
SAMURAI REBOOT! A brand new SAMURAI SHODOWN game takes aim for the world stage!
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Languages: English, French, Italian, German, Spanish - Spain, Spanish - Latin America, Portuguese - Brazil, Simplified Chinese, Traditional Chinese, Japanese*, Korean*languages with full audio support
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Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
SAMURAI SHODOWN, developed and published by SNK CORPORATION, is a deliberate return to fundamentals in a genre that has steadily drifted toward speed, complexity, and spectacle. Rather than chasing the modern fighting game trend of long combo strings and layered mechanics, it re-centers the experience on timing, spacing, and the psychological tension of one-on-one duels. Originally released in 2019 and later brought to Steam, this entry functions as both a reboot and a prequel to the long-running series, grounding itself in a feudal Japanese setting while refining the identity that made the franchise stand out decades ago. The result is a fighting game that feels both old-school and surprisingly refreshing, precisely because it resists excess. The combat system is where SAMURAI SHODOWN truly defines itself. Inputs are intentionally simple—basic weapon strikes, kicks, and special moves—but the consequences of each action are amplified. A single heavy slash can take a substantial portion of an opponent’s health, instantly shifting the momentum of a match. This creates an environment where every decision matters, and where patience often triumphs over aggression. Players are encouraged to read their opponent’s intentions, bait reactions, and capitalize on mistakes with careful precision. Mechanics like the Rage Gauge, which builds as damage is taken and unlocks powerful techniques, further reinforce the idea of calculated risk. There is very little room for careless play, and that tension gives each round a sense of weight that many faster-paced fighters lack. Visually, the game adopts a stylized aesthetic that blends traditional Japanese influences with a modern presentation. Characters and environments are rendered with a painterly quality, using bold colors and dramatic lighting to create scenes that feel almost like moving illustrations. The stages, ranging from tranquil natural settings to more ominous battlegrounds, contribute to a strong sense of atmosphere, while the soundtrack complements the action with a mix of traditional instrumentation and dramatic cues. This cohesive presentation gives the game a distinct identity, one that feels rooted in its setting rather than purely designed for spectacle. The roster offers a mix of returning fighters and new additions, each with clearly defined playstyles. Rather than overwhelming players with excessive options, the game focuses on giving each character a unique feel, ensuring that matchups remain varied and strategically interesting. The differences between fighters are not just cosmetic; they influence how players approach spacing, timing, and engagement. This design encourages experimentation while maintaining clarity, making it easier to understand what each character brings to a fight without sacrificing depth. Despite its strengths, SAMURAI SHODOWN does show some limitations. The amount of single-player content is relatively modest, consisting mainly of traditional modes like arcade and versus, with little in the way of expansive story-driven experiences or progression systems. For players who prefer solo play, this can make the game feel somewhat barebones. Additionally, while the combat system is elegant, it can be unforgiving for newcomers. The high damage output and emphasis on precision mean that mistakes are punished quickly, and learning the game’s rhythm takes time and patience. The online component provides the expected range of modes, including casual and ranked matches, but like many fighting games, its long-term appeal depends on the health of the player base. When matches are readily available and connections are stable, the online experience highlights the game’s strengths, delivering intense, mind-game-driven encounters that feel rewarding regardless of the outcome. However, fluctuations in activity can affect consistency, which is something to consider for those primarily interested in competitive play. Ultimately, SAMURAI SHODOWN stands out because of its restraint. It strips away excess and focuses on the essence of what makes fighting games compelling: the tension between two players, the importance of timing, and the satisfaction of a well-earned victory. It may not offer the breadth of content or accessibility of some of its contemporaries, but it delivers a distinct and deeply engaging experience for those willing to adapt to its slower, more methodical pace. For players who appreciate precision and strategy over speed and spectacle, it remains one of the most unique fighting games available. Rating: 8/10
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Hours played at review time, across 40 reviews with recorded playtime.
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Samurai Shodown Got a game some time ago It is very good I hope you enjoyed my little haiku. But for more details, it's perfect. A modern fighting game that still uses the gameplay of its classic predecessors, has a roster of important characters, fan-favorites, a few new guys, and half the guest characters are great additions (I'm talking about Baiken and Hibiki). The final boss is one of the more interesting ones SNK put out in recent years (I don't count Fallen Rock and Nightmare Geese from FF:COTW because they're a new version of a pre-existing character and a well-established SNK boss icon respectively), thanks to her intimidating presence, elegant yet spooky character design, and her defeat cutscene is surprisingly heartwarming, even if you defeat her as not-so-heartwarming characters like Earthquake and Genjuro. Also, here's some advice on defeating her: During the beginning of her second phase, she will charge up a laser. Block the laser before doing anything else. Also, the soundtrack is genuinely underrated, as there's songs like the ominous Agitated Calm (Amakusa's theme), the soothing Waltz of Nature (Nakoruru's theme), and Way of the Overlord (Haohmaru's theme), which makes you feel like you are a Miyamoto Musashi-esque samurai. That being said, although I am satisfied with the roster we got in the end, I do wish we could've gotten some of the boss characters from previous games, like Mizuki or Zankuro. I hope this convinces you to buy the game. Sayonara, my dearest reader.
