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Soulcalibur II

SoulCalibur II
Soulcalibur II flyer.png
Developer(s) Project Soul
Publisher(s) Namco
Bandai Namco Games (HD edition)
Director(s) Jin Okubo
Yoshitaka Tezuka
Producer(s) Hiroaki Yotoriyama
Programmer(s) Shinobu Nimura
Artist(s) Ryoichi Ban
Writer(s) Yoshihiro Nakagawa
Composer(s) Junichi Nakatsuru
Yoshihito Yano
Asuka Sakai
Rio Hamamoto
Ryuichi Takada
Junichi Takagi
Series Soulcalibur
Platform(s) Arcade,
GameCube,
PlayStation 2,
Xbox
PlayStation 3 (HD)
Xbox 360 (HD)
Release date(s)
Genre(s) Fighting
Mode(s) Single-player, multiplayer
Cabinet Upright
Arcade system Namco System 246
Review scores
Publication Score
GC PS2 Xbox Xbox 360
Edge 9/10 9/10 9/10
EGM 9.66/10 9.66/10 9.66/10
Eurogamer 10/10 10/10 10/10 8/10
Game Informer 8.75/10 8.5/10 8.5/10
GamePro 5/5 5/5 5/5
GameSpot 8.5/10 8.5/10 8.5/10
GameSpy 5/5 4.5/5 5/5
IGN 9.2/10 9.2/10 9.2/10
Nintendo Power 5/5
OPM (US) 5/5
OXM (US) 9.2/10 7.5/10
Play 9.1/10 A- A-
Aggregate scores
GameRankings 92% 91% 92% 78.75%
Metacritic 93/100 92/100 92/100 77/100
Awards
Publication Award
Academy of Interactive Arts & Sciences Fighting Game of the Year
Spike Video Game Awards Most Addictive Game

SoulCalibur II (ソウルキャリバーII Sōrukyaribā Tsū?) is a 2002 fighting video game developed by Project Soul and published by Namco and the third installment in the Soulcalibur series of weapon-based fighting games. It is the sequel to Soulcalibur, which was released in July 1998. Originally intended to be released on Sega's NAOMI board, the game was released on the Namco System 246 arcade board before being ported to the PlayStation 2, GameCube, and Xbox in 2003. The game's plot revolves around an assortment of characters, each with the goal of either destroying Soul Edge or obtaining it to achieve personal goals. Compared to Soulcalibur, Soulcalibur II had improvements in graphics and the game system and introduced several new and guest characters.

The game was a major critical and commercial success. Its high-definition port, titled SoulCalibur II HD Online, was released for the PlayStation 3 and Xbox 360 in 2013.

Key game system improvements include an easier "step" and "avoid" systems, arena walls (rather than ring-out ability on all sides) and wall-specific moves, a three-step Soul Charge system, a clash system that is used when two attacks would hit each other resulting in a white flash, Guard Break attacks which put a blocking player into a post guard-impact state, just frame moves awarding additional hits to players who could time their command inputs well, and a revised Guard Impact system that removed height-based Impact moves and instead used a more unified system (high and mid attacks are countered using Repels, mid and low attacks are countered using Parries).


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