Reviews

Slice and dice, you’ll love it twice! — Samurai Shodown review

While I do love myself a good fighting game, I always shied away from the SNK titles as a kid. I was mostly intimidated by the high learning curve that games like King of Fighters displayed, and as such, I gave my quarters to things like Metal Slug instead. Flash forward to today, with SNK working with Athlon Games to release a reimagining of their popular title Samurai Shodown, which brings its eclectic cast of characters and unique gameplay system to current gen consoles. While it will appeal to core fans of the series, this game is still a great time for casual fighting game fans and veterans alike.

Touted as a part remake/part reboot of the 1993 title, Samurai Shodown is a 1v1 fighting game that pits two characters against each other in a fight to the death. Using one of 16 initial characters, you’ll have to slice your way to victory. While it does have light/medium/heavy attacks as well as a kick button, the gameplay system also includes a variety of techniques you can utilize to get the upper hand.

The game is mostly a weapons-based fighter, but you can also fight unarmed (either intentionally or by an opponent’s move). In addition, you have moves that can break guard, or surprise attacks that can confuse opponents. Also present is a rage bar, which will increase or decrease based on how much damage you’re dishing out or receiving; this can be nullified completely with an ill-timed attack. Once per battle, you can activate a rage burst where you have enhanced attacks and can do a special rushdown move; however, doing this will make your rage gauge unavailable for the rest of the match.

I was legitimately surprised at how the game compared to other weapon-based fighters, mainly SoulCalibur VI. The game is relatively slow in terms of how you’ll execute actions, but it makes for wonderful strategic-based gameplay. Button mashing is usually discouraged in fighting games, but I felt doing this here would kill me spectacularly (and what do you know, it did)! This forced me to learn the system a little more deeply, and it becomes a great experience once you learn about spacing and timing. The damage outputs feel like something in Bushido Blade, where one wrong move can prove to be fatal. This risk/reward system is refreshing and I couldn’t wait to play more of the game, even though I did spend my first hour getting pummeled by computer opponents.

Samurai Shodown also looks gorgeous. Featuring an aesthetic not unlike Street Fighter V, the game does have a manga-inspired art style that flows pretty well in HD, and the game does run flawlessly in offline modes. Since the series is known for its bloody finishes, there are copious amounts of blood for the M-rated title, even if Mortal Kombat 11 contains more gore. You can splatter blood with heavy attacks, and doing certain techniques in your final round will cause your opponent to get dismembered (though they quickly fade away in the background). Blood spatters remain on your characters, and you can see how serious fights are in this universe. I really appreciated the attention to detail here, even if this is a little gorier than usual. (You have the option to turn off gore and dismemberment in the options, which is preferable if you’re squeamish at the sight of blood.)

Considering the cast has been pared down to fewer than 20 characters (though there is more to come through the DLC season pass), I was amazed to see how different each character was with movesets and personality. The main protagonist Haohmaru is the go-to character many will try out since he has balanced attack and range, but I ended up gravitating to Shiki (a faster character who’s a little frailer than others) and Charlotte (who has more straightforward attacks as she wields an épée). For those on the offensive side of things, Earthquake and newcomer Darli Dagger are slower but pack a punch (in the case of the latter, she was rather annoying to deal with due to her longer-than average range). Even animal wielders like Nakoruru and Galford are different in their approaches (the former has an eagle that specializes in aerial assaults while the latter has a wolf that specializes in ground attacks). Each fighter has a diversely different moveset and approach that is sure to appeal to anyone willing to try out the game.

I’ve unfortunately been spoiled with other fighting games in terms of mode selection, so this is where Samurai Shodown starts to be a bit lacking. Story mode is simply a series of battles with computer-controlled players, which is fine and dandy, but with the wealth of story content SoulCalibur VI provided, I can’t help but think the standard needs to be raised on this aspect. It’s sufficient enough for a game of this caliber, but I wouldn’t mind a bit more. The final boss is also rather unfair, requiring a lot of practice to take down (and even then, it isn’t enough). I can’t spoil anything too much regarding the boss, but let’s just say you’re in for a world of hurt if you can’t master just guards correctly.

You also have the Dojo, which is the game’s ghost battle mode; it’s an asynchronous mode where you can fight ghosts of other players and see if you can match their skill level. While I do appreciate this inclusion, I did prefer to just do the other offline modes instead of this one. You have the usual time trial and survival modes, but also a gauntlet mode where you have to defeat the cast in a nonstop series of fights. They’re run-of-the mill single-player modes, which isn’t too bad, considering multiplayer is where fighting games are at.

I’m happy to say that the multiplayer experience is pretty amazing, with online multiplayer being pretty smooth from my personal experience. Games didn’t drop, and the matchmaking was pretty speedy. There were the usual lag inputs that’s standard when playing online, but overall I did have a great time with multiplayer mode.

85

Great

Samurai Shodown

Review Guidelines

Featuring an eclectic cast of characters and some over-the-top gore, Samurai Shodown is a wonderful reimagining of the classic fighting series. The strategic gameplay and wonderful balance of risk and reward make this game a fine addition to the current generation of fighting games.

Elisha Deogracias is an aspiring accountant by day, freelance writer by night. Before writing for Gaming Trend, he had a small gig on the now defunct Examiner. When not being a third wheel with his best friends on dates or yearning for some closure on Pushing Daisies, he's busy catching up on shonen manga and wacky rhythm games. Mains R.O.B. in Smash. Still doesn't know if he's a kid or a squid.

Trending Replies

  1. Only 16 fighters in the base game? No thanks. I’ll wait for a heavy price discount.

  2. Thank you for reading, it means a lot to me!

    As for the roster, I know that 16 characters doesn’t seem like a lot (especially since it’s full-priced), but I really believe that each character is unique and the devs put a lot of time and effort in creating their personalities. This reminds me of Blazblue Calamity Trigger which only had 12 characters at the beginning, but each character controlled pretty differently so it was an interesting and investing fighting game.

    Now, considering this is a remake/reboot ala SoulCalibur VI, I know that quite a few people are missing from the game, so that is a point of contention for longtime fans. However, I think the current amount is worth the price of admission, and they’re offering a free 4-character season pass if you buy the game this week.

  3. Talk about terrible marketing. I had no idea that the initial season pass was free if you buy it before June 30. Conveniently enough, Amazon has it for $50 now-- on release day. I’ll get it now I guess.

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