![]() Also, Samurai Jack features automatic lock-on (in the form of giant arrows over enemies). Even if all the enemies are destroyed, he'll still continue the combo string. Once triggering a normal combo, there is no way to stop Jack from going through the entire animation. Deflecting enemy projectiles simply requires holding down the block button. Performing Sakai induced combos basically shows you a cut scene. In Samurai Jack's attempts to exhibit style, it pulls you out of the game. Even if the combo system isn't complex, it still trips over Jack's "dress." Why? Because it essentially plays the game for you. The game can be easily navigated using the "button mash" technique. While there are a fair number of combat options, Shadow of Aku does not require you to know Jack's move set, nor skillfully pull off combos. ![]() If you want to employ skill, projectiles can also be deflected with a correctly timed blade swing. This deflects all but the most dangerous of enemies' attacks and reflects all projectiles back to their source (killing the enemies) Star Wars-style. Blocking is done simply by holding down the L trigger. For ranged attacks, Jack can use shurikens or a bow and arrows. These are the most powerful moves Jack has - and once triggered via the required button presses throw the game into a stylized letterbox mode for better viewing of Jack's finesse with the blade. Zen is also drained when Jack performs Sakai Combos. Zen also powers Jack's elemental swords (like fire or lightening) that will boost Jack's destructive power. This helps you tackle basic puzzles or destroy large groups of enemies (or enemies that have specific weak spots). Zen powers Sakai Mode, which is similar to bullet time (slows down time and makes Jack's attacks more powerful). Of course, faith is occasionally as strong a tool as your sword, so Jack comes equipped with a Zen Meter. While they don't require skill to perform, it will mix up Jack's animation sequences by spinning him around in a whirlwind attack, throwing a few roundhouses into his slicing and dicing, or smashing the ground with an aerial attack. The combo system is fairly simple - Jack has a weak and strong attack, which is augmented by different button sequences. To create this illusion, Jack will have to fight Aku's minions and overcome environmental hazards in basic brawler/platformer fashion. Occasional cut scenes and interactions with villagers reveal snippets of uninteresting story that ultimately isn't a compelling reason to play through Samurai Jack.Īs with most license-based software, the reason to play through Samurai Jack is because you'll finally be able to take on the role of this time traveling warrior. However, even with Tartakovsky's influence, the story is barely touched upon. Each world Jack enters has its individual story (Jack has to help various people in order to find the time portal), but the stories are all connected via Jack's ongoing search. Adrenium worked with Genndy Tartakovsky (the show's creator) to create an original storyline for The Shadow of Aku. Gameplay Shadow of Aku isn't based on any one episode, nor is it a conglomeration of existing adventures. However, even with Adrenium's hard work and love for the series, was it able to realize Samurai Jack in videogame form? Is Adrenium's 3D translation of a highly stylish 2D world work? Read on to find out. Luckily, its dedication paid off once Sega picked up the title for publish. Adrenium had so much love for the property that it continued to work on the project with its own funds. However, shortly into development, Samurai Jack: The Shadow of Aku's publisher BAM! Entertainment cancelled the title. With this in mind, Adrenium began development of a game featuring a time traveling samurai. Samurai Jackis a show that needs to be seen to be understood, which makes translating its powerful presence into a videogame is no easy task. With simple designs and straight lines, the use of color, choreography, and overall unique visual style makes Samurai Jack a unique viewing experience.
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