Samurai Shodown Sen Review
No Kendo.
Version tested: Xbox 360
As a company known for its 2D devotion, SNK nonetheless has a long-running and unfortunately mediocre fascination with polygons. Although games like The King of Fighters XII and Metal Slug 7 help support the relevance of sprites in the age of gigahertz processors, 2D-to-3D revamps like Metal Slug 3D and, cough, Maximum Impact have been underwhelming to say the least.
But it's important to remember that even Capcom shovelled out Street Fighter EX and Final Fight Revenge before crafting the masterful Street Fighter IV. And so with Samurai Shodown Sen - a new 3D revamp that's based on one of SNK's most fondly remembered 2D fighting series - it's best to look at the package objectively, rather than recoiling in nostalgic revulsion purely on principle. Because whichever way you look at it, Samurai Shodown VII this certainly isn't.
Booting up the select screen for the first time shows a healthy smattering of classic characters, including wandering swordsman Haohmaru and French fencer Charlotte. But their inclusion is merely homage as, mechanically, Samurai Shodown Sen shares more with Soul Calibur than any of its 2D forbears. Indeed, those expecting flashy projectiles and an abundance of half-circle specials will be in for a shock, as Sen has forgone the traditional fireworks in favour of juggles and three-hit combo strings.
That's not to say special moves have been removed entirely; for example, the sadistic Genjuro still has four motion specials including his classic Hanafuda slashes and Shoryuken-style uppercut. But when you consider the rest of his command list is made up of 34 different Tekken-esque combos - ranging from single strikes to combos that require directional inputs - it quickly becomes apparent that Sen is a 3D fighter in more than just appearance.

Sen has the same basic throw animation for each fighter - a lazy design choice when you consider 1996's Soul Blade had multiple animations per character.
The control set-up also deviates from the classic formula, as although we still get a four-button layout, things have changed to horizontal slash, vertical slash, kick and special. Furthermore, by pressing two or three buttons simultaneously, the player can access strong slash variations, which can do around a third of full damage if timed correctly, as well as mostly useless unblockable attacks, which take forever to charge and are easily punished.
Playing Samurai Shodown Sen also highlighted how accustomed I've become to Street Fighter IV's input leniency, as pulling off a juggle combo on the 360 pad often required strict timing. Fortunately, SNK have had the foresight to map all the important button combinations to the shoulders and triggers, because otherwise an arcade stick would have been more or less mandatory.
Roster-wise, we get 13 classic characters in addition to 11 new creations, with everyone falling into either a Power, Skill, Speed or Tricky play-style. Out of the returning cast, grizzled veteran Jubei is a Skill type, whereas the perpetually ill Ukyo is a Speed type who can punish mistakes quickly. The Iaijitsu master also gets his iconic sword-flurry special complete with "just because I can" apple toss.

Even on the easier settings the AI can be fairly unforgiving.
The new bloods are a more curious mix, as although there are typical additions like Haohmaru's apprentice Takechiyo, who fights with a wooden sword, and the spear-wielding Kim Hae-Ryeong, we also get afro samurai J. and Garros, the world's most generic Viking. No prizes for guessing which combat type our Norwegian friend falls under.
Further branching off into the realms of raised eyebrows is princess Suzu, a petite blonde who makes it into Samurai Shodown Sen as a Power type. Her weapon of choice is a moderately sized claymore, which she can somersault through the air with before comboing into a command throw - all for enough damage to make Siegfried wet himself. And speaking of armour-encased blockheads, Samurai Shodown Sen gets European knight Walter, another Power type who fights with a bastard sword and shield.
Although Sen's character designs and animations are far better than anything the Neo Geo 64 ever coughed up, this 3D transition is still infinitely less impressive than Street Fighter IV. Many of the characters look bulbous and disproportionate, and when you see Galford, an American ninja who's been with Samurai Shodown since the very beginning, you wonder how SNK went from his charismatic select-screen portrait to his completely wooden in-game portrayal.
