Samurai Shodown 6 / Tenka
(LAST UPDATE: 7/13/09)
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Developer(s): SNK Playmore
Publisher(s): SNK Playmore
Platform(s): PS2, PSP, Wii, Xbox
Release: 2005
Characters: Haohmaru, Ukyo, Hanzo, Nakoruru, Genjuro, Kyoshiro, Shizumaru, Gaira, Rimururu, Basara, Sogetsu, Kazuki, Gen-An, Cham Cham, Tam Tam, Charlotte, Galford, Jubei, Rera, Rasetsumaru, Suija, Enja, Yoshitora Tokugawa, Kusaregedo, Mina Majikina, Yumeji, Sankuro, Yunfei, Ocha Maru, Wan Fu, Earthquake, Nicotine, Sieger, Mizuki, Amakusa, Iroha, Sugoroku, Andrew, Paku Paku, Poppie, Kuroko, Zankuro, Gaoh, Demon Gaoh
Related Games: Samurai Shodown, Samurai Shodown 2, Samurai Shodown 3, Samurai Shodown 4, Samurai Shodown 5, Samurai Shodown 5 Special, Samurai Shodown 64, Samurai Shodown 64 - 2, Samurai Shodown Pocket, Samurai Shodown 2 Pocket, Samurai Shodown Warrior's Rage, Samurai Shodown: Edge of Destiny, Samurai Shodown Anthology
Review: The latest 2D installment to the Samurai Shodown series is known as Samurai Spirits Tenkaiichi Kenkakuden in Japan, AKA Samurai Shodown 6. SS6, or Tenka (for short), brings back all 28 characters from Samurai Shodown 5 Special, and also marks the return of several classic characters from the series that we haven't seen since Samurai Shodown 2, such as Gen-an, Earthquake, Wan Fu, and Sieger. On top of all the returning favorites, joining the roster are several brand new faces which include: Iroha, Andrew, Soguroku, and Ocha Maru; alternate versions of classic characters, and even a handful of animal characters (now playable by themselves for the first time) which makes for the biggest roster in the Samurai Shodown series to date... 52 selectable characters in all, though some are actually the same character.
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Although "Bust" and "Slash" versions of characters are a thing of the past, Tenka introduces the "spirit select" system that allows players to choose between nine specific character settings which tweak your character's abilities and play style. Depending in the "spirit" mode you select, your character will be capable of doing different things during a fight, such as being able to knock away your opponent's weapon or break it all together... Special attacks, defense/evading techniques, and even combo possibilities differ depending on the "spirit" you select, which adds a lot of diversity to the game on top of the awesome character roster.
Graphically, SS6 doesn't disappoint, although previous installments do look mighty similar and possibly even "outshine" this version in the visuals department. The stages of SS6 are refreshingly different, and have a really "sharp" appearance which is both a good thing and bad thing in some ways... The scrolling effect that many 2D SNK fighting games are known for is back once again, and does appear to be " smoother" than ever, but due to the sharp backgrounds, the "pixelation" stands out a bit more than usual. The past backgrounds in the Samurai Shodown series have always been hand drawn, and were no doubt incredibly "moody" and simply beautiful... SS6's stages aren't bad in comparison, but they're somewhat on the gritty looking side and the background characters appear quite stiff... To say the least. No doubt backgrounds in previous games were better, and I would have actually much rather seen Samurai Shodown 6 packed with classic locations rather than the new ones. The new BGMs are pretty cool, and the redone voice acting is also well done and notably different, but again, slightly pales in comparison when compared to the prequels.
Sadly, there's no blood in SS6... And even more depressing, no deaths. It's weird that they took out such a "staple" element of the series... I mean, how could they leave out the epic, stylish, slow-mo fatalities that the series was known for. The question whether or not your opponent will actually die on the final blow adds so much suspense and style to game (on top of realism) and it's a bloody shame they decided to do away with it yet again.
There are at least a wide variety of cool looking hit effects, and do justice to make the moves look like they hurt... But no blood. Samurai Shodown + no blood!?!? No, I won't get over it. It's not like they're going to offend anyone nowadays... Is the teen rating that important to you SNK?
I'm glad at least that the Kuroko is back, and that guy that throws in items from the background, whom now throws in sub-weapons which can be picked up and tossed at your opponent, along with the yummy Japanese food.
Visual details aside, the gameplay is still enjoyable and feels like a mix between all of the previous installments to Samurai Shodown... Kinda weird actually. The game is smooth, and slower in some places than it probably should be, but still has that "pace" that the series is known for. Many characters have been "toned down" from previous versions, obviously to balance out the game... Balance is good, but what about fun? Honestly, many of the classic characters were more fun to use in previous games.You can still "make it work" with your favorite character, but he or she most likely isn't going to play quite as you remembered, and will feel quite toned down if you were any sort of Samurai Shodown player in the past... It's also a shame there aren't really "two" versions of each character like we had in SS3 or SS4, but the new spirit select system is better than nothing.
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- Review is for PS2 version of Samurai Shodown 6 -
Gameplay Engine 8.5 / 10 Story / Theme 7.5 / 10 Overall Graphics 7 / 10 Animation 8 / 10 Music / Sound Effects 7.5 / 10 Innovation 8 / 10 Customization 8.5 / 10 Options / Extras 8 / 10 Intro / Presentation 6 / 10 Replayability / Fun 7.5 / 10 "Ouch" Factor 6.5 / 10 Characters 9.5 / 10 BOTTOM LINE 7.5 / 10
Closing Comment: Samurai Shodown 6... Not quite as I had hoped it would be at the end of the day. Really, the character sprites are still the same sprites that we saw in Samurai Shodown 3, and some of which ironically, don't animate quite as fluidly as in that game (not as many frames). I suppose that's because the sprite artists wanted to have an "orthodox" frame count, so they took frames away from characters who had more to match the new characters they were introducing... It's understandable (and lazy) and at least it gives good reason to go back and play SS3.
Overall the game animates well, but the overall animation has been done slightly better in previous games, which is odd.
On that note, the gameplay, the mood, and almost everything else has also been done better in previous games. I can tell that SNK took a lot of advice from players during the creation of SS6, and balanced the characters out according to the players who tested the game. Yeah, it makes for a more balanced game, but in my opinion, it's not as fun as previous versions for that very reason... Samurai Shodown 2 and Samurai Shodown 4 are still my favorites of the series by far, but with such a huge roster, what fan of the series wouldn't like this game. The game is still fun, it's still Samurai Shodown, but dammit... I want my opponent to DIE at the end of the fight!!! >:/ ~F.Yagami, Webmaster of TFG