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Making it in Unreal: why now is the perfect time for Samurai Shodown

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Apr
15

The 12th installment in SNK’s long-running blade-based beat-’em-up is, to use fighting game parlance, somewhat of a stance switch. Not only does Samurai Shodown rewind the timeline to just one year after the 1787 setting of the first game, it uses the burly power of Unreal Engine 4 to drive the vibrant visuals and intense weapon play for the very first time.

There’s no great surprise there of course – Unreal Engine 4 wasn’t around in 2008 when the previous entry, Samurai Shodown: Edge of Destiny, released. So why a new Samurai Shodown, and why now?

“Truthfully,” SNK producer Yasuyuki Oda says, “we restarted the Samurai Shodown franchise because that’s what the fans wanted. Samurai Shodown stands out from other fighting games with its heavy emphasis on Japanese culture, and is one of SNK’s most unique and distinct titles. Additionally, much of the staff from previous Samurai Shodown titles are still here, so we decided to go for it and make a new installment.”
Source: pcgames

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