The general feeling of the game is a mesh between the early Soul games and Bushido Blade; although Sen doesn't have realistic damage, by ending a two-round match with a heavy slash it's possible to dismember your opponent's hand, fatally slice them in half or, if you time a horizontal slash particularly well, even decapitate them. That said, when Haohmaru follows up a fatality with a win quote like "That's... what I'm talking about!", you may wish SNK had added a Seppuku option as well.
But as different a Samurai Shodown as this is, the inclusion of the classic POW gauge at least helps to retain some of the classic appeal. In Sen it gradually fills as you take damage, and then once maxed, pressing all four buttons puts you into a powered up state complete with an angry red aura. Whilst enraged, you can also perform your character's Super move, which in most cases is a preset multi-hit combo, none of which are particularly noteworthy.
The available stages are a generic mix of tavern interiors, desert marketplaces and cherry-blossom-infested gardens, which despite numbering 21 bland locations, include five variation arenas which are set at night. None of them have any bearing on the gameplay either, as each one is nothing more than a differently decorated square accommodating the ability to bash your opponent against the wall and an awkward sidestepping mechanic. The interestingly titled Kokain Gate also turned out to be a mild disappointment.

For some reason you have to go back to the select screen each time you lose in Story mode, and the load times are teeth-grating.
In terms of features, at least, Sen does a slightly better job than The King of Fighters XII by including Versus, Practice and Survival modes, as well as replay save options. Each character also gets a Story mode: the player must battle through a set number of opponents before facing off against sub-boss Draco. This hateful cowboy assassin is spectacularly cheap and comes with a range of shotgun moves that can decimate you in seconds. Nonetheless, finally lopping off his trigger hand is fairly satisfying.
After this cheese-fest, you'd probably expect the game to end with a kind of mobile steam fortress, or going by Samurai Shodown's history, some manner of cataclysmic demon, but here SNK have reigned in the stupid with a hard, but fair, showdown against the sabre-wielding Golba. His moveset is quick and highly damaging, but with carefully timed sidesteps and heavy slashes, a cheap counter-victory is achievable.
After beating Golba 24 times with all the characters, the only thing left to do is check out the online mode. Now I've heard that the Samurai Shodown Sen online experience isn't all that bad, at least in terms of stable netcode, but after many attempts to find a Player or Ranked match spread across three days, I've yet to find a single opponent. It's also telling that on the online leaderboards, from rank 107 to 171, each player has won exactly 100 matches - the number required to earn a certain 60-point Achievement.

Both bosses can be unlocked by playing multiple times through arcade mode. There's also a single-point achievement for entering your initials as SNK.
Although Sen is a solid and playable weapon-based fighter, it's surpassed in every conceivable way by just about every other game on the market - whether by the 2D likes of Street Fighter IV and BlazBlue, or the 3D likes of Soul Calibur IV and Tekken 6. It's shortcomings are twofold, because not only is it noticeably dated both in how it looks and plays, but it also estranges itself from the Samurai Shodown diehards who loved the flow and character of the original 2D games.
SNK have once again failed to make a genuinely good 3D fighter. Although there's a glimmer of hope that it could build upon this rough template for a sequel, that time would arguably be better spent coming up with a new 3D fighter, or sorting out either Mark of the Wolves 2 or The Last Blade 3. Right now, the Samurai Shodown series is like a wandering ronin bereft of its former honour; with its sake-sodden stare and rusty katana, it doesn't stand a chance against the superlative Super Street Fighter IV or BlazBlue: Continuum Shift.
5 / 10
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Comments (30) Latest comment 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Samurai Shodown Nana has a better ring to it.
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Since SF IV I know how annoying that can be. At least the loading times on the 360 (when installed to the HD) are not that bad, although I'm still hoping that in SSF IV there will be an option to just continue with my old character.
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As for the game - perhaps it might have been served better by not being a samurai shodown game at all.
