Namco - Soulcalibur (1998), 6/10

Soulcalibur is surprisingly instantly accessible, yet has a depth to its mechanics that rewards continued play. The new substantial development is the eight-way run (true 3D movement on multiple axes), something instantaneously noticeable and differentiates the title from contemporary fighters. While the progression from its predecessor Soul Edge in terms of fighting technique and uniqueness is minimal, game design is deeply improved once ported to consoles and formulated for the Dreamcast. The incentivization for replaying with new characters is what gives Soulcalibur much of its staying power and its lasting influence in the fighting genre.
There is a clear focus on differentiating fighting through weapon type and character speed, which works quite well, especially with the ultimate challenge via Inferno's versatility. The developers, namely Yotoriyama, have cited this focus on weapon-oriented combat as a main feature of Soulcalibur's development, and while presenting a challenge in balancing, this focus works quite well when executed within the finished product. The port was given appropriate time and attention, resulting in what feels less like a product intended for arcades and more like a fully-furnished fighting game designed with the Dreamcast in mind. This is partly due to the fully 3D worlds and partially due to the progression and replay focused design. Soulcalibur is a staple of the sadly short-lived Dreamcast.