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Samurai Warriors: Katana Review (Wii)
By Richard S. Stites
Published: 02/06/08
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I would like to start off with a simple statement; I enjoyed Samurai Warriors: Katana, and if you are in for a bit of button mashing you might too. To be completely honest, it is almost a guilty pleasure. Samurai Warriors: Katana is a spin-off of Samurai Warriors, which is a spin-off of Dynasty Warriors.

Both Dynasty Warriors and Samurai Warriors have a history of feeling a bit rushed, due to less than average graphics, minor glitches, and rudimentary AI. Unfortunately this holds true with Samurai Warriors: Katana. It is not uncommon to see an enemy running in place as if he's on a never ending treadmill of death.

Overall the graphics are less than we have come to expect from a Wii title. When looking at the menus I never got that feeling of 'wow, if the game is half as good as the title screen, then I'm in for a treat'. You are basically greeted with some rectangles and hand drawn character art.

Of course the presentation is not half as important as the in-game graphics. Unfortunately, again, I was left with the feeling that things could have been much better if more time would have gone into the development. Katana felt more like a direct Gamecube port than a next generation title. The textures were plain and the polygons were not plentiful. The music score on the other hand felt appropriate and did not disappoint even though it was not memorable.

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As I said, I enjoyed Samurai Warriors: Katana. Obviously I did not enjoy it for the graphics or the presentation. What I enjoyed was the gameplay, and isn't that what really matters. The primary control scheme has you swinging your Wiimote, and mashing buttons, to control your sword, bows, or guns.

You get the opportunity to slash through a swarm of enemies, and you can mix things up with distance attacks to keep the relentless swarm of Samurai off-guard. As would be expected you have boss encounters. What wasn't expected was how fun and engaging the boss battles can be, mostly thanks to the multi-stage nature of the fights.

Katana's gameplay gives us a level of variety that can either be taken as refreshing or annoying. Personally I enjoyed the diversity from level to level. At times it is a first person shooter/sword game on rails; the game controls your movement as you focus on attacking. At other times you are granted a bit more control, and can swivel and turn to defend yourself. Other times you get full control over your character, and can take things at your own pace.

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Samurai Warriors: Katana is not for everybody. If you can't get passed the last generation graphics and want more than mindless slashing, then Katana is definitely not for you. Now if you are looking for a fifteen hour ride with minor RPG elements, and cutting your way through a ton of enemy Samurai sounds like a good weekend, then go rent it right now.

Had the graphics been at least average, the music been more memorable, and the overall presentation felt polished, then I would have recommended Samurai Warriors: Katana for everybody. Well, I would have at least told everybody who likes this type of game to go rent it. As it stands, give it a shot, but don't expect too much; Samurai Warriors: Katana felt more like a 'proof of concept'. With some luck we'll get the real, polished, deal in the form of a sequel some time in the coming years.

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Game Details
Console: Wii
Release Date: Jan 15, 2008
Publisher: KOEI
Developer: Omega Force
Genre: Action
Number of Players: 1-2
Ratings
Overall: 7.0
It had it's faults, but was ultimately fun.

Graphics: 5.0
We've come to expect more from the Wii.

Sound: 7.0
Average at best.

Presentation: 6.0
Most of the menu graphics felt like first drafts.

Gameplay: 7.5
A bit repedative, but ultimately enjoyable.

Replay Value: 6.0
Not much reason to return.

Ratings Info
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