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What the hell are SNK doing these days? KOF XII although a fairly balanced beat 'em up, threw virtually the whole Ash saga out of the window for 'pretty sprites' even reduced the characters move sets to what looks like their 95 incarnations and let's not forget that about 60% of the cast is missing too! Oh and don't get me started on the lack of rivalry pre-battle animation...
Of course they've now announced KOFXIII and it looks like they plan to finish the Ash saga, hopefully with little more than multiplayer end of battle quotes.
and now Samurai Shodown, which admittedly has beoing going down hill anyway, seems to have hit rock bottom, the unforgiving AI doesn't surprise me in the least, that's the usual SNK puinishment for you, but lazy throw animation and another feeble attempt into 3D (KoF Maximum Impact, ugh!) They've also had plenty of time to study and utilise 3D game mechanics like side stepping and arena manipulation yet, they can't even get bthis right.
As much as I would love Garou 2 and Last Blade 2, what hope do we have? What are the chances that they wont completely ruin the last 2 series' they've got going for them?
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metal slug 3d was on the ps2, looked pretty awful. SNKs best attempt at 3dness was defiantly kof:Maxium Impact and that still wasn't that good.
Was it a 3D or a 2.5D game? You know what, I'll look it up myself: EG comments are making me lazy.
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Final Fight Revenge?? Never heard of it. Maybe you meant Final Fight Streetwise?
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KOF 12 (what there is of it) is brilliant in local VS, if they had ditched this to focus on one game then maybe it would have more moves, characters, content and decent netcode.
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[link url=http://www .youtube.com/watch?v=wmUqvCEtdps
]http://www .youtube.com/watch?v=wmUqvCEtdps
[/link]
It ain't pretty (And was never released in the West despite Capcom USA's old studio producing it)
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Damn. Looked like a crappy SFIV clone. Thanks. Looking forward to Final Fight this wednesday and playing as Guy and Cody in SSIV in a couple of weeks.
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It looks more like a bad looking PS2 game.
Tatsunoko vs. Capcom looks great.
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It's a shame.
It's also a shame that I spent £15 on KoFXII and have only played it twice.
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I love this series from back in the early days. Unfortunately, its another bad sign of a japanese development studio that has failed to master 3d game design, from 2d enough to lift the gameplay. There's little I can suggest for SNK to do, to keep this series alive, than get help from Namco, Sega or Capcom, who are seasoned in 3d game design.
On top of this, too much reliance on arcade IP, is SNKs biggest weakness. They should be seeking to move into more 3d designed from scratch games, as they are barely surviving in todays market. Perhaps there's a shortage of not just 3d people, but ideas in japan. I yearn to see what they could really do, if they broke their fighting game straight jacket. 2d and 3d games can co-exist.
With SSFIV due soon, this is the last game on my mind. Guess I'll pick it up as bargain bin fodder, in a year.
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You still paid too much. KoF XII is rancid and only really a "Jesus christ we have to get something out before we go bankrupt" release (Which happened to piss Ignition off so much they cancelled their publishing agreement with SNK. It was also a pretty blatant warm up for KoF XIII which is already coming this year though I would be amazed if SNK would survive this year even.
@ SpaceMonkey77
Galford is American and always has been. Even with the period. He was the token "appeal to the yanks" character ala Guile in SF. The real question that should be asked is where the hell is Poppy the dog?
SNK's issue really is that they are too arrogant. They could be riding the wave of the fighting revival but have made some seriously boneheaded decisions that even have the Japanese fans puzzled. According to insiders on NeoGAF, they ignored Ignitions pleas to licence GGPO instead of their own terrible netcode because "Ignition cant tell them what to do" despite KoF XII getting some amount of hype and Ignition wanted to capitalise on it. The XBLA ports and KoF XII were trash and rightfully panned in the press. They really are just propped up by KoF 2002 UM doing shockingly well in Japanese arcades and a hardcore Japanese fanbase.
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They only published it, it was developed by Arika, and it was actually pretty good. Very underrated, the first one anyway, EX plus Alpha.
