Shin Samurai Jazz is a platform-adventure game. It combines the likes of film noir and samurai cinema, presenting them with 8-bit graphics, an electro-jazz soundtrack, and a comic/manga-like style creating a unique atmosphere.
User reviews:
Overall:
Mixed (56 reviews) - 69% of the 56 user reviews for this game are positive.
Release Date: Mar 16, 2015

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About This Game

Shin Samurai Jazz is a platform-adventure game. It combines the likes of film noir and samurai cinema, presenting them with 8-bit graphics, an electro-jazz soundtrack, and a comic/manga-like style creating a unique atmosphere.

Unlike it's predecessor, samurai_jazz, Shin Samurai Jazz features jumping mechanics inspired by chuunori, an old technique used in kabuki theatre to give the illusion of flying. It's combat mechanics consist of hacking and slashing with the ability to juggle enemies and perform mid-air combinations, also inspired by chuunori. While the adventure elements remain intact, the puzzles are more complex with varied level designs and enemy placements/attack patterns that make use of the game's mechanics.

Features:
  • Adventure through an 8-bit city and free it from it's pixelated nightmare
  • Chuunori inspired platforming with double-jumping, wall-jumping, and aerial dashing abilities
  • Perform attack combinations on land or in mid-air and juggle enemies to overcome their strategic placement and attack patterns
  • Solve puzzles that will test your platforming skills
  • Supports Xbox 360 controllers

System Requirements

    Minimum:
    • OS: Windows XP / Vista / 7 / 8
    • Processor: 1.6
    • Memory: 512 MB RAM
    • Graphics: 512 MB
    • Storage: 11 MB available space
Customer reviews
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Overall:
Mixed (56 reviews)
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37 reviews match the filters above ( Mixed)
Recently Posted
Maxmetpt
2.3 hrs
Posted: August 23
Better than Samurai Jazz, for sure, but still not worth the time. It's easier, in some ways, and certainly less frustrating (with the exception of the end, which had no saves, so I decided I didn't want to play this anymore...).

The level design is 90% filler, and there is one obstacle that, while cool, the game uses over and over and over again (which is to use dash to pass under and obstacle, followed by a double jump into a higher wall). Aside from this, which is a good use of the game's mechanics (though overused to death), the rest is just a way of prolonging the game long enough to be worth money (?)... I mean, the whole game consists of going into several buildings to key a key to the next, to get a key to the next, to get a key to the next, to finally get into the building you wanted to in the first place.

There a part in a mall where there are like 10 different door that you need to try out whenever you get a new key. It's absolutely pointless. Especially, as I mentioned, when the game has one good trick that it simply uses everywhere.

The enemies are varied enough, but quickly get redundant when you find the strategy. The combat isn't bad, but it's too outdated to keep up. It's mostly about keeping your distance, and timing attacks to keep enemies stunned.

I also don't really understand why the music gets so much praise. It certainly has a very definity style, but it's mostly elevator music. And it doesn't really play along with the game. It's just background elevator music...


Not much else to say. The platforming isn't bad, in places, but it could use far more variety. And you start with every ability from the start, so the game can't really build different sections for when you have only x or y ability, and them build up from there.


I realize that my impressions are very negative, but I just don't see the point in playing this game. The story is simply an excuse to get you from place to place, doing the same things over and over again.
But at least it's an improvement over the last one. Maybe his later games are good.
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MrVariant
0.5 hrs
Posted: July 31
This game really pushes me to my platforming limits. However, you respawn at the beginning of each room when you die. However, you have to really figure out how to win. Wall jumping to that one safe area, but fortunately spikes won't immediately kill you. Wish there was a health bar though. I do feel this is more of a puzzle platformer since you also have to think about how to fight some enemies, and not let them barrage you. The bigger guys you better "Punch the keys for God's sake," as Sean Connery would say in Finding Forrester. Otherwise, they'll recover and mop the floor with you.

