Samurai Shodown 2019 — Issue 39

Show­ing up to show out

Vet­er­an fight­ing series Samu­rai Shodown returns with few flaws

SNK has done it again. Gor­geous graph­ics, fun play mechan­ics and a sol­id fight­ing game engine make up the core of one of its flag­ship fight­ing fran­chis­es fea­tur­ing samu­rai. If you’re in the mode for beau­ti­ful fight­ing in the Japan­ese feu­dal era, you’ve come to the right place in the 2019 revival of Samu­rai Shodown.

Get­ting back to the root of what makes Samu­rai Shodown fun and unique, the 2019 reboot is basic in every way. The bare­bones options mean there isn’t much to do, but if you’re look­ing to just pick a fight­er and jump in, it’s clear­ly there for that. You choose from 18 base ros­ter fight­ers and duke it out in feu­dal Japan with var­i­ous moti­va­tions. All are inves­ti­gat­ing a com­ing cat­a­stro­phe, but their inten­tion in the face of a sin­is­ter envi­ron­ment is unique. Time­line-wise, the game is set between the pre­quel Samu­rai Shodown V and the orig­i­nal Samu­rai Shodown. So, you’re get­ting a taste of the sto­ry before the main series even kicks off.

The char­ac­ters, as well as the back­grounds, are stun­ning. SNK has always been known for its impres­sive atten­tion to detail when it comes to graph­ics with Samu­rai Shodown, and this entry is no dif­fer­ent. The col­ors pop with an empha­sis on non-real­is­tic graph­ics that resem­ble what we know in the West as ukiyo‑e and wood­block paint­ings; every­thing is utter­ly gor­geous, begin­ning with the menu and options screens.

As a title set in feu­dal Japan, the music must reflect the envi­ron­ment — and it’s well done as well. The use of tra­di­tion­al Japan­ese instru­ments has always been present in Samu­rai Shodown and it’s used lib­er­al­ly and to great effect. Also, the voice work is excel­lent. We appre­ci­ate the Japan­ese lan­guage, and it sounds beau­ti­ful and clear here.

We do have an obvi­ous issue with the reboot, despite its beau­ty. There is a notice­able lack of things to do once you stop mar­veling at the graph­ics. Where are the modes beyond the stan­dard offer­ings? So much more could have been added, espe­cial­ly with the series’ his­to­ry at hand. It’s a pret­ty pack­age but it’s miss­ing a lot.

Samu­rai Shodown has been around for a long time, and this revival is just that: A return to the roots of a fan­tas­tic fight­ing game series. This entry is stun­ning and grace­ful yet just enough to whet the appetite of a fight­ing game new­com­er or a sea­soned vet­er­an. With this suc­cess, SNK now knows what it needs to do to show up and show out with the renewed inter­est in the show­stop­per that is Samu­rai Shodown.

Ghost of Tsushima — Issue 39

A ghost­ly com­pelling tale

Beau­ti­ful. Stun­ning. Breath­tak­ing. The Japan­ese coun­try­side of Tsushi­ma can only be described this way, and this is being mod­est. Immer­sion in the strug­gle and bur­den of a samu­rai lord in 13th cen­tu­ry Japan against invad­ing Mon­gols is stu­pe­fy­ing once you real­ize that it’s intri­cate­ly craft­ed in a video game. You are the ghost, the Ghost of Tsushima.

Wan­der­ing around the real island of Tsushi­ma, Japan, in 1274 is a fairy­tale. Every loca­tion and near­ly every blade of grass or tree tells a sto­ry. That sto­ry is of samu­rai lord Jin Sakai, a man des­per­ate to save his home from an invad­ing Mon­go­lian force led by the grand­son of Genghis Khan. Jin gath­ers a coun­ter­force, only to be defeat­ed and near­ly killed. In the process of heal­ing, Jin finds allies to ral­ly to the cause and peti­tions for help from the shogu­nate to defeat the Mon­gols. You become Jin in your quest to save his home and gath­er weapons and sup­plies, learn skills, acquire alliances, and fight to repeal the invaders. There is much to learn and see in the open world pre­sent­ed to you even if you aren’t a his­to­ry buff or care about the pol­i­tics, econ­o­my, or goings on of feu­dal Japan. There are no time lim­its for tack­ling mis­sions, and you are encour­aged to free roam and explore the land.

