
A somersault completes Natoe’s move set, although given the vulnerability whilst attempting this manoeuvre it is rarely worth utilising. On occasions you may get a Just Attack, inflicting greater damage to the unlucky recipient, although this is usually obtained through luck rather than judgement. A Just Step, meanwhile, will expose your enemy for a swift counter-attack, replete with a slow-mo and blade trail.
Combo count as timer 20xx full#
A successful Just Guard whilst in Nitoh-Ryu mode, for example, will reset the timer to the full 90 seconds, thus with continually well-timed Just Guards, you can, in theory, remain in a permanent state of double-bladed mayhem. Timed correctly, you will achieve either a Just Guard or a Just Step respectively, both awarding you with a bonus. Natoe can defend himself too, with either a block or deft sidestep. Swords are also gained through defeating the boss characters, although changing weapons only seems to make superficial differences. Using either attack it is possible to chain strikes together, which, other than giving a smug sense of satisfaction, can unlock swords that Natoe can equip and use – but only on a subsequent play-through upon completion.

The meter does recharge fairly quickly, allowing you to use a cheap hit-and-run tactic, meaning you need only ever fight in Nitoh-Ryu mode.

To avoid permanent use of Nitoh-Ryu mode the timer lasts about 90 seconds once activated, after which you revert back to your single sword. In order to accomplish his task, Natoe is armed with two swords, and only has two attacks a strike attack with a single sword or Nitoh-Ryu mode, which amounts to a time-limited super-attack, using both swords and bestowing faster attack speed and damage potential. Each chapter is essentially broken down into areas, whereby in order to progress you nearly always need to eliminate each and every foe before the exit to next area opens. Sure, the game tries to give the illusion of having objectives, such as searching for five more Samurai to assist you in the defence of the village, or solving the mystery of the Child of Heaven, but you’ve really seen everything the game has to offer after the first level. There is a sub-plot thrown in – which takes plot-precedence once the village is safe – about the Child of Heaven going missing from the nameless City, and the Steeple of Light losing its power (which relates to the final confrontation), but it is all fairly throwaway stuff and serves more as a means to pad out the experience.Ĭomprising of eleven chapters, your mission in Seven Samurai 20XX is no more glorified than killing lots of humanoids – there aren’t even any buttons to push, or doors to open. After saving a family from a humanoid attack, and a chance meeting with another Samurai called Kambei, Natoe is drawn into assisting the defence of a village that seems to be suffering from random and progressively more savage humanoid attacks. In what is tantamount to a retelling of the Seven Samurai story, you are Natoe, a wandering Samurai living in a futuristic world in which ruthless mechanical antagonists, known rather cunningly as humanoids, terrorise the populace. And it certainly won’t be granted iconic status.Ī third-person beat-’em-up with swords, Seven Samurai 20XX is a result of a collaboration between Kurosawa Productions (the studio setup by Kurosawa) and Sammy, although it is not entirely clear what this collaboration contributed to, other than licensed plagiarism. Seven Samurai 20XX the game is unlikely to spawn a remake, nor be credited with the creation of a genre. The film has been remade and referenced in countless other works, conferring upon it almost iconic status among fans and critics alike. The action-film genre is credited by many to have been created by the 1954 theatrical release of Akira Kurosawa’s ‘Shichinin no Samurai’ (translated to Seven Samurai), which told the story of a group of Samurai who agree to help defend a village against hoards of bandits in exchange for food.
