Samurai Shodown Sen

*Fight with style - Finish with brutality!* - Xbox 360 tagline.
***Samurai Shodown Sen***, best known in Japan as ***Samurai Spirits Sen*** (kanji 閃 is literally "Flash", and refers to a certain strategic position in swordfighting), is a high definition, 3D weapon-based fighting game developed by the studio K2 LLC in conjunction with SNK (then SNK Playmore) for the Taito Type X² arcade board, first released in Japan in 2008, and ported to Microsoft’s Xbox 360 system in 2009 (eastern localizations were launched until 2010). It’s the 11th main release in the Samurai Shodown series, and 4th game developed with a complete tridimensional graphic engine.

When the arcade version was released outside Japan SNK marketed it (in most of the countries) with the title subtitle ***Edge of Destiny***, while the title was *Shi Hun: Mingyun Zhiren* (侍魂 -命運之刃-, lit. *"Samurai Spirits: The Blade of Fate"*) for China. The Xbox 360 home port keeped the original arcade subtitle in America and Europe.

Featuring a reworked battle system planned to better fit 3D fighting games, *Samurai Shodown Sen* was developed and released as part of the series’ 15th anniversary (alongside *Samurai Shodown Anthology*), but was received with divided and negative criticism because it marks a big depature from the classic gameplay of the series. This caused a decline in the popularity of the series, which took it to a period of 11 years without releasing a new installment, until the arrival of the “soft reboot” simply called *Samurai Shodown* in 2019.

## Overview

When the 128-bit consoles and arcade boards reigned in the videogame market SNK continued to developing 3D incarnations of his classic series, this time with the *Maximum Impact* sub-series of *The King of Fighters* franchise. In the mid 2000’s the industry moved to the first hardware with HD capabilities like the Xbox 360, PlayStation 3 and Taito’s Type X². With the aforementioned Taito hardware SNK Playmore took the opportunity to create their first games with high-definition graphics, but instead of develop a brand-new graphic engine they kept much of the engine quality previously used for 128-bit systems, without a significant technical and graphic jump and only increasing resolution or some effects.

First announced during the All Nippon Amusement Machine Operator’s Union (AOU) SNK Playmore planned to release the game at the end of 2007, but during the Tokyo Game Show of such year the date was pushed back to 2008. During late 2007 and first months of 2008 the time was used to perform intensive beta testing in some locations as Tokyo, Kanagawa, Osaka, Chiba, Hong Kong, and Mexico.

The main development duties were performed by K2 LLC, including Mitsuo Kodama as director and producer, a SNK veteran that previously worked in classics like *Savage Reign* and *Kizuna Encounter*, who admitted that still was a difficult task to make the transition from 2D to 3D in *Samurai Shodown* series but he wanted to make it as polished as possible to overtop the previous 3 titles with polygonal graphics.

This installment marked the return of artist Senri Kita to draw and design characters both new and familiar faces, as well promotional illustrations. His previous works in *Samurai Shodown* are also the 3D games *Samurai Shodown 64*, *Warriors Rage 64*, and *Warriors Rage (PS1)*. The music is composed by NECOS and performed by SNK Sound Team, whose soundtrack was released in May 2008. Here the music fuses the trademark style of Japanese folk music with some arrangements of pop, rock, and symphony.

Once again, the violence level was increased to levels similar to those seen in *Samurai Shodown V Special*. Here the cuts play the role of generic finishers, where the characters can suffer the loss of the forearm, or have the torso slayed into two parts. Classic blood eruptions are present here, as well decapitations. This earned the game being the first in the series to be rated only for Mature audiences (ages 17 or more).

## Gameplay

*Samurai Shodown Sen* is a unique title within the series because it's the one that departs the most from the traditional arcade style found in previous *Samurai Shodown* games, it's loosely similar to *Samurai Shodown 64* but still with many differences.

This game features a 4-button arcade layout: A, B, C, and R buttons. The first difference is the lack of the classic intensities of Slash attacks (Light, Medium, Strong), instead, a new system of Slashes is introduced: **Horizontal Slash** and **Vertical Slash**. The target of this is improve the realism of the battles. To respond defensively to these types of basic attacks the players have 2 options: **crouch guards/stances** are effective against Horizontal Slashes, and **side steps** (in or out) are good option to evade Vertical Slashes. The **Kicks** returns for button C, while R button works for **Special actions**. Each Slash variation has an empowered version called Horizontal Power Slash (pushing A+B) and **Vertical Power Slash** (B+C buttons), where the HPS can deal high amount of damage, while VPS move its proficient on speed.

