The Online is not the only thing that’s right. Those that strictly play in the network modes really wont find a lot wrong with this version. The matchmaking is simple to set up, and you can keep an eye on the connection to see who’s the weakest link. Sit back, talk trash and watch that one friend totally trounce your peers to the nearest shower, because he is just that salty. No staring at a wall, waiting for your match. The player needs to know that the single player experience, should not be the main factor when deciding to buy. While it doesn’t matter fully to me, the average person spending their 60 should be aware of what the game offers. Honestly, they put so much work into the fighting and all the random modes, a crappy story mode can be pushed aside. People see a crisp fighting game that has dazzling combos twisting the mind, might buy the game thinking they can jump right into it. Just looking out for the brothers and sisters whom have never played. Played every SC (Blame Ivy), so I have the story imbued into my mind. The story line was written by someone who assumes too much. This is where Namco really dropped the ball. They even added a Mortal Kombat style story line following a family that unless you played the former, you will be confused by the narrative. The fighting has been sped up, which was a major complaint in the former iterations. The character models are great and animations flow well. Similar to the former SC’s in that respect. The graphics are epic in detail, the stages are crispy clean and interactive too. However, I would much prefer developers work on creating interesting and novel delivery via gameplay - which SoulCalibur VI brings in spades - over-polishing on presentation.This is Amir the magical Trucker Ninja here talking to you about this wicked title Soul Calibur V. This latter issue didn't bother me, so much I felt the story often felt less dynamic than if Project Soul invested in animating these scenes. Additionally, the bulk of the story is told via concept art-like semi-dynamic backdrops. The load times are never very long (about 15 seconds), but they tend to add up after nearly every fight. There are definitely things that I wish were changed with the delivery of the story as you can imagine, some of the voice acting is very mediocre-any given NPC will sound like they are from a 90's cartoon. I can easily see myself going into this mode for a second and third playthrough using different builds and maintaining a different personality-which, mind you, affects the story. Take all of that and add on a mix of world building, gameplay customization through weapons, and fine-tuning equipment and Libra of Soul is easily SoulCalibur VI's premier mode. Libra of Soul is easily SoulCalibur VI's premier mode." Not every side quest is compelling, but I never felt unrewarded for picking them up. In many ways, the narrative feels like it is delivered in a similar tone as old school, text-based Multi-User Dungeon games with battles customized battles thrown into the mix. This mode isn't necessarily new to the SoulCalibur franchise, as it is a perfection of what previous entries have done. Tasked with removing Astral Fissures from the world that are corrupting the minds of otherwise peaceful citizens, you will bounce around different environments meeting characters, taking up side missions, purchasing equipment, and upgrading your character. Meanwhile, the Libra of Soul gives you the ability to create your own character and take part in the Evil Seed yourself. But even still, I kept pushing forward to see how each story would progress. Sure, the story isn't going to be winning any Oscars with some characters having far more compelling than others-watching Grøh struggle with becoming an abomination that he has sworn to kill is infinitely more exciting than watching Maxi defend a dock through multiple episodes. The result is a campaign that plays off itself well, with fates intertwining and characters bouncing in and out of sections - all while creating relevant backdrops for other character arcs.