In 1998, Namco released Soulcalibur, the sequel to its hit weapons based fighting game Soul Edge. In this episode, David and Rob trace why producer Hiroaki Yotoriyama refused to just call it Soul Edge 2, and how designers Koh Onda and Koji Mitsunaga rebuilt the cast around defiance instead of fate. They dig into the accidental discovery behind the eight way run system, the roster built backwards from casting decisions rather than character concepts, and the personal martial arts and gymnastics backgrounds the development team brought into the game's motion work. From there, they follow Namco's seven month sprint to rebuild the game for the Sega Dreamcast, timed to the console's American launch, and the reception that made it one of the best reviewed fighting games of its generation. Join us as we trace how a name nobody wanted to just call Soul Edge 2 became one of the greatest fighting games ever made on today's trip down Memory Card Lane.
Podden och tillhörande omslagsbild på den här sidan tillhör
David Kassin and Robert Kassin. Innehållet i podden är skapat av David Kassin and Robert Kassin och inte av,
eller tillsammans med, Poddtoppen.