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/vr/ - Retro Games


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9606938 No.9606938 [Reply] [Original]

What was the general reception of this game when it came out? It always came across a shallow style over substance thing to me. Any anons that were around during that time care to give their thoughts?

>> No.9606942

>>9606938
I think you are being overly critical, no one spent more than a couple dollars at the time to even get into the depth of anything

>> No.9606947
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9606947

>>9606938
As someone who was around at the time, your thought process is wrong. It's not just wrong but it's so wrong you're an idiot. Shallow? Style over substance? That's not even a real criticism of anything. It's just the same moronic bullshit jackasses who say something old is "generic" toss out when they don't actually have anything of merit to say. Style can be and very often is substance. Games were made back then to be fun in short bursts and cool to people going by in the arcade. What jackass pro gamer asshole gave you this chestnut? The whole point of the game was to have kickass samurai fights and everything about the game captures that. And for your information the series was generally well liked, with 2 garnering especially high praise. Shut up.

>> No.9606949

>>9606938
Visually stunning with great audio as well. A must-play if you went to an arcade and one the most popular games of the era. It wasn't shallow at all.
>>9606942
lurk more and stop making stupid posts

>> No.9606951

It's always been a game that is enjoyed by fighting game enthusiasts but never achieved much attention otherwise, you could call it a "cult hit"

>> No.9606957

Samurai Shodown was a huge hit when it came out. It was probably the best looking fighting game at that time and nothing else had its theme.
Also it was fun and described as 'Fuckin rad' by most of the dudes who played it.
Honestly it was exactly what was needed in fighters at the time. A game that was two things at once:
>Good
and
>Significantly different to Street Fighter
I can't overstate the latter. It didn't look like street fighter and it didn't play like street fighter. So when the main game (as SF was at the time) started to drag on your youl could have a samurai excursion. Some stayed there.
The latter, the fact that its good, is kind of what held Mortal Kombat back. It didn't look or play like SF either but it was harder to stick to once you'd seen its gimmicks. I think MK is more apt to be called style over substance; but its style really was something all the same.

>> No.9606960
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9606960

>>9606938
In Japan it was the game that dethroned Street Fighter 2, so a big deal.

>> No.9606963

>>9606949
lurk more? how about you jerk less?

>> No.9606976

>>9606960
wtf is Devour Heaven and Earth II

>> No.9606980

It's not a combo heavy game but that doesn't make it shallow.

>> No.9607003

>>9606980
Long ass combos don't create depth anyway, memorizing 600 button inputs isn't "deep gameplay" it's autism

>> No.9607005

>>9606976
Warriors of Fate 2

>> No.9607018

>>9607003
>80 IQ

>> No.9607052

>>9607003
Tell that to the modern FGC.

>> No.9607146

>>9606938
>style over substance
i dont think mortal kombat, SF2, or Killer instict have insta-death moves anon


anyways, the story of the rage meter is pure fucking soul. samsho isnt for everyone, but i think the overall art style and roster are fuckin excellent

iV is my favorite
but all of them are fun

>> No.9607213

>>9607005
fukken based
>>9606938
it was pretty big in terms of wow factor, it felt like a hidden gem in the local mvs 4in1. As a matter of conjecture i'd venture Samurai Shodown would have been bigger if it were single cab only.
Visually stunning game and series for the most part.

>> No.9607224
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9607224

>>9607003
>>9607052
Long and difficult to execute combos create a skill differential.
The longer you invest in execution, the higher your chances of dealing high damage and finally winning the match.
Take that option away from fighting games and what you get is Street Fighter V, a game where ideal (top) punishes are so easy (for fighting game addicts at least) that you can't even have an executional advantage over your oponent, turning the gameplay into a mere rock paper scissors match.
You knock the oponent down, you force him to guess, whoever guesses wrong 3 times loses the round.
Take KoF 98 or in the modern age, DBFZ, for example.
You still have that guessing game going on, but if a guy can REALLY execute hardass combos that he spent hundreds of hours practicing, he'll win every single match because he worked his ass off towards dishing out more damage.
>tldr
Call skill autism all you want, good competitive games reward hard work and that's how it should be

>> No.9607289
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9607289

>>9607224
i like your argument. I would have cited a later iteration in the Virtua Fighter series as my example of a FG that rewards autistic dedication however.
Take into account SS does some interesting and unique things considering it release date.

>> No.9607312

>>9607224
What I'm saying is, learning a long combo that amounts to "you must memorize this exact sequence of button presses" isn't what depth means

You can call memorization of absurdly long input strings skill all you want, but it isn't deep gameplay

>> No.9607347

It was always the weird third option behind street fighter and mortal kombat. I did like the art style though.

>> No.9607650

>>9607312
Long combos aren't feats of memorization, they're feats of hand-eye-cordination just like every other aspect of fighting games. You can completely forget your combo mid-way through and just improvise using the same quick-thinking used for everything else in the game.

>> No.9607686

>>9606938
>SamSpi
>style over substance
What the fuck am I reading?
Also the game was big, and for good reasons.

>> No.9608607

>>9606938
>What was the general reception of this game when it came out?
It won a few game of the year awards in Japanese magazines like Gamest, and best fighting game of the year in American mags. I'm surprised it didn't get as big as SF or MK

>> No.9608712
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9608712

It was kinda fun, having weapons and animals as a bit novel at the time. But I'd always rather spend my last few tokens at darkstalkers. There was a lot of competition with the MK games, Street fighter and the more linear arcade beat em ups.

>> No.9608725
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9608725

>>9607347
This 100%
I lived in that time and thought Neo Geo was rad, however in the US it was like the 3rd option. Tekken and MvC wasn't big yet.

>>9606938

I don't even like it, feels like there are far less fluidity to the fighting. Also a good lack of moves which bores me. However, just like KoF it looks beautiful.

>> No.9608760

>>9608725
What fluidity? It's samurai sword fighting. You're not supposed to be mixing combos. You're supposed to get in there and get good clean power shots. It's not meant to be played like SF. It's meant to be more like Bushido Blade.

>> No.9608778

>>9608760
Yeah I was talking about mixing combos. I really enjoyed doing that in other games. Last Blade too was a bit of a let down because of this.

>> No.9608828

I've heard that for a few months at the height of SF2 craze it was more popular in japan when Samurai Spirits II came out, but who knows.
For me personally a pizza spot had an MVS in it and SamSho2, which I spent hours on as a kid. To this day it's my favorite arcade game.