SOULCALIBUR VI Reviews
Bring more than your fists to the fight! Featuring all-new battle mechanics and characters, SOULCALIBUR VI marks a new era of the historic franchise. Welcome back to the stage of history!
App ID | 544750 |
App Type | GAME |
Developers | Bandai Namco Studios Inc., Dimps Corporation |
Publishers | Bandai Namco Entertainment |
Categories | Single-player, Steam Achievements, Steam Cloud, Multi-player, PvP, Online PvP, Full controller support, Shared/Split Screen, Remote Play Together, Shared/Split Screen PvP, Remote Play on Phone, Remote Play on Tablet |
Genres | Action |
Release Date | 18 Oct, 2018 |
Platforms | Windows |
Supported Languages | Portuguese - Brazil, French, Italian, German, Spanish - Spain, Traditional Chinese, Russian, English, Korean, Japanese |

44 Total Reviews
32 Positive Reviews
12 Negative Reviews
Mixed Score
SOULCALIBUR VI has garnered a total of 44 reviews, with 32 positive reviews and 12 negative reviews, resulting in a ‘Mixed’ overall score.
Reviews Chart
Chart above illustrates the trend of feedback for SOULCALIBUR VI over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.
Recent Steam Reviews
This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback
Playtime:
208 minutes
*names character short stack
*maxi proceeds to call me short stack in game
Nice
👍 : 0 |
😃 : 0
Positive
Playtime:
1549 minutes
How amazing it is for this entry to have seen the light of day. I have played SC4, SC5 and some of SC2, but SC6 is my favorite for overall gameplay feel. As for the other aspects you may understandably find mixed results. Unfortunate circumstances have left Soul Calibur in quite the bind for any future releases to come; although I will say the potential from this game gives me hope to see it's return once more. May our souls still burn!
👍 : 1 |
😃 : 0
Positive
Playtime:
29504 minutes
As a big fan of the Soulcalibur series, I believe SCV is better. Don’t be fooled by my playtime; most of it is in Creation.
👍 : 1 |
😃 : 0
Positive
Playtime:
217 minutes
by start Perfect is remembering the setting at steering the character etc, the rest is great enthrallment at chances having many ways in wielding armments.
👍 : 0 |
😃 : 0
Positive
Playtime:
887 minutes
As far as weapons based fighting games go this probably the best one of the bunch on the market. If you came here looking for another thrilling tale in the games story mode you'll find it's a mixed bag. The main story mode per-say is the one where you create a character and venture fourth in a interesting yet mediocre story. The game of course does also feature a story mode focused on the individual characters but you'll have to unlock them over the course of the main character created story mode/completing certain individuals characters story. However the way the story is presented is very much in dialog and pictures for a vast majority of the game.
Thankfully the main game's weapon combat remains as solid as ever. The various styles and weapon types are represented well here and are simple enough for a new player to pick up and play right away. The character creation is also pretty solid here and offers a good selection of options to make each one you make unique. The only real downside here is that the weapons are tied to one of the games main characters. This of course balances out as in the story mode/home grown charcter arch you can switch and try out different styles to find one that best suits you or just try different tactics out. All of which are critical as some challenges benefit and help or hurt different combat styles. So keep that in mind.
As a whole this is a solid package and one that players new to fighting games can really pick up and enjoy. However for its price I'd say wait for sale before purchase. At times the game can get boring and very so so like. If you simply want try a different fighting game though then is a solid choice and can be enjoyed at your leisure.
👍 : 0 |
😃 : 0
Positive
Playtime:
920 minutes
I love soul calibur, its my favorite fighting game series ever, even though namco does everything they can to avoid SC
👍 : 0 |
😃 : 0
Positive
Playtime:
220 minutes
i like this game, but it wouldnt be worth 60 dollars, got it on sale for 5, and it was worth it :D
👍 : 2 |
😃 : 0
Positive
Playtime:
1117 minutes
genuinely the most fun ive had in a fighting game ive had in years, the only game that comes close is SOULCALIBUR 2 when i played it as a kid.
👍 : 3 |
😃 : 0
Positive
Playtime:
221 minutes
Soulcalibur II is the only game I can think of where I had played something for 24 hours straight in one sitting. So it might be unfair to say that this was a massive disappointment.
SC6 is bare bones even for something I paid 15 dollars for.
The arcade mode has no endings for individual characters, you fight against 8 NPCs and then its back to the menu screen.
SC6's story mode is also inferior. Weapon Master mode might have been too much to ask for, but if you're gonna cut corners don't make me endure these cheap slideshows you've made instead of cut scenes. Still images with text would have been preferable over a skip button.
👍 : 6 |
😃 : 1
Negative
Playtime:
716 minutes
What have they done to my boy?
I'm sure the people with 200+ hours will vehemently disagree with this review, but this just isn't a game that is representative of the series I fell in love with back in the 1990s with the original Soul Edge at the arcades and Soul Blade on the PSX. I absolutely adored that game, and fell in love with the strong focus on ancient eastern sword fighting techniques and moves. Li Long was my main followed by Mitsurugi, and to this day there still isn't a song in the series that's as good as Li Long's theme song. But I digress.