Much like any oth­er open world game I’ve ever played, what I like to call the “Metroid instinct” kicks in and I find myself search­ing every nook and cran­ny to find hid­den sup­plies and oth­er good­ies. Dur­ing my explo­ration, of course, I come across peo­ple who don’t like Jin. I note the pres­ence of bon­fires, which gen­er­al­ly indi­cates who I like to refer to as “dudes.” Dudes are the type that are gen­er­al­ly hos­tile to me and my inter­ests. Those inter­ests involve inves­ti­ga­tion and sav­ing peo­ple in the gen­er­al pop­u­lace who require the ser­vices of a skilled samu­rai and con­tract killer. This is usu­al­ly how the fight starts: Dudes notice me in my fin­ery and my mag­i­cal horse frol­ick­ing in the coun­try­side and now they want to get reck­less about things.

In an absolute­ly fun mechan­ic, I tend to get into stand­offs with ban­dits. Now, my fight­ing skills here with a katana and tan­tō are not the best, but I have been known to make dudes meet their mak­er quick­ly. Sim­i­lar­ly, I’m not great with archery, but I make the best of a bad sit­u­a­tion and stealth kill my way through the coun­try­side clean­ly and quick­ly. My grasp of the con­trols is ten­u­ous at best, but that’s on me and my lack of skill and “old­er folks’ reflex­es™”. Ghost’s con­trol mechan­ics are sound and easy to pick up with a lit­tle practice.

As I explore after my fights, loot­ing what I need, I take in the scenery. Ghost of Tsushi­ma is quite pos­si­bly the most beau­ti­ful video game I have ever seen. I’ve been play­ing games a long time, and I can’t say until now that I’ve ever been just wowed by a game where I specif­i­cal­ly take in-game pho­tog­ra­phy to use as a back­ground. This is what you buy the lat­est con­sole for and the best TV for: mar­veling at the graph­ics. I’m not even on the lat­est PlaySta­tion mod­el (I’m play­ing with a PS4 Pro), and Ghost makes almost every­thing else look like stick fig­ures from the Atari 2600 era.

With a mas­ter­ful audio expe­ri­ence, Ghost has the sound and feel of a Kuro­sawa mas­ter­piece. You want to feel like the epic Sev­en Samu­rai? Turn on the Japan­ese dia­logue and Eng­lish sub­ti­tles. It’s that type of expe­ri­ence. The nat­ur­al ambiance is also nice. It’s com­fort­ing to know that pay­ing atten­tion to sounds in the envi­ron­ment can save Jin’s life when I’m explor­ing. I’ve lost count of the num­ber of times lis­ten­ing for audio cues linked to bears or dudes has helped me avoid an ambush.

While it’s a great expe­ri­ence, Ghost is not with­out its prob­lems. The cam­era work doesn’t always help when it’s time to fight. Often, I’m fight­ing the cam­era to see my ene­mies and avoid tak­ing mas­sive dam­age. The cam­era could use some refine­ment in lat­er updates. And my oth­er issue is the Leg­ends mode, added after the game’s ini­tial release. I was all geared up to play with my part­ner and then real­ized that this long-await­ed co-op mode does not sup­port local play. We were hot­ly antic­i­pat­ing being able to roam around Tsushi­ma togeth­er as we’re gamers, engrossed in the tale of Jin who absolute­ly love samu­rai. But we were high­ly dis­ap­point­ed to learn that the only co-op sup­port­ed is online. Though the mode is free, it was a mas­sive let­down to real­ize that we weren’t going to be play­ing this epic together.

Despite some minor tech­ni­cal issues, Ghost of Tsushi­ma hits the mark in a lot of areas. A com­pe­tent nar­ra­tive, open world explo­ration, stun­ning visu­als and an easy-to-grasp sys­tem are just some of the good­ies await­ing engross­ment in Jin’s tale of revenge and rev­o­lu­tion in 1274 feu­dal Japan. Ghost of Tsushi­ma scares up a great adven­ture wor­thy of all the praise one can muster.

