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Soul Calibur Commercial (1999)
SoulCalibur (ソウルキャリバー SōruKyaribā) is a weapons-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 and became available on Xbox 360's Xbox Live Marketplace in 2008. It is widely regarded as one of the best Dreamcast games and was one of the critically best received fighting games of all time.
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." Buffering is 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.