I also love the music and it is worthy of the title, Shin Samurai Jazz. Feels like Samurai Champloo, using another type of music and blending in with Japanese culture.
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Jacker
1.8 hrs
Posted: July 11
Liked the game, I play this when I'm feeling sad/anxious, the chill atmosphere combined with the active gameplay kinda reboots my mood, so it works for me so far.
It needs an update tho, the controls are buggy and I don't know why the ♥♥♥♥ the enemies respawn when they are outside, it's stupid.
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lostchild14000
4.2 hrs
Posted: April 6
as good as the first but most certainly different.
the first game (NOT THIS GAME) was presented in 2D with the slant shift perspective and every level had a sense of deapth. the player was able to move on each ground plane and climb up or jump down to another one; AKA a beat-em-up, with platforming/evasion elements.
THIS GAME is instead, a 2d platformer, with a perspective most natable for its use in ninja gaiden. so somehow it manages to have the feel and atmosphere of the first game (samurai_jazz), and a totally new gameplay style. the trouble is mainly in wall platforming this time around instead of perfect combat timing.
this game certainly continues the saga of the first one, and the gamplay is spectacular. instead of a geurilla samurai style, the game is more quick paced arial get aways than combat, so more ninja than samurai.
its not a deal breaker, but i expected this to be some kind of meta narrative clue; it being the kind of clues that both samurai jazz games throw out. i expected it to be like "you are actually dead", or "the crazy demon magic in the air has been affecting you"... the story is still good, better than the first, (no spoilers) but the ending is just weird. it cant be the "hero saves the world" good one, and it cant be the "we're totally screwed and its all your fault" ending either. it just comes out of no where, like someone completed a masterpiece of GBA style gameplay then they...
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TheBlack
0.7 hrs
Posted: April 1
Nagrywałem tą gre na jutubyy ale gra jest taka zrypana że musiałem w klawiature walić jak gimper bąka hehehehehhe 0.2/10 niepolecam XDDDD
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cao shi hao
0.8 hrs
Posted: March 20
this game is ♥♥♥♥ing boosted cumdump scumtrash
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liquidfox92
0.3 hrs
Posted: December 28, 2015
I got this game long before thr greenlight came through. I love it, the feel, the story, the action. some compare it to NES ninja gaiden, it is a bit more complex then that, the controls take a lot of adjusting to but once you have it down, you can get lost in the game.
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Mad Dog
0.6 hrs
Posted: December 17, 2015
Pretty good.
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Rope > Rod
1.5 hrs
Posted: November 9, 2015
Really needs a better story
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Most Helpful Reviews  Overall
23 of 31 people (74%) found this review helpful
1 person found this review funny
Recommended
1.4 hrs on record
Posted: March 16, 2015
I'm nearing the end of this game, but I think I played enough to write up a review. This game is fun! It has it's issues, but we'll get to those in a moment.

You play as a samurai awakened to take out a bunch of ghosts. That's...about the only thing I understand. The setting is neat, regardless if I know what's going on or not. To be fair, the story doesn't seem like the most important thing in this.

The gameplay is a mix of Ninja Gaiden and Super Meat Boy. Levels are relatively short and can be beaten pretty quickly, once you know what you're doing. Of course, this doesn't mean the levels are easy. Later levels have tricky enemy and trap placement to hinder your progress, often requiring precise timing. Combat is done with just one button, and isn't the most exciting thing, but it's good enough for the kind of game this is. The real challenge is in the platforming.

One thing I like about this game is that you don't die in one hit. You have an invisible life bar, I think it's around 5-6 hits. This means that you can recover from sloppy play and still clear the stage. It seems to regenerate on it's own, but I can't be sure of this.

The game feels really good to play, the controls are very responsive and never did I feel that bad controls caused me to die. However, the keyboard controls do take quite a while to get used to, and caused my hand to cramp a bit after extended play. A 360 gamepad is very recommended if you're going to play this. It can be done on a keyboard, but I wouldn't suggest it. You also can't rebind the controls, so that's also something to bear in mind.

The music is nice to listen to, and helps ease my frustration if I'm stuck on a stage. Just wish there were more tracks in the game, as it seems to recycle a few of them very often.

Overall, though, for the $1 price tag, this game is a lot of fun, and seems very speedrun friendly! I can recommend this to anyone who likes fast-paced action platformers.
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10 of 12 people (83%) found this review helpful
1 person found this review funny
Recommended
2.0 hrs on record
Posted: March 27, 2015
One of those games where the misty plot is rather an excuse and the worst enemy of yours are the controls. On the other hand, the music is really good, and the minimalist design gives you a strong feeling of loading a floppy disc and running a DOS game. Given the price, it's maybe worth to recommend.
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16 of 27 people (59%) found this review helpful
3 people found this review funny
Not Recommended
0.6 hrs on record
Posted: April 12, 2015
Garbage.

