Samurai Shodown! 2 review by substance J

True Shodown fans...a dedicated breed. I don't know if I officially qualify, but since the day I played the Arcade original, I have regarded the Samurai series as a classic. Not only for gameplay, but also for the rich atmosphere and inspired character designs (which at the time of the original SS, were a breath of fresh air). After what I found to be slightly lackluster efforts in the series (SS3 and SS4), I was a bit disappointed with the original NGP Samurai Shodown. It had its faults, though was still an enjoyable title, mostly because it was one of only two fighters available on NGP, at the time. Now part 2 is here, and everything has been kicked into high gear. Many of the original problems have been remedied, the graphic quality boosted, and some exciting new features have been added. After the commonly acknowledged slump in the series, it feels wonderful to have such a polished, tweaked, and innovative installment available...and all in the palm of your hand!



Graphics: B+
The graphics in SS2 are quite a treat. Overall, the characters are less detailed than in other NGP fighting games. But the dynamic art and animation are super cool, so they easily make up for any loss. Special moves provide typically cool effects, and some awesome character portraits that pop up during the action, creating a very dramatic effect (much like the ones found in Capcom's X-Men vs. Street Fighter, etc). The background graphics also add a ton of atmosphere to the game, as they are well designed, and astoundingly colorful. Speaking of super-colorful artwork, check out the portraits on the Graphic Cards...wow!



Sound: B
Some catchy tunes and OK sound effects. The music in particular seems to have improved since the last time around. The impacts still sound a bit fuzzy, but not much more could be expected of portable sound systems.



Gameplay: A-
Polished is a word that can be used to describe many areas of SS2 - gameplay especially. The combo system, number of moves, difficulty, character roster, and balance have been dramatically improved since SS1. And thankfully, there are also plenty of gameplay options to keep you busy. One of the coolest elements is the addition of "Graphic Cards," which can be earned in numerous ways, and then employed in battle. Each Card shows off some attractive art and gives you a new skill, much like KOF R-2's Making Mode! Up to 2 Cards can be equipped at any time, with effects ranging from simple offensive/defensive enhancements to totally new moves. Earning and using the Cards adds loads of replay value, and you can also trade Cards with other players via Link Cable. Personally, I think that the Card system is even better than KOF's Making Mode.

There are 16 playable characters (one hidden), 3 of them being new to the pocket scene - Asra, Charlotte, and Morozumi (who I believe is a totally original character). And much to my surprise, Gandara (the giant from SS64) also makes an appearance as a mid-boss!! I am very pleased to say that all the character variations (Slash/Bust) are well worth learning, and the roster is well balanced (something that was lacking in just about every SS game, that I can recall). That is something that can be said of only a handful of fighting games on the market.



Overall: A-
This is the SS game I've been wanting all along! Top notch graphics, gameplay, options, the new Card system, and more SS64 cameos (I'm a fan of SS64, if you couldn't tell...the only one, perhaps?) make Samurai Shodown 2 a personal favorite, and a must-have for any SNK fighting fanatic. When I sat down with an SS2 beta at the 1999 E3 (where it won many awards), I could instantly tell that this game would be one to keep an eye on (was there ever any doubt?). Now that it's found a place in my collection, I'm even more impressed. About the only thing that could make the game any hotter is if Genan were thrown into the mix! ^_^