
An action/adventure game taking ques from both film-noir and samurai-drama's of old, "samurai_jazz" takes players on an adventure through an enigmatic city, engaging in sword-fights, encounters with mythological beings, and quirky dialog with the local inhabitants presented with a pseudo 8-bit style.
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About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
[h1] Similar to 8-bit games this one uses 2 buttons only. One is for attack and second for locking direction so strafing to the sides is more easy thus avoiding danger. Generally speaking game is a bit unclear with its goals so you end up walking back and forth through same screens and fighting same enemies. Visuals are ok and make up for good looking NES game. It's just it doesn't offer much in terms of gameplay and overall enjoyment so most of the time you play it just to check it out and not actually to complete it. Play it or not play it - that's the main question here. [/h1]
I've played Hard Mode through Act 1 (Out of 5) so far. There are some some typos in game and the language (in the menu) that's basically all your first impression is pretty bad. I assume that the harder you go, the more enemies you have and the less hp. So far It's challenging and dieing to 1-hit from the majority of enemies is quite self-explanatory. The game has in my opinion no story at all, atleast it does not make sense why you have to go to several places. You get sent from A to B to C in order to pass through to the next Area at A. Gameplay wise I really enjoy it. You are able to block an attack and attack yourself. Controls on a Joystick are obviously at disadvantage, although the game supports it pretty well. For my joystick the controls died rarely. I would suggest you either play it via D-Pad, because the controls for Keyboard are not that good. You can move with either Arrow Keys or WASD, you block with Shift and Control, attack with Spacebar and Interact with Enter.. That's totally bad for playing with WASD and not the best setup for Arrow Keys, plus you can not customize the keys. On the opposing side the game functions just good with a controller, and I'm presuming using XBOX controller: You move with as said D-Pad or Joystick, Interact with A and Attack with X or B. I can see this game doing great at speedrunning, because it is mostly skillbased with some randomness involved (atleast in Hard Mode)
The direction controls for combat on this are frustrating; they leave you vulnerable and often facing away from your target. The jump and climb mechanic isn't very fluid and requires you to spend a second up against the location before it can trigger. The missions follow a pattern of get a MacGuffin needed to get access to the other MacGuffin you needed to get past the level. I lost interest after about 20 minutes.
tam atari oyunu odadan odaya geçince dümanlar tekrar respawn oluyor eski tür atari oyunları seviyorsanız deneyin idare eder
Purchased for 60 cents, samurai_jazz proves itself not unworthy of the price: interesting combat considerations and a pleasant visual style make for a good early impression and present plenty of potential for a fun beat-em-up, but weak puzzles and underdeveloped enemies mean things soon turn tired and tedious after the halfway point. Not an unpleasant experience, in fact, one I'd rather enjoy seeing further fleshed out, but in its current, far-from-perfect form and approximately hour playlength, I'd be hard pressed to recommend it over a 100-in-1 cartridge of NES classics. NES-era games traditionally boil down to using simple controls to navigate increasingly difficult enemy encounters spread out across fairly memorable, or at least aesthetically varied, levels, often climaxing with some sorta pattern-based boss battle. Megaman, Double Dragon, Guevera, Contra, and Metroid all, for example, roughly follow this formula. samurai_jazz, meanwhile, misses the point somewhat. Its controls are comfortably simple: move, attack, interact, and stance. Stance locks the player to a direction and slows movement, but allows for autoblocking and dashing; attacking and interacting work as you'd expect. Enemy behavior, unfortunately, fails to fully utilize this moveset, its complexity slowly growing before quickly tapering off, surmounting to a nice combination of projectile and lanky enemies that force a satisfying string of attack, dash, attack, etc. Sadly, challenging enemy combinations like this are introduced rather late into the game, and similar concepts aren't explored beyond that example. Compare this to say, Contra or Megaman, where enemies are introduced in a screen or two, then quickly doubled/tripled up on and later combined with previous enemies, filling their respective weaknesses and instilling certain, potentially exploitable behavior/expectations in the player. samurai_jazz' difficulty curve seems to derive mostly from sheer enemy numbers and the navigational challenges inherent to such encounters, not necessarily a terrible approach to progression, but one that is much better served in conjunction with combined enemy types. I would much rather have seen variances in enemy speed, movement patterns, attack properties, etc working with other variances of enemy speed, moevement patters, etc. This could have been used to, not only improve the satisfaction of the numerous enemy encounters, but also build up to interesting boss fights, as opposed to the impressively bland, conclusionary fight. While old-school classics such as Prince of Persia and Another World were able to get away with trial-and-error, spike abundant puzzles, due in part to their slower pace and general age, samurai_jazz is a modern, albeit retro-styled, game, and therefore its gameplay loop should reflect the nearly thirty years since those titles released. Brute forcing puzzles through repeated deaths should be a last resort, not the modus operandi, especially in an action-oriented brawler. Roughly halfway thru samurai_jazz, what were previously quirky fetch quests to stimulate more combat, a pleasantry in beat-em-ups, quickly turn into a respawn heavy hunt for patterns, and that's about as far from the previously entertaining combat and charming dialogue as one could get. Puzzles should either be intuitively obvious to frame further action or evironmentally subtle, requiring critical thinking and cleverness: dialogue cues, past observations, referenceable knowledge, etc. Repeated room exploration bringing up to the minor annoyance of room transitioning not requiring a press of the interact button, so one can very easily dodge out of the current room by accident, resetting the enemies and generally proving little more than a troublesome occurance. All in all, samurai_jazz isn't a bad game: it looks and sounds nice, and combat is fun, plus with its dollar price tag, its less than perfect execution clearly isn't that big of deal comparatively, but given how little it currently brings to the table compared to similar classics, the majority of which are availible for a comparable price, its recommendation is hard to swing. You just don't gain that much from playing it.
https://www.youtube.com/watch?v=cZX2zesNlGM it's very oddly paced, and the ending (or the endings that i got) was kind of a bummer... but the atmosphere is dank in retro 8-bit style graphics, actually evoking the old film noir style as well as old 70's and 80s hong kong action flicks and samurai movies. and the game actually uses a bit of strategy in its sword play, taking position on top of perfect timing into account. i haven't seen fighting mechanics quite like this since the "kings field" games. its not the worst game out there and absolutely no bugs if you like GBC graphics, extreme difficulty, film noir, and dry humor, please do buy this game!
Is a fun short game, one slash killing everything in your path. Simple puzzle are present and are a bit tedious but broke up the overall game. I can't complain for 39 pence
Why does this even exist?
I LOVE BOKKENS
This is a very silly game, fitting of its name. Jazz in that it seems freeform in logic and game style. Samurai in that you're kind of a noir-ish street samurai (in a 1940s gangster Kung Fu Hustle sense, not in a cyberpunk sense), and solve some puzzles. Very Retro, reminds me of Atari games like Pitfall to NES games that are action with some puzzle elements. However, I'm not having a lot of fun with it, but will put it up once in awhile to continue. Not for everyone.
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Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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