You think the combat would give it a Ninja Gaiden feel, but it doesn't. Combat only serves to occasionally offer you a cheap death after a period of tough (but repetitive and built around the awful controls) platforming. Half the time you want to jump away from a wall you turn right back into it. The other half your character just falls straight down off the wall because the controls appear to have never been actually considered. I wouldn't be surprised if the developer had never even actually played this game and kept rehashing particularly bad super meat boy levels that he never actually tested. Either way, this is unrepentant trash that is only difficult because 90% of the platforming is wall jumping off spiked walls with ever decreasing non-spiked surface area. This would be less offensive if the controls for wall jumping were good. They aren't.

The jazz and samurai are not worth even this low price of admission...

5 Thumbs Down
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5 of 6 people (83%) found this review helpful
Not Recommended
0.2 hrs on record
Posted: April 25, 2015
Game has a cool concept but gets way to difficult to fast interms of jump machanics and spikes.
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8 of 12 people (67%) found this review helpful
2 people found this review funny
Recommended
4.9 hrs on record
Posted: July 13, 2015
My thirsty blade burns
Hotter than kitsunebi,
Cooler than square bass.

One of the most telling signs, in my opinion at least, that a game designer is doing something really right is when I can spot his or her fingerprints immediately on a game. Eric Chahi's fingerprints are all over Another World and Heart of Darkness, for example, but one can feel his presence in Flashback's DNA, too, even if it's clear that the game wasn't his own work. Jordan Mechner's cinematic eye is similarly unmistakable, and elements of it can be felt most powerfully on another game from this author...but Larry Stover (aka Blaze Epic) rightly holds his place as a game visionary of his own, and his titles, though influenced by Mechner, have a distinct flavor of their own, and can be recognized by his fingerprints as readily as Chahi's and Mechner's titles can be recognized by theirs.

If Mechner is Cheb Khaled, then Stover is Rachid Taha, a little wilder, a little earthier, a little more raw and visceral, and a little less constrained by form. The ponderousness of the flesh evident in the inertia of Mechner's unnamed Karateka and Prince is remembered but not heeded. Blaze Epic's games feature protagonists that soar, float, defy gravity, and whose true capabilities grow apparent only when you silence the empirical "traffic cop" chasing after them, demanding they stop making a mockery of physics. These games have flow, have a tight, bespoke timing and range of motion that would remind one of a slightly less punishing Ninja Gaiden (the NES version in particular), and a large part of their reward sets in once you enter their "zone," and flow with the almost-flying protagonist. The controls of the game feel strange and alien until you learn to move with them, and then you're Zatoichi for a glorious moment.

Blaze Epic's games share a few common qualities; they're all finesse-driven platformers with a decidedly retro graphics style. (I taste SMS influence in particular, as the Jump/Boxer cover art suggests.) Significant, small differences tune the physics and flow of each title, but there will be much jumping, and the games' magic comes from learning what one can do with jumps. There will be many frustrating deaths. There will be many "missed it by that much" moments. Seeing the next screen is a palpable reward. For all that the simple combat controls seem, at first glance, to be button-spammingly simple, success in the game is much more about finding rhythms than rapidly hammering triggers. The controls are frustratingly literal in the way anyone fond of third-generation consoles will immediately recognize and love-while-hating.

Having set the stage, let me tell you why Shin Samurai Jazz is my favorite of these titles.

The world of Shin Samurai Jazz is a noir pulp novel steeped in Jazz Age chic, with a rather Moby-esque low-key electrojazz soundtrack that anchors one in tones of rainy streets at night, distant music and laughter, secrets and mysteries. The atmosphere drips, and the mixture of goons and yokai encountered, with their markedly different combat styles, keep the fights interesting and particularly varied. Yes, you can try to power through by hammering the attack button, but learning your deceptively varied move set and employing it wisely has proven to be a far more useful strategy, in my experience. Once you really get the hang of dashing back and forth, dropping in and out of stance, and hurling enemies aloft for airborne slicing and dicing while taking advantage of the chuunori-inspired jump-and-dash physics, you'll appreciate just how much variety there can be in a one-attack-button game, and how much of a difference learning your moves makes.

