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Akira Kurosawa’s 1954 masterpiece Seven Samurai tells the tale of a down
on his luck swordsman who, with six other samurai in tow, accepts a besieged village’s
call to arms. As testament to its greatness stand numerous remakes - The Magnificent
Seven in 1960, Battle Beyond The Stars in 1980, A Bug’s Life in 1998 to
name a few. Sammy have decided it’s due another outing, this time in the
guise of Seven Samurai 20XX, a third person action adventure set in the not so
distant future, where the fate of humanity is under threat from assorted monsters,
robots and humanoids. It’s up to our hero, Natoe, a spiky-haired swordsman
with attitude to match, to assemble his team and fight the good fight.
Now is perhaps a good time to mention that other than in name and number, Seven
Samurai 20XX bears little relation to its elder brother. There are one or two
backwards glances – Natoe rests his sword across his shoulders, a bell-ringing
scene calling the villagers to arms - but other than minor touches, there’s
little that recalls the subtlety or style of the film. The storyline is wafer
thin, bordering on nonsensical at times, perhaps relying too heavily on familiarity
with the original tale. What’s truly baffling is that despite some lengthy,
dialogue driven cut scenes, story and character details are barely fleshed out,
remaining stereotypically two-dimensional throughout. Nothing is explained properly,
from how the characters got here, to where ‘here’ actually is. It’s
difficult for a player to care for a game world that the developers themselves
don’t seem to care for.
What’s left is an action game by numbers; with your action game checklist
at the ready, you can tick the following – young, hip, sarcastic male
lead character, ‘comedy’ sidekick, maniacally cackling and over-confident
bosses, wise old man, potential love interest, mysterious stranger, bullet-time
effects and so on, and so on. What’s left out is fun, excitement, varied
and rewarding combat, skill development and a robust game engine. Natoe enters
an area, draws his sword and is attacked by wave after wave of uninspired, generic
enemies; its hack and slash, hack and slash from then on in – hitting
R1 and L1 produces a second sword, sending our hero into overdrive, where for
up to ninety seconds he can dispense pyrotechnic death to anything and everything
around him. When time’s up, Natoe goes back to his single blade until
his sword counter is full again, at which point the mayhem begins again, though
the counter refills so quickly you’re never without your second blade
for too long, negating any need to use the technique carefully. If your second
sword does disappear in the middle of a brawl, simply running around avoiding
enemies for a few seconds buys enough time for you to get it back, rendering
combat repetitive and uninteresting.
And yet Sammy could so easily have salvaged something worthwhile from the basic
mechanics – there are a number of sword attacks to learn, which when added
to the dash and guard techniques add a potentially stylish dimension to the
melee. In theory, you could deftly despatch a number of enemies well into double
figures in one slick, graceful combo – if it weren’t for the fact
that Natoe controls like a dog, and that unleashing special moves is as much
down to luck as it is skill. Unresponsive controls mean that during crucial
fights it’s not uncommon to find yourself facing in entirely the wrong
direction, and whilst the majority of enemy AI is limited to simply charging
at and surrounding Natoe, the bad guys mostly fall with such ease that there’s
little value in expending the effort to finish them off in style. Only bosses
put up more of a fight, and even then quickly familiarising yourself with their
simple patterns won’t take long.
That Natoe never interacts with his six comrades during gameplay is another
oversight. No other character is playable and there are no heroic seven-man
stand-offs to be enjoyed – the only time characters engage each other
is during cut scenes. There’s no spirit of teamwork, nor feelings of camaraderie
expressed. It’s a solitary experience, and begs the question of why is
there a Seven in the title, when six seem to do nothing.
There are some reasonable graphical touches; certain character models are well
detailed and the bullet time attacks, parries and sidesteps are all accompanied
by pleasing flash effects. Naturally these are offset against bland, lifeless
backdrops – the village under protection seems to consist of just four
buildings – and draw distance on non-playable characters is questionable
as they materialise from thin air before your very eyes. It doesn’t help
that arenas are entirely non-interactive; nothing breaks, nothing can be climbed
on, jumped over or moved. Exploration gets you nothing – venturing down
side streets and alleyways greets you with dead ends; no doors open other than
those needed to progress to the next area. The programmers have been very specific
in not wanting you to veer from the well-starched beaten path - invisible walls
keep you very much on the straight and narrow, and in recognition of your inability
to find the one door that opens once an area has been cleared, Sammy have been
good enough to mark it for you with a big green arrow. The game world feels
like a never ending set of corridors as you shuffle from one random locale to
the next without any idea of how the disparate areas relate to each other or
the universe as a whole.
Musically, the game offers easy on the ear oriental flavours, switching to
up-tempo techno when Natoe engages the enemy. The change in pace works well,
with the frenetic beat doing its best to liven up each battle - swords clash
with a satisfying clang, and spot effects are perfectly adequate. Unfortunately,
the voice acting has real fingernails on blackboard quality – granted,
the script’s brevity hasn’t given the actors much to work with,
but delivery generally trades subtlety for volume. After every single encounter
Natoe proclaims ‘That was a good workout’ in a tone that makes you
wish his sword-hand would slip and he’d accidentally cut his own head
off - but the voices truly reach their excruciating nadir when Natoe begins
a rap that will have you reaching for a cushion to hide behind.
There’s little to recommend about Seven Samurai 20XX. Using the licence
probably sounded like a good idea at one time, but practically every element
of the finished product feels half-hearted and incomplete. The action is fast
and furious, but falls short on entertainment value. Presentation is mediocre
at best, and other than some decent music, there’s not much else to attract
the player. There are far superior action games available for the PS2, allowing
this one to hopefully disappear into nothingness. If you must have some Seven
Samurai action, go and rent the film – it’s wholly a more satisfying
experience.
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