As usual, each character has a list of Special Moves available to perform during the matches, which reflect their fighting styles, but there are things missing here from previous SamSho games, as the classic projectiles. Also this game implements 2 sub-systems called **Fastest Input** and **Just Input**. Fastest Input occurs when the input in the joystick and the button(s) are performed simultaneously, increasing the potency of the Special Move. Just Input is when the player can alter the capabilities of some Special Moves by pressing buttons with the right timming according to specifically determined criteria. An effect on the Special Move appears when the Just Input is performed correctly. In this game the weapon-based Special Movements are short-ranged, making the *Samurai Shodown Sen* experience focus on a close combat experience where making hit chains is the key.

**Body toss** moves are present here, pressing the Special button close to the opponent, and a backwards version is also available if the player holds Back in the joystick after press Special button. This game also has a Sword Stun system, which requires press Back and Special at the same time to deflect upper and middle Slash attacks, or Down/Back + Special button to parry lower attacks.

Similar to the Hyper Slash found in *Samurai Shodown VI* (Spirit I), *Samurai Shodown Sen* has a very powerful attack called **Guard-Shatter Move** which can be activated pressing all 4 buttons at the same time. As the name implies this attack can pierce the opponent’s defense and deal very high amount of damage, but when preparing the move the player’s character is left vulnerable and exposed to attacks that can cancel the Guard-Shatter Move.

The Rage Gauge system returns for this game. As usual this POW bar will be increased each time the character suffers damage. When enough attacks are received the Rage Gauge will be at full but, this time, the attack damage will not be increased. Instead, the game urges the player to perform the Rage Explosion (pressing A, B, and C buttons simultaneously). Similar to previous games, the animation of the Rage Explosion provides an instant of invulnerability to the character (only few exceptions ignore this rule), and the Explosion Gauge starts to depletes automatically. Only while the Rage Explosion is active the damage ratio is increased. When the Explosion concludes the gauge returns to its initial state. Compared to other SamSho games (*IV*, *V*, *’19*, etc) here the player does not lose the Rage Gauge, and is able to activate it actively during the match.

Another important movements are the Hidden Super Specials, only accessible during the Rage Explosion, and the devastating Fatal Flash, a powerful attack that can be performed only when the Life Gauge is flashing red and once per match.

## Plot

### Intro

The follow is the in-game introduction text, including japanese, rōmaji, english translation, and the official english interpretation found in the eastern Xbox 360 version which has an error repeating two times a same phrase.

* Home consumer english version
* Japanese
* Rōmaji
* English translation

*It is bushi's nature to fight and die.
It is bushi's nature to fight and die.
I, will be a vicious devil,
and all the enemies in front of me will be...
cut into pieces!*

武士道とは 死ぬことと見つけたり
修羅道とは 倒すことと見つけたり
我、悪鬼羅刹となりて
目の前の敵すべてを...
斬る

Bushidō to wa shinu koto to mitsuketari.
Shuradō to wa taosu koto to mitsuketari.
Ware, akkirasetsu to narite.
Me no mae no teki subete wo...
Kiru.

*The way of Bushido is found in death.
The way of Shura is found in defeat.
I, will become a ferocious demon.
All the enemies standing in front of me...
I'll slice them!*
### Story

*"In the last part of the Edo period...
The prince of "Lesphia", a small country in Europe, with his wife was surprise attacked during their voyage.
At the time, regrettably both got killed, but their only daughter had a narrow escape with help of one guard.
Few days later, miraculously the girl drifted to the feudal domain of Amori-han in Japan, and lord or Amori-han decided to raise her preciously.
Since then, 10 years have passed..."*

The game takes place in the year 1791, when the American Revolutionary War veteran, Golba, tries to start a worldwide revolution.

## Characters

There are 24 playable character, which 11 are debutting in *Sen*, while the rest are classic characters from the *Samurai Shodown* series, because previously the 3D games contained few known characters. Some of the new characters have a profile or back story built to fit in with classic character's stories.

