![](http://www.clanofidiots.com//images.eurogamer.net/2017/articles/2017-12-17-13-29/soulcalibur-6-is-a-return-to-roots-with-an-accessible-twist-1513517381573.jpg/EG11/resize/300x-1/format/jpg/1946079.jpg)
Broadly, Soulcalibur 6 is "a fusion of the light movement in Soulcalibur 2 and the fighting systems from Soulcalibur 5", in the words of new series producer and former Tekken 7 developer Motohiro Okubo. With just a couple of fighters and Versus stages playable in my PS4 hands-on, and Okubo tight-lipped about other modes, it's hard to get a sense of this, but the reduced line-up - I counted 20 slots on the select screen - and choice of old mainstays Sophitia and Mitsurugi as announcement characters are certainly in keeping with a return to roots.
In the hands, Soulcalibur 6 is as nimble and dazzling as any Soulcalibur before it, a game of rapid, predatory circling, relatively forgiving input buffering and sparky, three-to-five hit exchanges. Mitsurugi is still a quick but rangy samurai with a dependable two-hit spinning uppercut, while sweet, saintly Sophitia remains a vicious close-quarters brawler who's fond of 200 mile-per-hour stabs to the crotch. The Critical Gauge returns from Soulcalibur 5: filled by inflicting and blocking damage, it's used to perform charmingly stupid Critical Edge attacks - highlights include Sophitia delicately shading her face with her shield as her airborne adversary is struck by lightning - Soul Charge self-buffs and Guard Impact parries or counters that stun or knock your opponent flat. The game looks and performs fantastically, marrying a barrage of Unreal Engine 4 effects and techniques with something of the pristine, unfiltered brightness of Project Soul's Dreamcast heyday.
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