Why Did Each Version of SoulCalibur II Have a Different Guest Character?
When SoulCalibur II came home in 2003, the PlayStation 2, GameCube, and Xbox versions were the same game with one deliberate difference: each carried a guest fighter the others did not have. Link fought on GameCube, Spawn on Xbox, and Heihachi Mishima on PlayStation 2. The split was not a design decision made in a vacuum. Each guest arrived through a different door, and two of the three doors are documented in unusual detail.
THE VERDICT
VERDICT + REASON WHY + WHAT THEY DID GETSPAWN, IN MCFARLANE'S OWN WORDS
The on record accountMcFarlane explained the deal to Animation Magazine in 2003: "We had just done the deal for the Spawn game and were throwing ideas back and forth about how we can get some momentum going... Then I said, 'I make toys. Why don't I make the SoulCalibur II toys?' Then somebody on their end came back saying, 'we've got these sort of hidden characters. Why don't we make Spawn one of them?' Then they suggested we make him a bigger character in the Xbox version... Then they got me to design a character that was specific to the game, this Necrid character."
That is the whole mechanism in one quote: a toy license and a game deal, traded back and forth until a comic book character held a slot in a weapons fighter and a toy designer had created one of its original fighters.
THE GUEST WHO NEVER ARRIVED
Cloud Strife was the first planThe PlayStation 2 slot was originally intended for Cloud Strife of Final Fantasy VII. The licensing deal fell through at the last moment, and Namco filled the slot from its own catalogue with Heihachi, who cost nothing to license and whose series shared staff and players with SoulCalibur.
The substitution had one long tail. When SoulCalibur II HD Online arrived in 2013, it could reunite Heihachi and Spawn on both of its platforms, because neither was owned by a console maker. Link, Nintendo's property, has never appeared in the game again.
THE GAME ON THE SHELF
SoulCalibur II