The jump-puzzle elements work much the same way; learning your moveset, and slipping "into the zone" with the game's physics, is instrumental. You'll practice double-jumps, jump-and-dash, wall rebounding, wall climbing and sliding, and folks who just rush in and spam the jump button will find some of the trickier levels quite daunting. Understanding one's range of moves, and their relative advantages, is key. That's true, to a degree, in every game, but Shin Samurai Jazz elevates this to a real brightly-polished art. For all that you have a limited number of buttons and moves to worry about, knowing them, and knowing when and how to use them effectively, plays a large role in the game. So many "retro" action-jump-and-run titles focus so heavily on timing and pixel-perfect placement that they neglect to reward good mastery of one's range of options, and good planning, aside from pitch-perfect execution. Whether Shin Samurai Jazz is maddening or simply satisfyingly tricky is, in my experience at least, more a question of how well you speak its language.

Jumping, wall-rebounding, and clever timing play a role in many Blaze Epic games. If you find you'd like simpler combat and more of those deathtrap jumping levels, the Ninjahtic series will probably make you quite happy, and if you'd like even more of a nod to Mechner, The Way Of The Pixelated Fist is his most recognizable love letter to Karateka and Prince of Persia. Shin Samurai Jazz, however, remains my favorite of the titles, for its compelling atmosphere and flavor, and for its surprisingly versatile and mood-reinforcing moveset.

I enjoyed the NES Ninja Gaiden back in the day, quite a bit. Shin Samurai Jazz brings back much of what I loved about it, while fixing a few of the things I really didn't, like the very trouble-prone wallgrab and climb.

Finally, I don't normally discuss price as a factor, but the dollar-or-two pricing scheme of Blaze Epic's games really bumps them to must-owns, if the retro action-platformer with third-gen-console-style difficulty appeals to you. This one or Ninjahtic would both make excellent introductions to the Blaze Epic game family, and as fond of I am of Ninjahtic, I'd personally give Shin Samurai Jazz a recommendation over it, as I think it expresses not just the game mechanics, but the thematic and atmospheric je-ne-sais-quoi, that makes Blaze Epic titles so lovely.

You make a name for yourself as a creator by sticking your neck out, owning a "flavor" and saying, "This is what I'm about." Blaze Epic's games have quite a recognizable tone and character, and of course, tastes will differ, and this little storm of third-gen-consoles and remixed-Japan will not appeal to everyone. They'll surely appeal to some, though, myself emphatically counted among their numbers, and if you're even remotely curious as to whether they're for you, this is a splendid straight-into-the-deep-end plunge into the heart of Blaze Epic's catalog.
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6 of 9 people (67%) found this review helpful
Not Recommended
0.3 hrs on record
Posted: April 24, 2015
I wanted to like this game, but even for a retro title, the combat is unacceptable.
The soundtrack is nice yes, but it doesnt make up for lack of depth in the gameplay.
The menu is hellish, and the graphics leave lots to be wanted.
There are many retro games that just look "nice", this isn't one of them.

ENVOY RATED: 3/10
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2 of 2 people (100%) found this review helpful
Recommended
0.7 hrs on record
Posted: March 18
i only bought this game to listen to the soundtrack then i found out its actually good even thought i cant get past the hotel and i raged
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6 of 10 people (60%) found this review helpful
Not Recommended
0.3 hrs on record
Posted: September 6, 2015
I simply don't see the appeal of it. It plays sort of like Ninja Gaiden on the NES, but really not as good. And that's saying something, because if Ninja Gaiden came out today it'd be considered an awful game. Does the "retro feel" really make a bad game good?
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3 of 5 people (60%) found this review helpful
1 person found this review funny
Not Recommended
9.5 hrs on record
Posted: July 26, 2015
Run right. Mash attack. Run right. Mash attack. Run right. Mash attack.
Jump over an obstruction.
Run right. Mash attack. Run right. Mash attack. Run right. Mash attack.
Sit through a slow, boring dialogue sequence.
Run right. Mash attack. Run right. Mash attack. Run right. Mash attack.
Repeat.
That's ♥♥♥♥ Samurai Jazz in a nut shell: incredibly boring. The only reason I have so many hours logged is because I got so bored I alt-tabbed out of the game to do something else and forgot about it when I left for work.
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4 of 7 people (57%) found this review helpful
Recommended
0.4 hrs on record
Posted: September 6, 2015
Shin Samurai Jazz is a platform-adventure game, has puzzles that will test your platforming skills and tease the brain a bit.
We can perform attack combinations on land or in mid-air.
It also supports Xbox 360 controllers... :)
Quite a good game for low price. (y)
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