Soul Calibur: Lost Swords is a
free-to-play, single-player spin-off of Soul Calibur 5. Soul Calibur: Lost Swords
features familiar mechanics to Soul Calibur 5, with some
returning characters from the most recent installment. Like other fighting
games experimenting with "free-to-play" models, Lost Swords features
a variety of micro-transactions (full details aren't yet known). Lost Swords
uses a "time-limited" credits system like most F2P games, where players must
purchase tokens for continuous playing (or just wait 15-20 minutes for new
Strangely, Soul Calibur: Lost Swords
ditches the multiplayer aspect of 99.9% of fighting games, and primarily aims
to be a 1-player experience. The core gameplay is
based around players collecting loot by defeating enemies and discovering /
creating new weapons. As players defeat opponents, they will obtain new
weapons as well as raw materials which are used to create new "elemental-infused"
weapons. These color-coded elemental
weapons are key to defeating certain opponents. Typically, you'll acquire a
stockpile of loot (weapons & raw materials) that you can equip &
power-up or sell for gold (which is used to infuse / power-up weapons). While
playing through the mode, players will also unlock additional playable
characters (which may also put some of that previously unused loot to good use).
makes her return from
Soul Calibur IV.
Guard Impacts (high) make their return, and unlike in SC5, can be used at
any time. New gameplay systems introduced in Lost Swords include the
Soul Burst, Soul
Break, Weapon Arts and the Support Characters system. Similar to armor break
systems from past installments, a "Soul Break" occurs after
certain conditions are met. When an opponent is susceptible to a Soul Break, a
red aura ignites around them (known as a "Soul Burst"). When
players break their opponent's armor, they will have a chance to collect a
"drop" from the opponent if they defeat them within the time limit. "Weapon Arts" are powerful attacks which vary depending on the
equipped weapon. These are similar to super moves from past
installments, and are activated simply by pressing R1 (or 1+2) once the Weapon
Art Gauge is full.
"Character Support" system allows players to use other players'
characters to assist during quests. After utilizing a "character
card," the current fighter will be swapped out on the fly and the support
character can be used
for a short period of time. If your friend's character is a higher level than
yours, this can certainly come in handy. There's also a level of strategy to
consider when you and your support character have different elemental weapons.
Returning characters have also been given a variety of new (and easy-to-perform)
combo strings (ex. Hitting "A, A, A, A" is a new 4-hit chain combo for
Siegfried demonstrating a
"red" elemental attack.
with the characters already confirmed, Lost Sword's character selection screen
contains many empty slots. Considering the
game's title, one would assume that the "lost swords" might represent
fan-favorite characters who went missing in Soul Calibur 5. So far,
Sophitia, Taki & Amy have made their return from Soul Calibur IV...
and there may be others on the way. I suppose it would be
pretty cool to see some more classics make their long-awaited comebacks, but then again...
remembering there are no multiplayer options in this game just make me sad.
While Namco declared this game to be single-player, I'm pretty sure they haven't
stated that they "won't" eventually add multiplayer / versus mode in the future...
just wishful thinking, I suppose.
I've been playing the Japan version since it came out in February (and all my stats
conveniently transferred over when it hit PSN in North America). After playing Lost Swords for several months on
and off, I'm still not feelin' it. The dumbed down movelists (yes,
dumbed down than in SC5) put a bad taste in my mouth from the start. On the bright
side, the movelists aren't deteriorated enough to make me not want to play the
game at all. There are actually a ton of new combo strings per character, which reminds me
of Soul Edge / Blade in some weird way... and dare I say some of the
combo possibilities are actually kinda fun (as fun as beating up on silly CPU AI
can be). For
many moths since the game's release, painfully SLOW load times were easily among
the game's biggest flaws... but the load times have been remedied since the Sept. 2014
Namco (Project Soul)
(special costume art)
(special costume art)
that whoever was behind the design plan of Soul Calibur: Lost Swords (and
whoever thought that a 1-player fighting game based around micro-transactions
was a good idea) had NO PART in the first two Soul Calibur games. It
boggles my mind that Bandai Namco supported this "game" for over a
year, adding new content, guest artists costumes, etc... when that effort and content could've been
added to updating SC5 instead. It just doesn't make any sense.
Project Soul sure went in a much different direction than I ever
expected. (And I thought Soul Calibur
Legends was a weird and unnecessary spin-off. )
single-player Soul Calibur game, with no multiplayer or VS mode at all?
Obviously, that's a massive disappointment for competitive players right off the
bat. Need I say that the majority of my best Soul Calibur memories are playing
epic, parry-filled matches against skilled opponents?
Overall, Lost Swords feels more like a typical "shallow" mobile
phone game than a console game (and actually would feel more natural on a portable
system). Lost Swords also emits a blatantly "noob-friendly" vibe that slaps
any halfway-skilled SC player across the face on their first go-around. I'm really not sure if this game was made for
returning fans at all. And even if it was directed towards "new" players, Lost Swords doesn't
come close to giving the right vibe & presentation to get newcomers interested in the series.
starters, your selected character starts out fighting in
their UNDERWEAR... for quite a while... until you can manage to "acquire" clothing items, new
So apparently you start out as "homeless" in Lost Swords and
have to fight for cloths. (Or it's like one of those bad dreams where you wake up
in public in your underwear). And when you do finally retrieve some clothing,
they're horribly generic items that never seem to match.
Overall, it's pretty embarrassing on many levels.... It seems like a bad joke, at best?
Whether it's because I've been a fan of the series since the beginning or
because I want to see how terrible the game can possibly get (or perhaps get
better?)... somehow, Lost Swords
is still in "some way" entertaining to me, even
though the game is an incomplete mess in its current state. At best, Lost Swords seems like it's
still in an early beta phase (so not all hope is lost). Leveling up your
character RPG-style is sort of fun in its own way, and the Survival style missions
are mildly satisfying, notably when your opponent enters a "Soul Burst" state and
you're rewarded with additional loot for defeating them within the time limit. Being
able to use a friend's character also adds a multiplayer-esk element to the game...
but it doesn't seem like it's being used to its full potential.
Soul Calibur: Lost Swords
was more like
I really really do. Lost Swords is certainly off to a
rough start, and whoever is running the official Soul Calibur Twitter
page doesn't seem to understand how Twitter works. (P.S. You don't need to post
the same update on Twitter for a week straight).
Due to all of this, I'm actually a bit concerned where Soul Calibur is
headed in the near future... but something tells me Soul Calibur 6 will
set things straight (no, that hasn't been officially announced). ~TFG