
Shin Samurai Jazz is a platform-adventure game. It combines the likes of film noir and samurai cinema, presenting them with 8-bit graphics, an electro-jazz soundtrack, and a comic/manga-like style creating a unique atmosphere.
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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
스팀에서 흔히 볼 수 있는 플랫ㅍㅗ······ 후, 이 말도 몇 번째인지 지친다 지쳐. 카타나 한 자루와 점프, 그리고 대쉬만 사용하여 임무를 수행하는 [b]《정강이 사무라이 재즈》[/b]다. 왜 이런 제목을 붙인걸까. 아마 《新 사무라이 재즈》라고 유저들이 받아들이길 원한 거겠지. 확실히 사무라이도 있고, 재즈인듯 재즈아닌 재즈같은 느낌적인 느낌도 있는데··· 그런 걸 원한다면 그냥 『사무라이 참프루』를 보는 게 나을 듯. 그렇다고 이 게임이 나쁘다는 뜻은 아니다. 솔직히 실제로 해보니까 은근히 재밌더라. 하아, 이런 옛 패미컴 시절을 연상케하는 그래픽에 나는 왜 이리도 끌리는 걸까. + 언제 마주해도 정겹게 나를 반겨주는 레트로 그래픽 + 액트 형식으로 나름의 짧은 스토리가 들어가 있다 + 플레이 타임이 굉장히 짧은 편 + 액트마다 각기 다른 외형의 보스가 존재(물론 난이도는 다 쉬움) + 이동, 공격, 점프, 대쉬라는 간단한 조작 + 【↑+공격】 키로 죽을 때까지 올려베기 콤보 가능 + 2단점프, 공중대쉬를 활용하여 닌자 마냥 민첩한 몸놀림 구사 가능 + 도전과제 올클리어가 굉장히 많이 쉬운 편 - 아쉬운 점? 가성비 생각하면 그런 거 느껴지지 않는다 이 게임은 플랫폼 '어드벤처' 게임이다. 즉 엔피시와의 대화를 무시하거나, 특정 아이템을 못 얻으면 진행이 안 된다는 소리다. 플레이하다가 [i]'아 뭐야? 대체 어디로 가야되는지 모르겠네.'[/i] 라는 생각이 들면 문이란 문은 죄다 들어가보고, 대화창이 뜨는 모든 엔피시와 말해 보자. 그럼 다시 진행 가능하다. 특히 마지막 액트, 대화도 다 해보고 들어갈 수 있는 곳도 다 들어가봤는데 안 되길래 [b]"아나 막바지에서 진행을 불가능하게 만들어 놨네 시팔."[/b] 이라며 종료하려 했으나, 하수구로도 들어가진다는 걸 알아내서 다행이었다. 후, 이래서 영어를 읽어보는 습관이 필요하구나·····.
[h1][i]Shin Samurai Jazz[/i] is a noir platformer with some fighting to go with it.[/h1] In [i]Shin Samurai Jazz[/i] you're a ronin, a kind of samurai, and some odd people are assigning you assassination jobs. It is a bit confusing though - I missed the reason why you do their bidding. I guess it doesn't matter that much anyway. [h1]Awkward fighting[/h1] Combat is too simple to be good. There's adequate enemy variety. Some of them just recklessly walk towards him and hurt by their touch. Others have swords or long necks (there are "demons") or they shoot fireballs etc. The enemy AI, except for the reckless rushers, is a bit silly. They usually simply come close, then stand there waiting for you to act. Fine, the fireball ladies be sending their fireballs, but other foes are bizarrely passive-aggressive, just looming over there. Only if you move close enough will they start swinging their swords or necks or whatevers. You can usually block their strikes with the defense stance. Then if you swing at them before they have a chance to act, they'll get stun-locked. Smashing attack then easily kills them, even with its slight knockback. Only groups are mildly dangerous. [h1]Platforming[/h1] Because of the utterly mediocre combat, the core is actually in platforming. Ronin can double-jump, dash forward, and after-in-air-dash-mega-jump, effectively allowing triple-jumping. So that's pretty lot of maneuverability. And you need it too, which is neat! There are spikes everywhere, some of them of the dreaded retracting-reappearing type. Darts are shot from the walls, and enemies spawn in groups to surround you at certain spots. Sounds adequately difficult? Well, it could be. But our dear noir protagonist can take so much beating (and maybe even regenerate?) that the spikes and darts (that only do a bit of damage) are quite harmless if you can avoid hitting too many (like six) in a row, in a single scene. It's hard to assess your health exactly because the game's missing a visible health bar or other indication of damage. Also, the sequences are slow: darts (and spikes when applicable) shoot out only every 4 seconds or so. And you can hug the spiky walls if needed to replenish the double-jump. So it's suddenly, counter-intuitively, easy. Only the insta-deaths due to falling off the level into the