
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
Why does this even exist?
This game was great. It took me 1 hour to finish it the first time through, and then 30 mins the 2nd time and about 40 the 3rd. I finished it 3 times because there are achievements for all difficulty modes. Really fun to speedrun too. Great game with solid mechanics and controls, and I like the 2.5D style. Too bad the sequel sucks.
The 8-bit aesthetic is awesome and nostalgic, but it's not very fun to play and the story is nonexistent. It's basically like playing a random game actually from that era, which is not so great.
Y'know what? I kinda dig this game. Y'know what else? This game takes about an hour to complete but somehow finds a way to overstay it's welcome. It starts off pretty strong as the player takes control of a samurai dressed like a 1930's cab driver, the controls are taught initially through wall scrolls hanging on the walls of the samurai's dojo themed apartment, as we venture forth to do battle with the suit and fedora attired enemy swordsmen the remaining tutorials are given to us through graffiti on the walls of the urban jungle. First the basic WASD movement, then instructions on how to block and attack, lastly we get the pseudo platforming that has player Naruto running on rooftops to bypass blocked sidewalks and access new areas. We immediately see the game's major selling point, the fusion of the film noir and martial arts film aesthetic. We unfortunately don't have to wait too long to start seeing the game's flaws. The block mechanic seems mostly pointless, at least on normal difficulty anyway. One on One the enemies don't last long enough to get a shot in, they fair better in groups but only if they come at the player from different angles, a tactic that defeats the block anyway since it's directional. Yeah you might be fooled by first appearances and think this is a pure sidescroller, but you can attack, and be attacked, from up, down, left, or right. Not that it matters much, sword swings seem to have an arc to them allow combat without having to make sure everything's exactly lined up. The game obviously wanted some element of thoughtful combat that it never quite manages. The only enemy that really warranted much tactical ardor were the ones with a ranged fire attack, and even they aren't much to worry about. The mobs of enemies get larger as the game progresses, leading to some moments where the player enters a room and can find themselves immediately under attack, it's the sort of fun moment that happens in Kung fu movies. That fun ends after the seventh or eighth time you walk into a copypasted room to find infinitely respawning enemies trying to find the one switch or item you need to progress. There was supposed to be some kind of story. I think. Mostly I just ran around getting cigarettes for random jerks who won't stop blocking a particular alleyway, and of course the cigarettes have to come from a particular club I can only get in with a pass, and to get that pass I have to get a lighter or find some guy's lost glasses. These feel like the beginner quests meant to get the player familiar with what's going on and how things are done and that things will get more interesting as they unfold. They don't. This is the extent of the storytelling on display, and eventually the game dispenses with all pretense by just locking you in a labyrinth full of enemies and until you hunt down multicolored keys or just hit a switch that activates another switch that opens a door. The game is book-ended by cut scenes, the first is of a samurai committing harakiri, and final one is of the player fighting a ghost or something. I think it might have been some manifestation of his own inner demons? Regardless of what it is it kills the protagonist in a bad ending I was too tired to bother replaying to see if I could alter. I believe the guy who made this game whipped up all these pixel art game assets and used them to crank out a bunch of short simple games priced for a dollar each. You might argue it's a scam, but only in the way the dollar menu at any given burger joint is a scam. That said, I don't think I could really recommend this to most people.
Quando eu não tinha nada para jogar, eu pegava o DVD dos 6 mil jogos com vários emuladores do meu play 2, ia pra sessão do NES e pegava um jogo aleatório, esse jogo parece ter saído de umas dessas vezes KKKKKKK. Ele é bom pra passar o tempo, destaque pras músicas que são bem relaxantes e confortáveis
It's okay
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.
weird but fun game, cant understand the story that well but fun combat mechanics
wat
Even though I recommend this game, I must admit it's not an easy sell. First of all, the game is indeed charming thanks to an audiovisual retro shape and colors that match the jazzy soundtrack. The game itself, however, is hard in a way that seems more like cheating. As a guy who can only walk and slash, you must be really careful and precise regarding your actions, just like in an old-school NES Double Dragon or Final Fight game. However, not only is this game old-school simple and hard, it's also devoid of visual cues and an interface elements that could help you understand the game's state, where you can go to, and avoid mistakes. For example, whenever you reach a door or edge of the screen, you may end up in another area. However, it's never clear which doors are open or closed and which edges connect to some other area. Additionally, you may end up in another region simply by slightly hitting a door while fighting. It would've been better to just have a button to open a door when available. Similarly, it's not clear which items you can interact with, and they don't seem to improve the game that much. One might argue that all this is deliberate, but I don't think it plays to the game's advantage. It just makes things confusing. Also, some bugs occur randomly that allow you go to outside the borders of the stage or paralyze enemies. I'm ok with the difficulty since each area is a checkpoint, and it's not a bad concept. However, most of the time I overcame a challenge I felt more like luck rather than skill, either because an enemy moved differently from last time or because of some bug. Still, I must say I'm glad I played it. The game's definitely unique and charming, and it's not expensive. And the music's amazing!
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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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