### New characters

* Angelica - An assassin looking for a treasured sword and a blonde girl called Suzu in exchange for being forgiven and getting her freedom.
* Black Hawk - He want to take revenge of an American officer because his father was killed during the American Revolutionary War.
* Claude - A real guard from a foreign kingdom who now suffers from amnesia. His journey will take him to know more about his past.
* Garros - Leader of an honorable viking group who sail the seas looking for adventure and treasures.
* J. - An African sailor who unfortunately was shipwrecked. He survived but was stranded in Japan.
* Jinbei Sugamata - A retired warrior that rescue Suzu from the shores of the sea some years ago. Because she ran away now Jinbei is looking for her.
* Kim Hae-Ryeong - Vigilante from Korea which is dedicated to punishing villains for the sake of justice.
* Kirian - A skilled torero from Spanish with a high level of narcissism. Has a high interest on Charlotte.
* Suzu - The protagonist of Samurai Shodown Sen. A foreign young lady also known as Princess Suzu. His family was killed and the ship attacked when was a child. She survived and was raised in Japan. Now is searching for a mysterious man.
* Takechiyo - Co-protagonist of Samurai Shodown Sen. When was a kid his village was attacked but saved by the wanderer Haohmaru. During some time Takechiyo was student of Haohmaru, learning the basics in kempo, and now he keeps traveling to improve his style.
* Walter - A knight from Prussia which traveled to Japan to investigate the intentions of a military movement that seeks to attack his kingdom.

### Returning characters

* Charlotte Christine Colde
* Galford D. Weller
* Genjuro Kibagami
* Hanzo Hattori
* Haohmaru
* Jubei Yagyu
* Kazuki Kazama
* Kyoshiro Senryo
* Nakoruru
* Rimururu
* Sogetsu Kazama
* Ukyo Tachibana
* Wan-Fu

### Bosses

Both characters are only playable on the Xbox 360 version.

* Draco - Similar to Genjuro in Japan, Draco is a hitman for hire from the wild west. Now works for Golba as bodycuard and henchman. He is the sub-boss of the game.
* Golba - One of Lesphia King's sons and an officer in the Continental Army, eventually became a veteran of the American Revolutionary War. It's Suzu uncle and searchs for her. He also is responsible for the sinking of his niece's ship years ago.

## Stages

Similar to *Samurai Shodown 64*, the stages are small “arenas” with an area either square or circular where the character can transit. Even so, the characters have a basic “2D” movement, and the camera only moves during the steps in/out, or when attacks like Power Slashes, Hidden Super Special or Fatal Flash are performed by the players to give a cinematic presentation.

As staple in the *Samurai Shodown* series there are stages depicting Japanese courtyards, rice fields, temples surroundings, towns, castle interiors, etc. Similar to early *Samurai Shodown* games, some stages are localized outside Japan, such as Europe and Middle East. Also there are stages remakes with 3D renditions of classics like Gairyu Isle, Mikatagahara, or Kokain Temple.

* Amori Castle
* Desert Town
* Gairyu Isle
* Genkoku Temple
* Fort Kangheng
* House of the Red Devil
* Kamui Kotan Waterfall
* Kokain Gate
* Mikatagahara
* Return of the Vikings
* Ruined Castle
* Silver Bull Tavern
* Yagyu Hidden Village
* Yamani Shrine
* Wild West
* Imperial Court (final stage)

## Xbox 360 version

The home port was released exclusively for Xbox 360, first in Japan during late 2009, and some mounth was released in America during spring 2010. First, it was announced that Ignition Entertainment would do the localization and distribution work but later this was cancelled (the subtitle was going to be *Edge of Destiny*). Then SNK Playmore chose XSEED games to publish the game in America, while the company Rising Star Games did the same for Europe.

This version kept the technical and graphic presentation from the arcade version, with SNK unable to take advantage of the capabilities of the Microsoft console, what made them earn criticism from the press and players. Regarding the control, thanks to the number of buttons on the Xbox 360 Controller there are some actions mapped into a single key that originally required pushing 2 or more buttons.

New game modes inclue Survival, Practice, and implementation of Xbox Live service for online play and chat, including ranked and casual matches, as well a list of 50 Achievements.

## Gallery

*Main article: Samurai Shodown Sen Gallery*
*Japanese arcade flyer.**Japanese arcade flyer, page 2.**Title screen**Select screen**Gameplay screenshot*