endless pits are actually dangerous and force one to learn the controls, including triple-jumping. Fortunately, the levels become moderately challenging by the end, which is cool. They're never [i]really[/i] difficult though. And once you get the controls, they are easily beaten on the first try even if not unscathed. [h1]Some fun, some issues[/h1] The graphics are attractively retro - I liked the artstyle. Music and sounds are fine but nothing special. Controls are slick and responsive for what they do (I played with gamepad), so I don't get the issue with controls that some other reviewers have. However, you can't edit the controls, neither for keyboard nor gamepad. Each chapter begins with a game of "finding the level". That's good for pacing and I enjoyed all the weird, ominous dialogue. For once there are lots of people on the streets in a game, like expected of a city. But finding the level can be tricky because there are not always enough hints on where to go, so you are forced to try every door to see whether you can enter. It's a short but tedious operation. [h1]Good or not?[/h1] I beat the game in a single hour, probably dying less than 10 times the whole time. That's a feat required for each chapter separately if you wish to get all achievements. So I deem it rather easy as a platformer. But maybe that's just because lately I've been playing [i]Super Meat Boy[/i] striving for no deaths: Take my assessment of the difficulty with [i]a pinch of meaty tears.[/i] For its price ($1) its content is adequate. But it's got issues, and it's too easy because of the astonishingly durable protagonist. And the story's odd. I'd give it a mixed review if possible. Still, I had fun, so it gets an upvote. [url=http://store.steampowered.com/curator/9997062/]~Twistorian Curator~[/url]
I really liked the gameplay, ambiance and just general "feel" of samurai_jazz, so I was pretty excited to play the sequel... Unfortunately this is nothing like samurai_jazz. Shin Samurai Jazz has the same music and similar art style, but totally different gameplay mechanics. I liked the acheievements for less deaths, having bosses at points other than just the end of the game and a little more "story" to explain some of the weirdness. Adding those to samurai_jazz would have made it even more fun and enjoyable. The big letdown here is that Shin Samurai Jazz is not a side-scrolling beat-em-up like the previous game, but a meat boy style platformer with some beat-em-up mechanics.
一款横版动作游戏 主角可以攻击、二段跳、冲刺 操作上其实并不是非常顺手,尤其攻击后有较大的硬直时间,容易被反击,但是跳跃在空中时可以通过不停攻击达成腾空效果 生命值未知,但可以让你连续受到5、6次伤害才死,而且好像一段时间没有受到伤害还可以回血 但掉落到场景内的深渊里是会一击致死的,所以有时候宁愿中陷阱也不要掉下去 游戏其实挺符合这个价格的地位的,但有些细节感觉非常的随意 比如一进游戏所有关卡就全部解锁了,中途退出游戏需要整个ACT重来 有时候不知道流程该怎么继续下去,只能不停按W去找NPC或者门
[h1] Not sure what to expect from a 1€ game, but if it was platforming i wanted, than it had that covered [/h1] In reality it's a mismatched game, adventure, sword combat and platforming, it only succeeds at one of them: As an adventure, the quests are rather linear, the map is small, and dialogue is minimal. Combat is very simplified and slow, tends to get in the way of platforming, because it stops you to grind some enemies. so simple that there isn't much strategy to those encounters, there are a few bosses in this game, all of them easily beaten by button mashing. As a platformer i really like it. Fast, responsive, intuitive. It feels great. I wouldn't say it's highly recommended. As soon as you get used to the controls you will noticed there a few variations to the level design. I guess that's acceptable since the game is rather short.
