Samurai Western — PlayStation 2 cover art

Samurai Western

Acquire's Wild West oddity hands you a katana against revolvers, and the whole game hinges on deflecting bullets back at the men who fired them.

Download Samurai Western 0.7GB .CHD Game manual 2.6 MB .PDF

CHD is a compressed disc image. Point PCSX2 (or any emulator with CHD support) straight at the file — no need to extract it first. The manual is the original scanned booklet.

Platform
PlayStation 2
Format
CHD
Released
2004
Developer
Acquire
Publisher
Atlus
Players
1
Serial
SLUS-21187
Region
NTSC-U
About Samurai Western

Bullets can be cut. That single concession is what holds the whole thing together, because Gojiro Kiryu walks into gunfights carrying nothing but steel, and without a way to answer a rifle from forty feet away the premise would collapse in the first minute. Time a swing against an incoming shot and it ricochets, sometimes into the shooter, and Acquire builds nearly every encounter around that exchange.

The studio behind Tenchu made this in 2004, and it shows in odd ways. Enemies are dumb but numerous, arenas are small and boxy, and the camera is a constant negotiation rather than a tool. What Acquire understood was rhythm: you close distance, you cut, you back off while reading muzzle flashes, and when a dozen gunmen have you surrounded the only sane option is to keep moving and let the deflections do work you cannot do yourself. Get greedy and you die in about four seconds. The difficulty is blunt and occasionally unfair, particularly in the later stages where sheer volume of fire outpaces any reasonable read.

It is a cheap-looking game even by 2004 standards. Flat textures, stiff animation, an American frontier rendered as a handful of brown streets and interiors that repeat more than they should. The English dub is the kind of thing people quote at each other years later, broad and ridiculous, and it suits a story about a Japanese swordsman chasing a duel through a country that has no patience for him. Atlus published it in the West, which fits their long habit of bringing over the strange smaller titles nobody else would touch.

What keeps it interesting is the honesty of the design. There is no pretence that a sword beats a gun through heroism; the game makes you work out the geometry of survival every time, and there is a real satisfaction in crossing an open street under fire with nothing but timing. Between missions you spend earned money on new blades and clothes, which is thin but gives the short campaign a reason to keep going.

A budget release that knew it was one, and spent its limited resources on the one idea worth spending them on. Nobody else has quite tried this particular collision since, and the gap it left is still there.

▸ MORE HACK AND SLASH GAMES
▸ COMMENTS
Visitor comments

loading comments…