Dynasty Warriors: Gundam 2 — Issue 39

Gun­dam sec­ond game not yet there

Pre­vi­ous­ly, I reviewed Dynasty War­riors: Gun­dam 3, which set the stage for me to try the oth­ers in the series. Lit­tle did I know, I would be learn­ing a valu­able les­son: Not every pop­u­lar fran­chise will always have best-sell­ers. An excel­lent exam­ple would be Dynasty War­riors: Gun­dam 2.

Gun­dam 2 fol­lows the same ros­ter of char­ac­ters in var­i­ous entries in the Gun­dam uni­verse, includ­ing some char­ac­ters and mobile suits that were only fea­tured in Gun­dam movies. To com­pen­sate for a lack of a sto­ry­line, DWG2 has two modes: Sto­ry, where you can play as one of a select group of char­ac­ters from their respec­tive Gun­dam series; and, Mis­sion, where you choose a char­ac­ter with var­i­ous mis­sions set in the uni­ver­sal cen­tu­ry time­line and you can inter­act with var­i­ous char­ac­ters from oth­er series. As you move along, you gain expe­ri­ence points to increase your lev­el and col­lect var­i­ous mobile suit parts. There is also a chance to earn new skills just like DWG3 as you advance to high­er levels.

Gun­dam 2 also spe­cial mis­sions where you can fight against oth­er oppo­nents to earn licens­es to pilot dif­fer­ent suits, earn the trust of oth­er char­ac­ters to fight beside you and acquire high­er-lev­el parts for mobile suits. The mobile suit lab and ter­mi­nal fea­tures help you to keep up with chang­ing events and cur­rent devel­op­ments with dif­fer­ent mobile suits.

What I like about Gun­dam 2 is that every char­ac­ter is legit in the Gun­dam uni­verse, which made me won­der if I saw the actu­al Gun­dam series with that char­ac­ter. Also, the open­ing cin­e­ma was high qual­i­ty, show­ing off the minor suits such as GMs and Zakus, who were observ­ing the OG RX-78, Strike Free­dom and Nu Gun­dam suits doing bat­tle while the Saz­abi and Psy­cho Gun­dam lurked in the shad­ows. Addi­tion­al­ly, I also appre­ci­at­ed Nam­co Bandai, Sun­rise and Koei retain­ing the orig­i­nal Eng­lish voice actors to reprise their respec­tive char­ac­ters; this gives DWG2 the need­ed cred­i­bil­i­ty as an offi­cial Gun­dam video game.

How­ev­er, despite the good, the bad parts stick out like sore thumbs. When I try to fight in oth­er bat­tle­fields, I’m restrict­ed in mov­ing, which weak­ens my attacks, and leaves me vul­ner­a­ble. Also, the in-game cam­era was VERY unhelp­ful, espe­cial­ly in boss fights with giant ene­mies where I was pilot­ing my mobile suit on low ener­gy while run­ning and avoid­ing attacks by giant ene­mies like Psy­cho Gun­dam, Big Zam, and Queen Mansa. I also found cer­tain parts of the game have unre­al­is­tic time lim­its to fight ene­mies to achieve cer­tain objec­tives. Final­ly, I found the biggest insult to me as a Gun­dam fan was the graph­ics; these feel like cheap knock-off paint jobs of Gun­dam and low­er-rank mobile suits alike. To be fair, the asso­ci­at­ed pilots look like their ani­me coun­ter­parts, but the suits were not giv­en the same treat­ment. Unfor­tu­nate­ly, I would also be remiss if I did not include the LONG wait to obtain skills, unlike in DWG3. I could unlock and pur­chase new skills in addi­tion to lev­el­ing up char­ac­ters more effi­cient­ly via train­ing ses­sions in the lat­ter game’s shop.

There are hits and miss­es that the qual­i­ty assur­ance teams should have noticed, but there are bright spots such as music and voice act­ing being excel­lent. I would still play Gun­dam 2 when I have free time, but Bandai Nam­co did such a rush job on it that I feel jus­ti­fied almost not rec­om­mend­ing it. I’m just glad that DWG3 is a far supe­ri­or prod­uct and sticks to the essen­tials that make Gun­dam, well, Gun­dam. Dynasty War­riors: Gun­dam 2 is on the way but not quite there.

