Twenty years ago... a certain process was done over the years.
would take out babies from a mothers stomach for a few days. She would put a
certain spell on them and return them to the mother's stomach. The baby would be
born as if nothing happened. The child would show incredible talent in different
fields. These children were called "Shindou" or "Kidou".
Twenty years later, the children would become incredible adults who have a high
status or are well known. Yuga would appear before these people and would show
them a mysterious puppet show. This causes them to remember why they were born
in this world and would follow orders given by Yuga...
Doesn't look half bad from
a distance... but those character models are definitely blocky up close.
Joining the ranks of most other well
known 2D fighting game franchises, SNK's trademark weapon-based 2D fighting game series Samurai
Shodown finally made the jump to 3D. Samurai Shodown 64 brings back
several classic characters and introduces a few new faces like Shiki & Yagyu
Hanzo and Kazuki in 3D
form for the first time ever.
The characters are presented in halfway decent 3D animation &
graphics (for the time), though textures were low quality and character models
were plagued with noticeable pointy polygons. The overall gameplay was on
the slow side, but retained most of the series' staple gameplay elements. The
"Rage Explosion" was brought back from Samurai Shodown 4, and every
character also had a powerful super move called a "Fatal Flash".
Unfortunately, special moves didn't vary in strength depending on the
button the was used anymore, which put a damper on the staple gameplay that fans
have come to know and love.
*sigh* Dark, low-res
screens... still looking for better quality.
The gameplay takes full advantage of its 3D engine, with the
ability to move in any direction (in a fashion that was later modified and used
in the Soul
Calibur series). It is also the first 3D fighting game to use
multi-tiered stages (although Mortal
Kombat 3, a 2D fighter, utilized this concept two years earlier), where it
was possible to knock an opponent through a wall or floor into a different
section of the same arena. This idea was later used in the Dead
or Alive series, which is frequently (and erroneously) credited for the
innovation. SS64 also makes use of the then-traditional setup of being able to
knock an opponent out of the fighting area entirely, thus resulting in a victory
by "ring out."
Like most people, I haven't gotten the chance to play this 3D incarnation of
the Samurai Shodown series. Even though I know it was a disappointing game
considering the series' history, I of course will not "rate it" until
I actually play it (if that day ever comes, which I doubt).
I gotta say, the
"fatality sequences" with the awesome in-game artwork flashing by are well done
and look badass for the most part... probably the best feature of the game when
it comes down to it. Thanks to Youtube, we can at least check out some
gameplay of the game and those badass finishers
(see video above). ~TFG