Staying out of the vicinity of the competition yet striking right in the heart of it is what Shogun Showdown does exceptionally well. This outstanding game is a pure example of the ‘core’ roguelike genre stripped down to the very fundamentals – positioning and timing in combat.
It doesn’t flood the player with too many processes to focus on, instead, it makes the experience one that is rather enthralling and intricate within the context of a battle system that is incredibly rewarding, if you have the patience and ability to see through all its intricacies.
At its core, Shogun Showdown revolves around a simple but engaging narrative: You are in Japan specifically on a deed to assassinate the Shogun. Possessed by evil spirits caused by a place that you wouldn’t know exists, the Shogun becomes the final boss.
However, the plot is pushed aside for the gameplay in which the player gets limited sections of cut scenes and scarce dialogue. Starting from the genre, one might get the impression that few characters or plot might not be enough.
However, such an oversimplification quickly leads to the realization that it is the peculiarities of the game’s mechanics that are meant to provide all the necessary depth.
Like any other traditional roguelike, Shogun Showdown contains node-based game map, shops, bosses, and unlockable characters, weapons, and skills. However, what sets it apart from other fans is the novel approach to turn based combat.
You are in a centralized triangular position, and the only movements which can occupy an adjacent area can only be done horizontally. The fact that its basic restriction adds levels of tactical play is rather encouraging and makes you think twice before moving and attacking.
Fights are based on cards, and these cards depict the attack you are using during the fight. These are cards that are positioned on the top of your character’s head displaying the sequence in which an action will occur.
An attack has a specified period of time, it will be non-usable, so one has to manage the offense and defense well. Same with enemies, they always give indications of their next move and this affords one the best chance to slip away, retaliate, or even move to where you want to be.
The authors take particular care to make the outcome of each decision significant, turning every fight into a game of risk and reward.
A key feature of Shogun Showdown is therefore based on the ability of controlling the nature of the confrontation. The environments of the game have been designed to provide small areas of combat; this is because the spaces provided are very limited.
Another interesting mechanics is that the characters themselves provide certain skills, with unique abilities, add more of a strategy layer to the game.
Wanderer is the default character which means that he/she can switch positions with the enemies, whereas Ronin is the one who is obtained through a few accomplishments, can shove the enemies into one another who in return inflict maximum damage.
What is quite amazing is how the game creates such tension and (largely) pleasurable spectacle within the conditions of a more or less flat screen. Skirmishes are usually severe, and a lot of strategic thinking is needed to counter an opponent and stay alive.
Conclusion
Game, based on roguelike mechanics, Shogun Showdown is the best example of this genre. Where other games may have the majority of their features, this more simplistic viewpoint and dedication to only the most clinical of combat makes for an end product that is incredibly engrossing.
Using each turn to navigate positions, these strategic decisions make every battle a tactical game to choose the correct weapon or ability present themselves.
The game’s polished visuals, embodying immersed environment, add to its desirability, while the variety of missions and bonuses makes each player wait for new levels of difficulty.
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