Nobunaga’s Ambition — Issue 39

Ambi­tious guide to greatness

I’m appar­ent­ly no bat­tle­field gen­er­al. I learned this fas­ci­nat­ing tid­bit about myself with­in a rather rough short sea­son of my gam­ing life through dis­as­trous deci­sions and lack of prepa­ra­tion. My troops weren’t ready, I didn’t have enough hors­es and my crops failed to sus­tain my gar­ri­son. Even my samu­rai and nin­ja were tak­en out quick­ly. I was out­manned, out­matched and dec­i­mat­ed before I knew what hit me. Suf­fice to say, if I had been Oda Nobuna­ga, feu­dal Japan would have been in sham­bles like my men­tions on Twit­ter these days. That is the way in Nobunaga’s Ambition.

Ambi­tion is not for the faint of heart. It requires seri­ous plan­ning, thought­ful tac­ti­cal strikes, and good resource man­age­ment. At its core, Nobunaga’s Ambi­tion is a war sim­u­la­tion that takes you through feu­dal Japan’s rev­o­lu­tion­ary peri­od, where uni­fi­ca­tion was the goal and Nobuna­ga was the man to do it — pos­si­bly. While you can choose to be Nobuna­ga, you can be any oth­er num­ber of gen­er­als from dif­fer­ent regions of Japan at the time. You’re tasked with rais­ing an army, gath­er­ing and main­tain­ing sup­plies, and defend­ing your region while con­quer­ing oth­ers in a bid to uni­fy all of Japan under your shogunate.

You roam around the Japan­ese coun­try­side with your troops and chal­lenge the oth­er gen­er­als in a turn-based bat­tle some­times to the death. If suc­cess­ful, your name will be men­tioned in his­to­ry as a great gen­er­al and the uni­fi­er, much as his­to­ry played out with Nobunaga’s vic­to­ry over Shogun Ashik­a­ga Yoshi­a­ki in 1582 and his suc­ces­sors’ bat­tles after his death.

The premise is unique, though to ful­ly appre­ci­ate what it is you’re doing and why, you prob­a­bly will have to be a his­to­ry geek or inter­est­ed in Asian his­to­ry. It’s niche but fun with a lot of his­tor­i­cal edu­ca­tion thrown in.

Its niche con­text aside, the game is fun to play once you ful­ly get into the sim­u­la­tion. It’s a very 1993 pre­sen­ta­tion. The graph­ics are small for the maps, but they’re rem­i­nis­cent of the graph­ics of the time for the SNES and Win­dows games. The stand­out among the graph­ics, though, are the gen­er­al por­traits. They’re col­or­ful — as are the oth­er graph­ic ele­ments — but are also beau­ti­ful­ly detailed. For a SNES game, the graph­ics are top notch and still can com­pete with the big titles of the era.

The music can be a lit­tle grat­ing but it’s not over­ly ter­ri­ble. There are a few dif­fer­ent songs for the menus and bat­tle, and while slight­ly tin­ny, they are OK in a short-term play setting.

If you’re into strat­e­gy sim­u­la­tions and Japan­ese his­to­ry, let curios­i­ty strike and set­tle in for a rous­ing bat­tle. Nobunaga’s Ambi­tion is enough to get you start­ed in the genre and is des­tined to lead to greater things.

Yakuza: Dead Souls — Issue 39

Yakuza and zom­bies mix well

In my vast inven­to­ry of inter­ests, mafia movies are one that would make me curl up on a week­end after­noon with pop­corn, drinks and oth­er treats in hand. While I know that some famous mafia movies and tele­vi­sion series are being devel­oped into video games, Sega’s Yakuza series is already a per­fect com­bi­na­tion of action, adven­ture, and the mafia. I was thrilled to com­bine my love for the series with zom­bie ele­ments in Yakuza: Dead Souls.

