An ordinary boy inadvertently gets involved in the conflict between two groups of spirit agents. He is shocked to discover the existence of "Qi Ling," a collection of 7 antique weaponries that can transform into beautiful girls to engage in battle. And, a friend of his may not be who she says she is. He finds himself in one danger after another and can't explain any of it to his concerned family or friends.
Runtime: 60 minutes
Weapon & Soul - Soulcalibur II - Netflix
SoulCalibur II (ソウルキャリバーII, Sōrukyaribā Tsū) is a 2002 fighting video game developed by Project Soul and published by Namco and the third installment in the Soulcalibur series of weapon-based fighting games. It is the sequel to Soulcalibur, which was released in July 1998. Originally intended to be released on Sega's NAOMI board, the game was released on the Namco System 246 arcade board before being ported to the PlayStation 2, GameCube, and Xbox in 2003. The game's plot revolves around the legendary weapon Soul Edge having been shattered into pieces, with different characters seeking to collect all the pieces to gain possession of the complete weapon or to destroy it once and for all. Compared to Soulcalibur, Soulcalibur II had improvements in graphics and the game system and introduced several new and guest characters. The game was a major critical and commercial success. Its high-definition port, titled SoulCalibur II HD Online, was released for the PlayStation 3 and Xbox 360 in 2013.
Weapon & Soul - Reception - Netflix
The original version of SoulCalibur II received critical acclaim, earning it the average scores of 91.3% for the PlayStation 2, 92.3% for the GameCube, and 91.6% for the Xbox. In the first ever Spike Video Game Awards in 2003, SoulCalibur II won in the category Most Addictive Game. In 2011, Complex ranked it as the 14th best fighting game of all time. By July 2006, the GameCube version of Soulcalibur II had sold 850,000 copies and earned $32 million in the United States. Next Generation ranked it as the 69th highest-selling game launched for the PlayStation 2, Xbox or GameCube between January 2000 and July 2006 in that country. Combined sales of Soulcalibur games released in the 200s reached 2.6 million units in the United States by July 2006. As of 2007, the GameCube version sold about a million copies in the US, and 100,000 in Japan, making it one of the best-selling third-party GameCube games. The PlayStation 2 version received a “Gold” sales award from the Entertainment and Leisure Software Publishers Association (ELSPA), indicating sales of at least 200,000 copies in the United Kingdom.
Weapon & Soul - References - Netflix