What makes me dislike Soul Calibur VI so much? Because you can't do normal fighting. If you were a fan of the original three games or so, with a strong focus on fast attacks and fluid animated techniques with buttery smooth combos, you won't find it readily here. Granted, there are SOME characters who retain that element, such as Kilik, Talim,.Taki, Seong Mina and a bit of Raphael, but trying to just do normal, neutral, basic techniques is actually a challenge here. Why? Because of the funky controls.
Only Circle provides you with neutral normal combos, everything else does something else. Triangle for some characters provides you with a heavy attack that can also be used for combos in conjunction with Circle, but not for all characters, only certain characters. Square does a grab, and 'X' does a deflect/block. Triangle can also be used as a break. It varies per character.
The biggest offender of having no neutral normals is Geralt. Imagine my surprise when I tried making a character and wanting to use his sword fighting style and testing it only to find you have NO neutral normals. Who thought this was a good idea for a fighting game? Circle has Geralt perform a rune attack and Triangle makes him roll. So you can only start a combo using a special move. Why? Just why...?
This makes some characters impossibly difficult to use for no discernible reason.
Now I'm sure the players with 200+ hours will be quick to say, "Hurr, you just have to use the guard cancel into to the special neutral and then it's easy to start a combo so long as you use an air cancel juggle, durr!" No. That's not how normal people play.
Plus, the stop-and-go nature of the game since it's so heavily focused on guard breaks, special attacks and that awful soul clash mechanic where everything slows down, just ruins the flow of the game horribly. If the clash was something that only happened at critical moments of the fight and with a full meter, I could forgive it, but it's just a normal attack when you hold down the right bumper, which is something you can end up doing inadvertently when just attempting to deflect attacks.
For some characters this also means that their very smooth and almost flowery-fighting styles are completely disrupted and made extremely disjointed, such as Ivy, where before she had an almost ballet-style rhythm to her attacks thanks to the sword-whip and how it could be used. But now you have to do a lot of stop-and-go attacks to transition her moves, mostly relying on specials rather than the free-flowing combos you could string together that made Soul Calibur and Soul Calibur II feel so fluent.
And that's really where things fall apart: the fighting just doesn't feel fluent like the older games. Having to rely so much on special attacks and all those annoying fluttery special moves and super attacks just greatly diminishes from how the game feels and the pace of the fights.
I used to feel like Soul Blade was a good companion fighting game to Bushido Blade, as it was more arcadey while Bushido Blade was more sim oriented, but both did a fantastic job of respecting the traditional sword-based martial arts and feeling fluid and fun to play without over-indulging in the special attacks and flurries of super moves that games like Street Fighter and Fatal Fury were known for. However, now Soul Calibur VI is more super/special-move oriented than even Street Fighter!
What happened?!
This stood out to me a lot more after recently getting back into Virtua Fighter with Sega's re-release of Virtua Fighter 5 on Steam, and just how good that game feels. It's definitely a difficult title to master but it's easy to get into and hard to master in all the right ways. It's also very heavy on focusing on the technique rather than just super specials and flurries of screen-obscuring special effects.
It's sad because Soul Blade used to feel like a sword version of Virtua Fighter, even though Namco had published both Soul Blade and Tekken. But where Tekken was more fantastical, Soul Blade felt a lot more grounded, again, very similar to the Virtua Fighter series but with swords/weapons. Heck, maybe if Sega revives Fighting Vipers on Steam it will rekindle what the original Soul Blade/Calibur games used to embody?
Anyway, if you really want a good sword fighting game that feels closer to what the original Soul Blade was, you're better off with Hellish Quart. If you want an exercise in frustration feel free to give this game a try, but the over-reliance on complicated special moves to perform basic attacks for some characters will quickly put off some players.
Oh, and some of the character's stories cannot be completed unless you buy the DLC characters, which is really unfortunate as I have no desire to buy DLC for a game that I'm just not enjoying that much.
EDIT: Quick update, so I don't want to be too negative here and after completing the Soul Chronicle mode for all the characters, I just wanted to say that Yoshimitsu is one of the worst mechanically designed characters in ALL of fighting games here. He has NO normals, NONE. 75% of his neutrals leave him open for punishes or hurts himself. I'm not even joking. I almost threw the controller at the wall after losing in 10 seconds to Sophitia when I turned away, did some flips, spent around and did a Hari-Kari. Like... what?!
The thing is, it's one of the EASIEST combos to pull off for Yoshimitsu. What were they thinking? Voldo isn't too far off from this either, but at least half his moves don't take his life or restore his opponent's life (imagine doing a grab and giving your opponent back a fraction of their life? Yes, not only does most of Yoshimitsu's moves take his own life but sometimes his grabs will GIVE his opponents life. Insane. I spent an hour on his story alone because I died so many times... and not because the CPU beat me but because I was beating myself...!!!!
Anyway, one last thing: Namco should make a Soulsborne clone starring Siegfried. He has the most compelling story of any character and a game made in similar fashion to Code: Vein starring Siegfried would be an instant seller if it stayed as story focused as his Soul Chronicles journey. I really enjoyed that and his heroic rise, fall, and redemption arc. That's great stuff, and it's a shame Namco sat on his character and this series for so long without exploring that option. Could you imagine a final stage of storming Ostrheinsburg Castle, fighting nightmare, and then finally challenging Inferno? Could have been real epic.
Oh yeah, and Geralt has the best stage music in the game. That is all.
👍 : 33 |
😃 : 6
Negative