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Samurai Shodown
-SNK/dbi
(2004)
-played on
a Sanyo 8200
Summary:
Tiny,
unresponsive fighting dishonors samurai everywhere.
My Thoughts:
Samurai Shodown
was a popular fighting series at one time, with its exciting, fast paced
action, slick animation, and defined 2D swordplay. You will find nothing of what
made Samurai Shodown great back then in this version. The controls are
highly unresponsive as the samurai may or may not do a move when a button is
pressed. Special moves are available, but pulling them off is too difficult.
Even moving is a chore. It consists of constantly having to tap forward or back
keys while the characters take miniscule steps to your desired location. All the
moves are explained and demonstrated in the Temple, the instructional portion of
the game. Since the game is unbearable and nearly unplayable, watching the
Temple is better than playing the game itself. The two fighting modes are Story
and Survival, which are pretty self-explanatory.
There are
only four characters: Haohmaru, Nakoruru, Gen-An, and Charlotte. In Story mode
you can’t even choose the fighters, you have to first fight as Haohmaru then
another fighter and so on until you complete each fighter’s tale. Each character
fights the other fighters and then his evil player 2 version. But, it’s not over
yet. In order to artificially lengthen the game, the fighters must duel the
“player 2” colored versions of each fighter.
When the fighters
in the regular game were moving away from one another, the game zoomed out so
they could go where they wanted in the arena. On the mobile version, the camera
is always zoomed out, so the samurai are very small on the already small phone
screen. For what its worth, the graphics actually look pretty good which is not
enough to save this butchered version of a fantastic game. They may be tiny
samurai, but at least the once honorable fighters still resemble their better
arcade and console counterparts. By the mountain Gods, this game sucks.
Score:
2.0
-Shawn
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