduced by ''Soulcalibur'' to the gameplay system of its predecessor, ''Soul Edge'', is the eight-way run. Previous 3D fighters had only limited movement along the third axis, with sidesteps and rolls providing useful but unsustained lateral movement. In ''Soulcalibur'', simply holding down a joystick direction causes the character to run in that direction, giving the player a sense of freedom and deepens the strategy of the game. ''Soulcalibur'' also improved gameplay with "forgiving buffering", executing the input for one move before the player's character has finished recovering from their previous move, and leads to executing a quick succession of moves (other fighting games such as the ''Tekken'' and ''Virtua Fighter'' series have relatively strict buffering requirements, meaning expert timing is required to pull off many combinations, but ''Soulcalibur'' features much more lenient timing to successfully execute a buffer). Finally, the Guard Impact offensive blocking maneuver shown in ''Soul Edge'' was given a deeper range of techniques in ''Soulcalibur'', allowing players to push back or redirect attacks past themselves as well as swatting away an opponent's weapon to stun them.
is a weapon-based 3D fighting game developed by Project Soul and produced by Namco. It is the second game in the ''Soul'' series, preceded by ''Soul Edge'' (1996). Originally released in arcades in 1998, it ran on the Namco System 12 hardware. In 1999 it was ported to the Dreamcast with improved graphics and new features. The North American version was released in September 1999 as a launch title for the Dreamcast and was part of the successful launch of the new console. It became available as a downloadable title on Xbox 360's Xbox Live Marketplace in 2008. Developed closely with Namco's ''Tekken'' development team, it is one of few home console ports that outdid their arcade parent graphics-wise. The title brought many innovations to the fighting game genre that include a heavy emphasis on weapons and a unique eight-way movement system. ''Soulcalibur'' is widely regarded as one of the best Dreamcast titles and is one of the most critically acclaimed fighting games of all time. ==Gameplay==
One of the biggest innovations introduced by ''Soulcalibur'' to the gameplay system of its predecessor, ''Soul Edge'', is the eight-way run. Previous 3D fighters had only limited movement along the third axis, with sidesteps and rolls providing useful but unsustained lateral movement. In ''Soulcalibur'', simply holding down a joystick direction causes the character to run in that direction, giving the player a sense of freedom and deepens the strategy of the game. ''Soulcalibur'' also improved gameplay with "forgiving buffering", executing the input for one move before the player's character has finished recovering from their previous move, and leads to executing a quick succession of moves (other fighting games such as the ''Tekken'' and ''Virtua Fighter'' series have relatively strict buffering requirements, meaning expert timing is required to pull off many combinations, but ''Soulcalibur'' features much more lenient timing to successfully execute a buffer). Finally, the Guard Impact offensive blocking maneuver shown in ''Soul Edge'' was given a deeper range of techniques in ''Soulcalibur'', allowing players to push back or redirect attacks past themselves as well as swatting away an opponent's weapon to stun them.
抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)』 ■ウィキペディアで「 is a weapon-based 3D fighting game developed by Project Soul and produced by Namco. It is the second game in the ''Soul'' series, preceded by ''Soul Edge'' (1996). Originally released in arcades in 1998, it ran on the Namco System 12 hardware. In 1999 it was ported to the Dreamcast with improved graphics and new features. The North American version was released in September 1999 as a launch title for the Dreamcast and was part of the successful launch of the new console. It became available as a downloadable title on Xbox 360's Xbox Live Marketplace in 2008.Developed closely with Namco's ''Tekken'' development team, it is one of few home console ports that outdid their arcade parent graphics-wise. The title brought many innovations to the fighting game genre that include a heavy emphasis on weapons and a unique eight-way movement system. ''Soulcalibur'' is widely regarded as one of the best Dreamcast titles and is one of the most critically acclaimed fighting games of all time.==Gameplay==One of the biggest innovations introduced by ''Soulcalibur'' to the gameplay system of its predecessor, ''Soul Edge'', is the eight-way run. Previous 3D fighters had only limited movement along the third axis, with sidesteps and rolls providing useful but unsustained lateral movement. In ''Soulcalibur'', simply holding down a joystick direction causes the character to run in that direction, giving the player a sense of freedom and deepens the strategy of the game. ''Soulcalibur'' also improved gameplay with "forgiving buffering", executing the input for one move before the player's character has finished recovering from their previous move, and leads to executing a quick succession of moves (other fighting games such as the ''Tekken'' and ''Virtua Fighter'' series have relatively strict buffering requirements, meaning expert timing is required to pull off many combinations, but ''Soulcalibur'' features much more lenient timing to successfully execute a buffer). Finally, the Guard Impact offensive blocking maneuver shown in ''Soul Edge'' was given a deeper range of techniques in ''Soulcalibur'', allowing players to push back or redirect attacks past themselves as well as swatting away an opponent's weapon to stun them.」の詳細全文を読む
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