As well as no character changes, there isn't much of a difference in the controls when playing. They haven't added any new characters, although I wouldn't be able to tell you them with the names not being shown. I found this very off-putting as the names were not exactly easy to remember. When choosing a character in the second game, there are no names underneath the icons. This is the case when progressing through all the games, each one being different from the last with some new ideas added, and some taken out. In the second game, SNK have thrown aside some of the ideas that were implemented in the first title. The jumping can be a bit of an issue when using the analogue stick as I found out, but once you get used to it, you will be kicking graphical behinds in no time. You can use either the analogue stick or directional pad to move, jump and dodge depending on your preference. The controls and each of the animations are very fluid ensuring you get the best feeling when playing. The character control and movement within the game isn't bad at all. As well as the simple moves, there are of course combos and special attacks which are fairly hard to do, but can be perfected with some practice. I like the fact they have implemented this as it shows that the game has its own personal attributes rather than being a simple beat ‘em up. These moves are broken up into strong, medium and weak attacks: the strong attacks being slower and the weak attacks being quicker.
All the basic moves for each character consist of slashes and kicks. You can alter the controls personally through the menu screen, so it's best to fiddle around and try what feels best for you.ĭifferent to other games, Samurai Showdown makes it so each character must be wielding a sword of some kind. My advice? Practice, practice and practice. As for the fighting, that's something to get used as you won't be used to the controls from the start. The music and sound effects are rather good with an upbeat tone that keeps you engaged in combat throughout. You are flown to the part of thĮ world your enemy is from and the fight begins. Arcade mode was what I chose after another lengthy loading screen and the game began.Īs in true beat ‘em up style, you choose the character which you would like to play as and once a character is chosen, a CPU character is chosen automatically for you to fight against. As the anthology was created to celebrate the first game, I chose that one. The title menu appeared and I was presented with a choice, the choice to play one of the 6 games. "Would the game be any good?" was the most frequent one that popped into my head. Upon loading up the game (which took some time) I found myself asking numerous questions as to what I was about to embark on.
It was re-released as a downloadable game on the PlayStation Store for PSP on October 1, 2009.With the games originally being released on a console known as The Neo-Geo one that I have never seen or heard of, this still left me in the dark about what to expect. And unlike its original japanese standalone release, Samurai Shodown VI has all bonus content including hidden characters, endings and character portraits unlocked from the start. The first five games have color editing options for every character, as well as the option to play with the original or an arranged soundtrack. Story related elements in Samurai Shodown V are removed.
PlayStation 2, Wii, PlayStation Portable Samurai Shodown Anthology ( サムライスピリッツ 六番勝負, Samurai Spirits: Rokuban Shoubu ?) is a game compilation released by SNK Playmore on PlayStation 2, PlayStation Portable and Wii which includes all the 2D titles from the Samurai Shodown series except for Samurai Shodown V Special. It's the twelfth volume of the Neo Geo Online Collection in Japan.