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You still went from fight to fight, and it was turn based from what I remember of it. You'd move to the next battle zone, then the enemy would make their move. Basically you had to defeat each zone before advancing. You weren't limited to just moving one step forward either, you could choose different directions if you wanted to. I don't think it impacted the end of the story though (same with Namco VS Capcom. All roads lead to the same end)
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Soul Calibur wasn't turn based. At least that map mode that I don't remember the name didn't had turns. You just choose the place, fight and unlock new places. Namco VS Capcom isn't like that, at all. But Soul Calibur had fights with a fighting system, not command based like Namco VS Capcom. Yes, because the "combos", key inputs, are the substitutes for the command lines. Actually you can still see the commands in the bottom of the screen. The character itself doesn't move, just attacks when you press the key for a certain attack. Then if you don't press anything, it will be still again waiting for you to give another command.
And the attacks aren't just a punch or a kick, usually 1 attack gives multiple hits.
Found it:
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"Weapon Master Mode" takes the core system from "Conquest Mode" and expands upon it. This mode, made in a similar fashion to Soul Edge's "Edge Master Mode" and Soulcalibur's "Mission Mode", presents a history set in an alternate world, while the player moves in a map divided in "regions" (named after stars) and fight enemies to gain experience points (and raise the "rank" of the character) and money (which could be later used to bought weapons, art, costumes and videos). The mode has 10 normal chapters, 4 sub-chapters and 2 extra-chapters as well as Extra-Missions (alternate version of normal missions). The plot of the mode puts the player into the role of a swordsman searching Soul Edge, which suddenly is faced against a powerful mad knight named Veral, who searches Soul Edge for his own desires.
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Not Namco VS Capcom at all. The grid isn't just a map, the whole grid is the battleground, just like a tactics game. Just instead of armies or a single units you have characters from Namco and Capcom games. When you get the completion requirements the chapter ends and another starts, and a whole new battle begins, go to grid, blablablabla.
The battles have certain keys or simple combination of keys for attacks, as for the basic gameplay of the battles.
Super Robot Wars OG Saga: Endless Frontier has a really similar battle system, just instead of having commands like "up + Circle", you do everything with the A button. Just because it would be silly to have such commands when you need the keys for other things.
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And what about the many fighting games out there that are called action or arcade instead hmm?
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Those are 2 pretty vague genres, they are the addon kind of genre. XD Using them without other genre is silly, and most of the time it's even more silly to couple them together.
The action genre is like a major genre, but because of itself having so many different things, there is the sub genres. But then with the increasing of games and genres, the action turned into an addon genre because you can't fit certain games to the actual genre (action).
Arcade is usually fast gameplay/paced games, just like they should be, because they started to be in arcade machines. That's why fighting/racing/etc games have the arcade mode.
Fighting game can fall into the action genre, because Fighting is a sub-genre of action, but then you are making it pretty vague. You can make a fighting game fall into the arcade genre, but you shouldn't call it arcade only.
RPG's shouldn't fall into the action genre, they have to be coupled together.
Action RPG. RPG with:
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Action game is a video game genre that emphasizes physical challenges, including hand-eye coordination and reaction-time.
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Fighting being a sub genre it means that it has stricter "rules", if a game like NxC, that has some elements, but not all elements of a fighting game, it will fall back to the action, in which is coupled with RPG.
While in NxC they fight, you aren't actually controlling the character, you are just giving commands. The fighting makes it action, but since it doesn't have enough elements to be a fighting RPG, it's an action RPG.
Really, if you play River City Ransom and Super Robot Wars OG Saga: Endless Frontier, you will see the difference between a fighting RPG and action RPG battles.
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