[h1]Follow our [url=https://store.steampowered.com/curator/36214917/]Curator Group for more reviews[/url][/h1] Shin Samurai Jazz is a platformer that takes a lot of inspiration from Ninja Gaiden, but tries to focus more on the platforming aspect, rather than the combat. The result is an okay platformer that occasionally has a few enemies. The platforming was the only real highlight, and it was mostly a highlight just because of how different it is from Ninja Gaiden. You get air dashes which essentially allow you to fly when combined with attacks and jumps. The combat mechanics feel awkward and unnatural. I was unable to find where my health was displayed, so I was always unsure how close I was to death. Enemy design is decent, but ultimately underwhelming. Enemies fit into the typical genre archetypes, but nothing more. The soundtrack was also pretty poor. The music in the game ranges from being so generic you don’t even notice it, to being weird and unpleasant to listen to. Overall, it’s not the worst attempt at a modern Ninja Gaiden, but it was still a pretty weak game. 4/10 [quote] Visit our [url=https://www.mmmreviews.com]website[/url] for more in-depth reviews and recommendations [/quote]
Shin Samurai Jazz is yet another of literally thousands of 2D retro platformers infesting Steam and lowering the average quality of all video games everywhere. This badly made GameMaker Studio template job is a craptastic pixeltrash platformer with a loose "samurai" theme featuring a lot of hack and slash as well as your usual wall jumping, double jumping, hazard avoiding, and there's a minor "adventure" game element. None of these individual factors is implemented remotely well. From a technical perspective, the game doesn't meet basic minimum requirements that most PC gamers expect as standard. A choice was made to use obsolete, decades old retro pixel "art" as a substitute for contemporary PC graphics. It's unclear if this is due to lack of budget or talent, regardless, the overall visual quality of the game is extremely low as a result. There's no option to change the resolution and no useful graphics tweaks. There's no way to ensure this is running at the native resolution of your display. There's no guarantee this game will look right on any PC as a result of this hamfisted design decision. The controls can't be customised, which will be an annoyance for many, but it can also render the game unplayable for differently-abled gamers, or gamers using AZERTY or other international keyboard layouts. PC gamers will be insulted by the demand from the developer that a console peasant children's toy controller should be used, despite this being on PC. Developers should try to be aware which platform they're developing for, and must never, under any circumstances dictate to gamers how their games are to be experienced. Some of the defects in the game can be attributed to the choice of using the GameMaker Studio construction kit/toolset. This is a very poor quality toolset favoured by amateur developers as it's cheap and requires little in the way of development skill, but unfortunately has very limited capabilities. Just as you can't make a silk purse out of a sows ear, you can't make a great video game if you use a terrible engine. GameMaker Studio is most commonly used to make retro pixel shovelware and cash grabs. A strong argument can be made that construction kits like GameMaker Studio should never be used to make games for profit, as the "developer", Blaze Epic has done here. These construction kits are intended to teach people some of the basic principles of game development, and to make small demos to pass around with friends. They're not intended to replace to actual work of real, professional game developers. So it's inappropriate when amateurs try to use these for profit, without any actual, real game development effort taking place. This doesn't result in products that have any real meaningful value for gamers. These technical defects push this game below acceptable standards for any modern PC game. Shin Samurai Jazz didn't appeal much to the people who own a copy of the game, either. It has achievements, and they show us a very clear picture that the game didn't really capture any interest from gamers. The most commonly and easily attained achievement is for finishing the first tutorial level, trivial to get, but less than 12 percent of players bothered to get that far before uninstalling the game. Hardly a success story, gamers just weren't all that interested in the game. The poor quality of this game is also reflected by how many people spent time with it. At the time of this review, SteamDB shows the all-time peak player number was only 8 players. This is a remarkably low number, and now, the only player activity occurs once or twice a month, presumably someone loading it up to see what it is then quickly uninstalling it. Considering there's over 120 million gamers on Steam and well over 50,000 games for gamers to choose from, the overwhelming lack of interest in this low quality game is to be expected. Shin Samurai Jazz is relatively cheap at $1 USD, but it's not worth it. Given the defects and quality issues with the game, coupled with the unrealistic price, this is impossible to recommend. This is also competing with over 9,000 free games available on Steam, many of them far better than this paid product.
Bought the game, beat the game, enjoyed the game. Two years later, with no previous patches, game gets patch that adds achievements. New achievements don't acknowledge game was previously beaten, have to start over to get achievements. Why wait two years to add a basic game feature, with nothing else of value added to the game?
The controls could be better and that's a huge issue in this kind of game. The game has no story or purpose. This could be a lot better.
The platforming is okay. The combat is downright awful though and the random fetch quests that function as 'story' are too. I have to give it a thumbs down.
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