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I don't think keeping this series 2D is the answer, as fighting games are already niche enough. SNK need to wake up, as the competition are kicking their arse. Doing well in japanese arcades is one thing, but is that enough to keep them afloat and in business? I guess they are old school japanese business men, who are too stubborn to take advice from lowly foreigners like Ignition. What a shame.
First thing they need to do is obtain or seek help in the 3D talent arena. Better yet, do a competition or something to find new talent and raise this series' head again.
And the big irony here, is that Sega are doing so well, by comparison.
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3D is a lot easier to do as Middleware can take a lot of hassle out of animation and 3D animation quality is catching up to what can be done with 2D and its plain to see why Capcom made the switch. A year turnaround with SSF4 and ten new characters is incredible with the animation standard they have. In comparison, BlazBlue CS only has 3 new characters for the console release this year. 2D is an extreme amount of work along with the expense.
Nothing will ever beat 3rd Strike. Even Capcom has said that its an impossibly high standard to beat (And we will never get a HD Remix as its just too expensive. You would be talking Disney/Ghibli quality of animation) but 2D has had its time and will probably be done as of this gen outside of retro re-releases, indie and small scale XBLA/PSN projects. Type Moon might do a new 2D game but its probably going to be extremely localised to Japanese arcades.
Also, Maximum Impact was pretty good and could have been a well received series if SNK put a bit more effort in. An XBLA/PSN or Game Room release of MI2 could do wonders for the series (Since it was done on Type-X2 it should be an easy enough port as well).
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What annoys me about 3S, is that being a huge fan of the game, I originally bought the EU release for the Dreamcast which didn't have netplay, then bought a jap imported arcade stick and 3rd Strike again for Xbox1. Having remembered at the start of the year that it was possible to play 3S over XBL(360), it's completely annoying to know that this month it effectively kills commercial/licensed support of 3S.
Would I buy a vanilla (non-HD) version of 3S on XBArcade again, making it the 3rd* copy I own? Not sure. I don't want to keep buying the same game again and again for each platform ala SF2.
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SF 3rd Strike is still one of the best 2D beat-em ups, the animation/graphics and game mechanics with depth still look & play good today ( I still have it on my Dreamcast). This is where SNK always fail!!!.. though there KOF/Samurai Showdown are better (personally I prefer KoF rather then SF) with more depth, better atmosphere (sometimes naff though!), charm, story - they never seem to push it on the graphical or animation front unlike Capcom did with SF III, SF vs X-Men, Cybernaughts, Marvel Vs Capcom, Darkstalkers etc etc.
Never really liked this 2.5D with the zooming around camera and over cartoony look of there new SF IV...but looking at Blueblaze and KOF XII (is not a bad game - just seems to less of features and backgrounds and missing bosses. Though this is still more then games of the fighting genre in the 90's), 2D still feels and looks & plays better then 3D beat em ups. Also remains a charm that seems to go missing in 3D beat em ups!
2D games work with beat-em ups, shoot-em ups and also platform games (I still prefer 2D mario games rather then the 3D Marios games); so I hope will still be seeing more 2D games esp in HD. And SNK please release HD Samurai Showdown I & II, Metal Slug Mark Of The Wolves on XBLive/PSN...If Capcom can do it with Marvel Vs Capcom 2 & SF II (though improved animations would have been nice) - so can you.
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KoF XIII seems a bit more fleshed out but loke tests say its more of the same and still has some of the faults of KoF XII so its not looking good either
The thing is, 2D animation was what was keeping the fighting game genre down due to the sheer expense of it (And its also to blame for years upon years of re-used sprites. Just how long did they use that bloody Morrigan sprite). Capcom are fully switching to 3D as they can have a quicker turnaround time on new games and considering Tatsucap and SF4 have been some of their best work in years, its no bloody surprise. SF4 is as animated and comic book-esque as SF2 was as so I dont see why 3D fighters lack the charm. If anything, the crazy reaction shots embellished the comic book/manga style SF2 had.
P.S. You complain about 2.5d Whizzing and zooming all around the place but you have no problem with Samurai Showdown doing the same thing over 15 years ago when it used dynamic scaling to increase the dramatic nature of its fights. Priorities people.
