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#SNK Fighting Game
lostplay · 7 months
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Game 12: Samurai Shodown V
For some context, my first actual play through was through a secret character, Poppy, and I didn't realize just how much of an oddity the story campaign of this game is. As this game effectively has no story on it's English version, but did get a translation for the Xbox Live version. So while I did not expect their to be a story for the secret character, I unknowingly omit what would effectively been a rather harsh criticism from this game, having no story at all. It does actively effective my view point of how Samurai Shodown V looks compared to the previous games in the series, and while I can still say it's better, that's all I can really give it.
Samurai Shodown V continues the trend of having better movement, controls, and characters from game to game. There is no doubt in my mind that Shodown V plays better than the previous games in the series, but as I look at previous playthroughs I noticed that it also has a lack of something the other games were building up, flair. The game looks good on the surface, but as you pay more attention to the backgrounds there is a definite lack of polish that was felt in the previous games. As well as the story being omitted in the English version; the credits are next to nothing in terms of style or substance. It's just a straight cut to all the names scrolling, and maybe putting your name in the hi score menu. The character selection screen is rather basic, and the most you get out of character interactions is a win quote. For the most part, there just isn't much there for the fifth sequel aside from the usual fundamentals you find in a fighting game.
Perhaps due to the new movement, the novelty of playing as a secret character, and simply the massive amount of new characters and stages got the best of me when I first played this game. There was a lot of new, but not a lot of substance or flair to what was added. The new characters were rather unbalanced, the final boss was too hard even with the regular characters, and most of the new stuff added didn't really feel all that impressive. Samurai Shodown V, by all means, is a fighting game that should work on a fundamental level. But as you play this game more and more, the wind of your sails grows weaker, and anything new becomes dull fast. Then when you sit there with what you have is basically just a fighting game that works and plays slightly better than previous games in the series, but compared to other fighting games doesn't have a charm to showcase. Samurai Shodown V is simply lacking.
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viceandmature · 11 days
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The Yagami Team VS Rugal and Goenitz in Capcom VS SNK / SNK VS Capcom Chaos
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ranagazo0 · 2 months
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Drawing the whole cast of KOF 98' cause i feel like it
Day 37: Shingo Yabuki
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tampire · 8 months
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Critical Counter in KOF XII / Advance Strike in KOF XV
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the2dstagesfg · 21 days
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Aberrant Despair.
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arcadebroke · 9 months
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acquired-stardust · 2 months
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Capcom vs SNK 2 Playstation 2 2001
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blackhart212 · 4 months
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devileaterjaek · 11 months
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thepersonaofwill · 1 year
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Artwork of Chun-Li & Mai Shiranui with Sakura Kasugano & Yuri Sakazaki from CAPCOM vs SNK 2
MARK OF THE MILLENNIUM 2001
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lostplay · 8 months
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Game 10: Samurai Shodown III (Jan 2023)
I'm a little surprised to find Samurai Shodown III to be considered the black sheep of the franchise. Not only did it hook me in more than the previous games, but it fixed a lot of problems I had with the other versions. Sure, some characters were dropped and the story is more absent compared to the first two, but I just had a better time overall.
While Samurai Shodown III didn't do much in terms of graphics, the change to the combat system is ultimately what made it more interesting compared to it's predecessors. No longer am I taking a long time to land a few hits in, but instead combat can be over with 4 lucky swings. While I certainly wouldn't call this the most balanced fighter out there; the fact the fight could change so drastically makes this fighting game have a different appeal to it. Combat was also made simpler and faster too. Characters moved at better speeds, cameras zoomed in and out depending on player position, and overall everything felt in action. Nothing in Shodown III feels slow, and that's only a good thing.
The change of tone is honestly not something I noticed much, but I did realize that certain characters from the previous games didn't return. While I won't defend them taking away characters, the ones they added at least have interesting character design and combat styles to them. The story is next to non-existent though, and frankly the final boss didn't leave me an impression aside from, I got lucky I killed him so fast because otherwise he'd do that to me.
Really the only thing I have to defend about Samurai Shodown III is that it wasn't frustrating or feel like it was missing anything. Sure, the game doesn't do much to dazzle the player, but it at least has it's fundamentals in order. Combat is fun and fast paced, and honestly that's all I really needed from a fighting game.
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kevinarthur64 · 10 months
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NOV 2023 Poll Winner- Mai Shiranui
You can now support my work on: https://patreon.com/KevinArthur
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ranagazo0 · 2 months
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Drawing the whole cast of KOF 98' cause i feel like it
Day 32: King
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genzoman · 7 months
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Samurai Shodown commission iroha vs chamcham … SNK time! monkey (Paku Paku) seems happy with the Samurai Spirits fight. #チャムチャム # #
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the2dstagesfg · 4 months
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"Castle Day and Night"
from "SNK Gals Fighters" (Neo Geo Pocket Color) SNK/2000
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arcadebroke · 27 days
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