One of my favorite fighting games of all time, which unfortunately died all too soon. I love fighting games, but can't stand spending time in the lab, practicing combos and other aspects of fighting games which, to me, feel unnecessarily gatekeeping. To build a combo into muscle memory is to be locked behind time, not necessarily moment to moment skill and experience with your opponent, and while I respect the people who can do it and like that, it hasn't ever really been me. Samurai Shodown takes a lot of all of that chaff out, and creates a really beautiful and raw experience of fighting game fundamentals. Footsies, reaction, whiff punishes, everything is here and incredibly elegant. Truly a shame that it never took off.
サムライスピリッツらしいといえば聞こえの良い「大味すぎる対戦」と、SNKらしいといえば聞こえの良い「何かコレジャナイ感が酷い、美麗とは呼べないCGモデル」、そして良く言えば物語性がある?ストーリーは「無駄に遅い、無駄に長い、で一度目であっても読む気が失せてスキップしたくなる」。しかも遊んでたらPCが熱を持ちすぎる。あと、これは個人的すぎる意見だけど、技のモーションがダサい(本作からの新技や本作でモーション変化された技の)。 無駄にゲストばかり増やしているのもSNKヒロインズの頃から何も成長していないとしか感じない。 はっきり言ってドット絵でゲーム作ってた時の方が魅力を感じる。具体的にはKOF14以降のSNK作品は駄作にしか感じない。 本作もそのひとつで、正直私はこれで遊ぶぐらいならばサムライスピリッツ天下一剣客伝以前の作品で遊びます。 率直な意見で言うならば、キャラゲーばかり作っている割にCGモデルのレベルが低すぎるのをどうにかしないと、好きだったキャラがいくら参戦しても魅力に感じない。寧ろあれだけの人気キャラだったナコルル達をよくもまあこれだけブサイクにできたものだと感心するレベル。
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its a nice game, but very harfd to find players on Steam even when i have my settings on "Any, Anyone". I think on Playstation there are more players but still not so many there too, but little bit more than here i think.
This is hands Down one of the best fighting games and there is no other fighting game like the Samurai Shodown series.
Игра мне не понравилась. Игру я купил, как в Эпик сторе, так и в Стиме. В оригинальных Самураве Спирится я играл, как на ПК и Эмуляторе Нео-Гео, так и на Нео-Гео AES. Да-да, у меня была консоль Нео-Гео и картриджи с Самурай Спирится 1,2. Лучшие части по мне - это 2,3,4. Я играл во все части и даже рпг на японском и 3Д версии ПС1. И надо сказать, что эта часть 2019го года самая худшая из всех. Самая лучшая -это 2, потому чтов ней был большой список персонажей, анимешная графика и кровавые добивания, когда вы за короткий срок расправлялись с противником, то вам показывали, как противник разрубался на пополам. Красивые и большие спрайты, интересные и очень разные персонажи, судья, который показывал, кто нанёс удар, слуга, который пробегая бросал персонажам курицу для восстановления ХП, либо бомбы под ноги - всё это разнообразило стратегию и игровой процесс. Даже были часть интерьера, которые разрубались персонажими с острым оружием. Да-да, были персонажи с частью колонны об которую монах бился лбом, как в поговорке, что дурак весь лоб расшибёт, абыл и персонаж с гигантской перчаткой , которой он хватал противника, либо выстреливал сняр игильза падала,а пламя выстрела изображало образ его возлибленной во весь экран, при том экран действия даже двгался вверх, где можно было увидеть атаку в воздухе. Что же у нас создали АРК ВОРКс (создатели Гилти Гирс) ? Они создали кукольных персонажей Самурай Спиритс, где огромные руки и ноги,а голова маленькая, как у смешных кукол... Да здравствует Анры Энджин 5 ! Игра умудряется не слушатсья управления во время битвы... При битве с финальным боссом у меня вообще отключились специальные приёмы и ульимативные атаки... Финальный босс - это демон у котрого в 6 раз больше ХП, чем у вашего персонажа, а побеждается атакой по типу шоорюююкен, как у Ртю в СТрит Файтере... Когда боссу нанесёте 6 ударов, то он превратится в девочку, которую надо избивать.... Потом опять в демона и так, пока не победите... Гениально... Сама игра строится из контр ударов... Ваши спеальные приёмы будут отнимать меньше ХП, чем обычная сильная атака в одну кнопку....Есть ещё спец режим, когда вы можете победить одним ударом, но увас на протяжениии оставщшихся раундов не будет шкалы ивозможности использовать ультимативную атаку... Короче, АрК Системс лучше работать над Гилти Гиром... Забыл сказать, что эта чудо-игра весит 40 гигов. Даю игре 6 баллов из 10.
Warden from For Honor
para quem gosta desse jogo pode pegar ele q ele é muito bom
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