Set a year after the events in Yakuza 4, an unknown dis­ease out­break in the dis­trict of Kamurochō has affect­ed its res­i­dents, turn­ing them into zom­bies through bites. As a result, the Japan­ese Ground Self-Defense Force has been called in to assist with the slow and expand­ing quar­an­tine. Dur­ing this chaot­ic time, cer­tain ene­mies of the Tojo clan have arisen to take advan­tage of Kamurochō’s suf­fer­ing. The fate of Kamurochō and Japan rests in the hands of four men: Shun Akiya­ma, a loan shark try­ing to save his sick recep­tion­ist; Goro Maji­ma, a feared yakuza and con­struc­tion com­pa­ny own­er who is fight­ing his own infec­tion; Ryu­ji Goda, a dis­graced yakuza and takoy­a­ki chef whose clan has a tie to the out­break; and, series pro­tag­o­nist Kiryu Kazu­ma, who runs a children’s orphan­age and returns to Kamurochō when his adop­tive daugh­ter is kidnapped.

Dead Souls is an open-world game that com­bines action, adven­ture, and sur­vival hor­ror ele­ments. The plot is one akin to samu­rai movies where there are four chap­ters with four parts for each char­ac­ter with the final chap­ter reserved for Kiryu. Con­trols for move­ment and the game cam­era are sim­ple with the ana­log sticks. You will also be giv­en “mem­os,” a list with spe­cial sec­tions to teach you basics such as using weapons, eva­sion, and close quar­ter com­bat, which help when fac­ing off against the legion of zom­bies. I appre­ci­at­ed the abil­i­ty to lev­el up each character’s attrib­ut­es through use of soul points that upgrades abil­i­ties to car­ry more items, improve knowl­edge of zom­bies, weapons mod­i­fi­ca­tions and pro­tec­tive gear, and mas­ter advanced close quar­ter com­bat techniques.

As the game pro­gress­es, your cur­rent char­ac­ter will be assist­ed by three NPCs: Reiko Hasekawa, a researcher who offers infor­ma­tion and rewards for com­plet­ed tasks; Gary “Buster” Holmes, a firearms expert who helps the pro­tag­o­nists and their tem­po­rary com­pan­ions with gun train­ing; and, Ren­ji Kamiya­ma, weapons sell­er and mod­i­fi­er of weapons and pro­tec­tive gear who can also be used as a pawn­bro­ker to buy rare items.

I also appre­ci­ate the clas­si­fi­ca­tion of var­i­ous zom­bie ene­mies; that orga­ni­za­tion method can help you plan the appro­pri­ate strat­e­gy or sim­ply avoid con­tact with them. While you’re run­ning around Kamurochō, pay atten­tion to the music. It’s one of Sega’s best sound­tracks in the mod­ern era and puts the Yakuza series among Sega’s go-to ros­ter of great soundtracks.

The graph­ics are OK for the time when it released. It’s good for an open world game, though there’s room for improve­ment. Though, com­pared to oth­er games at the time, Yakuza: Dead Souls doesn’t nec­es­sar­i­ly out­shine the com­pe­ti­tion; it just mere­ly com­petes. The only real prob­lem I have with Dead Souls is the inclu­sion of sce­nar­ios where you must chase down peo­ple while fend­ing off zom­bies. I know a yakuza got to make his mon­ey, but Sega was putting these char­ac­ters in dan­ger­ous con­di­tions with­out any pro­tec­tive gear, which is slight­ly unrealistic.

Dead Souls is great to play on a day off or slow week­end, though I would offer two pieces of advice: Do not play late at night, and do not play while COVID-19 is still around. It’s a nice attempt to mix mul­ti­ple gen­res. I can say this with no doubt: Sega’s got a smash hit ready to secure all bags and show its com­pe­ti­tion why it does not pay to under­es­ti­mate the Yakuza.

Fun Facts:

* Yakuza is the term giv­en to transna­tion­al crime orga­ni­za­tions based in Japan. They are also known as” boryoku­dan,” which the Japan­ese police advise for pub­lic media to use when cov­er­ing yakuza-relat­ed sto­ries. The yakuza also call them­selves “ninkyo dan­tai,” or chival­rous groups.

* Accord­ing to Japan’s Nation­al Police Agency as of 2020, there are at least 25,900 active yakuza mem­bers, despite rigid leg­is­la­tion aimed to com­bat yakuza involve­ment with the Japan­ese pub­lic. These mem­bers are account­ed among the three major yakuza fam­i­lies: Yam­aguchi-gumi, Somiyoshi-kai and Inagawa-kai.

* Yakuza groups have been known to oper­ate in major U.S. cities and use Hawaii as a hub to con­duct var­i­ous legal and ille­gal enterprises.