Soulcalibur - Development

Development

After releasing Soul Edge, Namco took some time to evaluate what had made the game successful before jumping into development of its follow-up. Producer Hiroaki Yotoriyama decided to give the sequel a new name instead of just calling it Soul Edge 2 in order to have a fresh start and take the series in a new direction. The name Soulcalibur is a portmanteau of the word soul (as in Soul Edge) and King Arthur's sword Excalibur (ultimately, the name would be used within the game's universe for the holy weapon which would counteract Soul Edge's evil). Inspired by an internal Namco prototype featuring a character able to run openly in a field, the eight-way run system was implemented. Upon application, the development team was surprised at how well it meshed with their fighting system, and decided to build the rest of the game around it. During development they worked closely with Namco's Tekken development team, sharing ideas and research. Yotoriyama felt that with that cooperation and partnership, they were able to develop "the greatest weapon-based fighting action game in the world".

Yotoriyama has described the game's concept as expressing "fun and diversity in weapon combat", citing the contrast in how one weapon would affect gameplay compared to another and how they would react to each other upon clashing. Each character's fighting style was designed to revolve around their weapon, though he noted that because of the differences they experienced difficulty in balancing the gameplay. He described the availability of movement in comparison to Tekken 3 as a large contrast between the two series and more tactical, and emphasized how it interacted with the game's "ring out" feature. Each character in Soulcalibur was designed around the idea that they could be viewed as a real person could, and to this end, motion creator Masataka Ishiguro emphasized the arm and leg movements for each character in relation to their weapon, wanting players to "feel the individual motions and the realism within the game"

The team for the arcade version of Soulcalibur consisted of roughly 60 people working on Namco's System 12 hardware, while the team developing the home port was reduced to about forty. Given a deadline of seven months to coincide with the North American launch of the Dreamcast, the transition was difficult for the team, due to the differences in hardware. However, due to the similar capabilities and limits of each system, content was left intact between the two versions, with Yotoriyama feeling that the team was "obsessed" with giving their best effort for the port. The biggest technological change to the Dreamcast port was to render all of the game's stages in full 3D polygons, whereas the far backgrounds in the arcade original were flat, two-dimensional images. Additional content was also added to the game to ensure replay value, based on researching other fighting games marketed at the time. Many of the team's ideas that they were unable to incorporate into the port were eventually used for later games in the series.

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