Samurai Shodown 4
(LAST UPDATE: 7/13/09)
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Developer(s): SNK
Publisher(s): SNK
Platform(s): Neo Geo, Sega Saturn, Wii, PSP, PS2
Release: October 25th, 1996
Characters: Haohmaru, Ukyo, Hanzo, Nakoruru, Genjuro, Kyoshiro, Shizumaru, Gaira, Rimururu, Basara, Sogetsu, Kazuki, Tam Tam, Charlotte, Galford, Jubei, Amakusa, Zankuro
Related Games: Samurai Shodown, Samurai Shodown 2, Samurai Shodown 3, Samurai Shodown 5, Samurai Shodown 5 Special, Samurai Shodown 6, 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
Story: Amakusa had returned once again from the dead. Planning to create his ideal world, he summons Zankuro from the dead and kidnaps Hazuki to regain his powers once more. Sensing Amakusa's evil, the warriors stand up once again. (this takes place after SS3 and before SS2)
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Review: The fourth installment to the Samurai Shodown series feels (and looks) very much like Samurai Shodown 3, but along with some gameplay tweaks for the better, now features a different super bar style (more similar to SS1 and SS2) and a brand new combo system. Several interesting new fighters join the roster and several classic characters make the return, offering a much more diverse and well rounded cast than what we had in SS3. You can still select between 2 different versions of each character (Slash & Bust), which means that there are not 17 fighting styles, but actually 34... Yeah, the characters do play very differently depending on which version you select, which means it's more than likely you'll find a character (or two) who suits your style perfectly.
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Straight up, the gameplay is much more fun and quite a bit deeper than SS3. Of course, with a connected super you can force your opponent to drop their weapon, although their weapon will not "break" like in SS2. You can also now cause the rage meter to "explode" in a desperation maneuver, giving you a limited amount of time to launch one very strong combo or "fatal flash," which is a single strike that can only be used once during a match and if connected, will take quite a bit of life off of your opponents life bar. The lower your life bar is, the more damage that the "fatal flash" will do... It's a strategic and downright dirty attack (since it can be done right after a throw) but overall I think it's a great addition to the gameplay! Your character can also commit hara-kiri AKA kill themselves (for a round).
Why would you want to do that?!? Well, let's say you're getting your ass kicked pretty bad in the first round... Your opponent has close to full heath and you're in the red zone... Well, you might as well just kill yourself, because in the next round you'll have a FULL Rage meter ready to go... Strategy!!!
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Visually, SS4 is a gorgeous 2D fighting game... The presentation of each background is beautifully done, and unlike most fighting games, SS4 really has a defined setting and atmosphere. For example: There's a huge castle that can be seen in the background of every stage at a different distance... Unlike in most fighting games where you feel like you just "teleported" to another environment, every stage in SS4 feels like it's "connected". The soundtracks fit the setting perfectly, and the character intros and overall animations are superb. Although, to shamelessly nitpick, a few frames of animation from the prequel were mysteriously taken out, which causes the game to lose a bit of it's fluidity... Example: Haohmaru's & Genjuro's walking forward and walking backward animation, as well as Genjuro's stance.They probably did this to make SS4's animation more orthodox, so all characters have a similar frame count. It may be hard to notice for some, but it's slightly disappointing to those that really admired the animation in SS3. I'm only talking about "a few" animations here and there, so it's not a big deal of course. Overall SS4 looks a lot like SS3, but noticeably brighter! One of the only other gripes I have about the visual presentation is the somewhat uninspired character selection screen... Besides that, everything else about the package is nothing but epic.
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Gameplay Engine 9.5 / 10 Story / Theme 10 / 10 Overall Graphics 9.5 / 10 Animation 9.5 / 10 Music / Sound Effects 10 / 10 Innovation 10 / 10 Customization 9.5 / 10 Options / Extras 9 / 10 Intro / Presentation 9.5 / 10 Replayability / Fun 9.5 / 10 "Ouch" Factor 9 / 10 Characters 9 / 10 BOTTOM LINE 9.5 / 10
Closing Comment: With the release of SS4, SNK fixed some of Samurai Shodown 3's gameplay quirks, and added some of the classic Samurai Shodown characters that were sadly missing from the prequel. SS4 is a badass game all around and is also rewarding to become skilled at, especially if you ever meet another player.
Samurai Shodown 4 is my favorite installment in the series, besides Samurai Shodown 2... And yes, I still say this even after playing Samurai Shodown 6.
On a side note, even in the American release, some of the translation is just plain hilarious (bad). Yeah, when you win a round you will see "VICTOLY" flash across the screen, possibly the most blatant Engrish ever seen in a video game. The win quotes and mid-game dialogue is also bad at times, but it never fails to entertain.~F.Yagami, Webmaster of TFG
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