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An Entity of Type : dbkwik:resource/P523CCUvdd3wqfAWjdsdQg==, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

Soul Edge (ソウルエッジ Souru Ejji?) is the first installment in the Soul series fighting games developed and published by Namco. It was initially released in the arcades in 1995. A few months later, Namco released a fixed version labeled Soul Edge Ver. II, upon the complaints of players who found the difficulty quite high and the last boss "unbeatable". Hwang Seong-gyeong (initially a palette swap of Heishiro Mitsurugi for the Korean version of the game) was introduced to Japanese players with a new movelist, Cervantes de Leon became selectable, Guard Impacts and Air Combos were implemented, and all the characters received upgraded movelists. The game was then ported to the Sony Playstation and renamed Soul Blade in Europe, North America, and Australia to avoid potential complications with Edge

AttributesValues
rdf:type
rdfs:label
  • Soul Edge (game)
rdfs:comment
  • Soul Edge (ソウルエッジ Souru Ejji?) is the first installment in the Soul series fighting games developed and published by Namco. It was initially released in the arcades in 1995. A few months later, Namco released a fixed version labeled Soul Edge Ver. II, upon the complaints of players who found the difficulty quite high and the last boss "unbeatable". Hwang Seong-gyeong (initially a palette swap of Heishiro Mitsurugi for the Korean version of the game) was introduced to Japanese players with a new movelist, Cervantes de Leon became selectable, Guard Impacts and Air Combos were implemented, and all the characters received upgraded movelists. The game was then ported to the Sony Playstation and renamed Soul Blade in Europe, North America, and Australia to avoid potential complications with Edge
dcterms:subject
foaf:homepage
Previous
  • None
Platforms
Genre
dbkwik:soulcalibur...iPageUsesTemplate
display
  • Raster, 640 x 480 pixels , 65536 colors
Title
  • Soul Edge
Input
  • 8(xsd:integer)
Cabinet
  • Upright
Modes
  • Up to 2 players simultaneously
Released
  • 1995(xsd:integer)
  • PlayStation
  • Arcade
  • --12-20
  • June 1996
Developer
arcade system
NEXT
Publisher
Designer
Arcade
  • 256(xsd:integer)
abstract
  • Soul Edge (ソウルエッジ Souru Ejji?) is the first installment in the Soul series fighting games developed and published by Namco. It was initially released in the arcades in 1995. A few months later, Namco released a fixed version labeled Soul Edge Ver. II, upon the complaints of players who found the difficulty quite high and the last boss "unbeatable". Hwang Seong-gyeong (initially a palette swap of Heishiro Mitsurugi for the Korean version of the game) was introduced to Japanese players with a new movelist, Cervantes de Leon became selectable, Guard Impacts and Air Combos were implemented, and all the characters received upgraded movelists. The game was then ported to the Sony Playstation and renamed Soul Blade in Europe, North America, and Australia to avoid potential complications with Edge Games. Soul Edge has been largely overshadowed by its sequel, Soulcalibur, which has been the moniker of the series since 1998. Soul Edge is the name of the demonic sword which the story revolves around. Soul Edge was the second entirely weapons-based 3D fighter in history, following Battle Arena Toshinden by two years. Apart from the aesthetic benefits, giving the characters weapons allows for a greater diversity between them, meaning there is someone for every play style. One excellent concept of weapon-based combat implemented by Namco is the major factor that range has in gameplay. The slower, longer ranged characters try to deliver their heavy blows from a distance whereas the quicker, faster characters try to get in as close as possible and deliver quick-hitting attacks. All characters have moves that work at varying ranges though, so longer ranged characters can also hit surprisingly quickly and lesser ranged characters will get in the opponent's face within the blink of an eye if the enemy is careless. One of the series' main attractions was that it was one of the first fighting games to feature detailed accounts of the individual fighters' motivations and common relations in their quest to achieve a common goal for varying purposes. Many players appreciate Namco's ability to introduce new characters to the series with interconnected storylines such that every character is linked to another somehow, with connections growing larger as the series progresses and the characters accomplish new tasks in the events of the story.
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