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SF III, Street Fighter Vs X-Men, Mark Of The Wolves, KoF, Darkstalkers etc etc still play and feel great - though may have aged in graphics, but, are still played by many gamers around the world esp in the East/Japan. The reason many 2D fighters have lasted and still live (esp in the East) way past many 3D fighters such has Tekken, VF (both have lost there appeal) and even Soul Caliber (had very poor sales), is a fact 2D still feels and plays and has the charm that 3D just does not have.
Blueblaze is much better game then SF IV (which does not even compare to SF III; considered the best in SF series by many - the reason competitions are still held around the world)...2D HD can look a marvel if companies stop jumping on the bandwagon and go 3D simply because it's easier to make and think that all fighters will only sell if in 3D(Tekken 6, Soul Caliber 3, VF 5 all have less sales the expected and did fairl bad though these are the biggest names in 3D fighting). The reason many 2D fighters have lasted and still live (esp in the East) way past many 3D fighters such has Tekken, VF (both have lost there appeal) and even Soul Caliber (had very poor sales). 3D just does not have charm and appeal that lasts as 2D fighters do.
I have a Sega Saturn, Dreamcast and with friends still get more enjoyment of 2D beat em ups, rather then 3D inc SF IV (PS3 version). Though KoF XII was a let down it still felt solid playing with friends and looked fine!...KOF XIII hopefully add the extra stuff that went missing in KoF XII with improved game modes.
Go and play SF III, X-Men Vs Streetfighter, Mark Of The Wolves etc then play SF IV and you see why many are calling for this to come to HD in 2D!
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Errr...No. VF5 is still the most popular fighter in Japan and Tekken 6 dominated the Arcadia rankings for a time. T6 and Soul Calibur 4 also did great numbers in mainland Europe and both have sold 2million plus copies globally.
which does not even compare to SF III; considered the best in SF series by many - the reason competitions are still held around the world
Evo officially dropped it and most American and European tournaments only run casuals now since SF4, T6 and Tatsucap dominate interest. SBO will be phasing it out once SSF4 arrives in arcades and already have it down to a team game. Capcom have no interest in doing a re-mix and aren't ecstatic about throwing it out online since it will have the same issue of MvC2 in that the game would be dominated by just four characters (Ken, Chunners, Yun and Makoto).
I own all the games you have mentioned and while they are still fun, they are broken down, old and just cant survive against the current crop which are much more balanced and fun for all. If you want to stay in the past, by all means you are welcome to though.
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Most games start to look dated, though some still hold a charm to them - which not many (if any) 3D fighting game holds. 2D can be more beautiful then 3D as seen in previously Guilty Gear and now Blueblaze. I went to Japan just 2months ago, the arcades are still full of 2D beat-em ups (some dam strange ones too!), and are usually more busy then there 3D cousins (popular but smaller crowds). The now situation is that the West was not a huge market for gaming around the 2D era, it only really got going when 3D came along - this as you have noticed is now the market Japanese aim there games toward for first...the reason many are becoming 3D, must have violence and shooting, and has to appeal to all and everyone and the way to do it is cheaper by going 3D rather then 2D for certain games.
I just hope games like previous Capcom and Snk beat-em ups can be done glorious HD with improved animation - just imagine Street Fighter Vs X-Men, Mark OF The Wolves, Street Fighter III, Samurai Showdown, The Last Blade, Capcom Vs Snk etc etc...getting the HD 2D makeover!
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Of course, if you want to bleat on about 2D, thats your prerogative. But its expensive, 3D models can do what 2D sprites once did with quicker turnaround and we will never ever see anything on the animation quality of third strike ever again because of the sheer work and expense involved. If Capcom hadn't of ditched it, we wouldn't be seeing the genre resurrection we are going through right now and fighters would still be a shrinking niche.
Also Rival Schools is still charming in its polygonal way over 12 years on. Capcoms animators did an amazing job on that one.