Samurai Shodown IV

Samurai Shodown IV

Neo-Geo CD cover for Samurai Shodown IV.
Developer(s) SNK
Publisher(s) SNK
Designer(s) Galapagos Team
Platform(s) Arcade, PlayStation, Sega Saturn, PlayStation Network
Release date(s) October 25, 1996
  • JP June 27, 2007 (PSN)
Genre(s) 2D Weapon Based Versus fighting
Mode(s) Up to 2 players simultaneously
Cabinet Upright
Arcade system Neo-Geo (378 Mbit cartridge)
Display Raster, 304 x 224 pixels (Horizontal), 4096 colors

Samurai Shodown IV: Amakusa's Revenge, known as Samurai Spirits: Amakusa's Descent (サムライスピリッツ天草降臨 Samurai Supirittsu Amakusa Kōrin?, TenSamu in short[1]) in Japan, is the fourth in SNK's flagship Samurai Shodown series of fighting games. Chronologically, is the second and final chapter of an interquel between Samurai Shodown and Samurai Shodown II, Samurai Shodown III being the first chapter.

Contents

Gameplay

After Samurai Shodown III was received more or less poorly by the fighting game community, SNK again went back to address the complaints, and tried to deliver a followup that would hopefully regain some of the magic that had made Samurai Shodown II such a hit.

The most obvious change is visual, with dramatically adjusted color palettes for the individual characters, generally brightening them up and reducing contrast, in the attempt to make the game more cartoonish. Aerial blocking was removed entirely, and the switcharound move, which enabled a player to shift quickly behind the other's back, as well as the dodge (Evade; side-step), in which the move virtually brings a semi-3D environment to the defense in attempt to use each sword more effectively.

Following the same philosophy, some of the older characters were restored, such as Charlotte, Tam Tam and Jubei Yagyu. The entire cast of the previous game also returns, though some have been retouched to further enhance the cartoonish look.

Joining the cast were the two ninja brothers:

Overall, the game plays not terribly unlike SS3, but the feel is considerably different. Control has been loosened and more accurately modified, controller motions have been improved, overall damage has been reduced and one can no longer charge his/her own POW gauge. The off-screen delivery man was omitted entirely from the game. The biggest addition is probably the "CD Combo," wherein a player can press the C and D buttons together, triggering a strike that can be followed up by a sequence of button taps. The single-player mode now has a timer, as well. Only by reaching the final boss within a specified time limit can one see a character's ending.

In a slightly paradoxical move when compared to the brighter aesthetic, SNK also added in a "suicide" move (known in English-speaking fan circles as the "Honorable Death"), wherein one's character sacrifices his/her own life, thus forfeiting the round. The bonus to this is that the one committing suicide will start the next round with a full POW gauge.[2] Certain finishes will also enable a "fatality" move in the vein of Mortal Kombat. This feature has been much-debated for its violent nature.

Reception

By and large, the game was regarded as an improvement from the obviously-rushed SS3,[3] though it has its share of detractors. Though the game is better balanced, the flow of it is still often regarded as lopsided for some characters, such as Nakoruru, Galford and Hanzo.

Common complaints include:

In spite of this, it is still well-regarded, and debate over its quality continues in fan circles to this day.

References

External links