Afro Samurai 2: Revenge of Kuma
Volume 1 Review
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Oh man; where do I start with Afro Samurai 2? Iâm not a big fan of the franchise, but I love all the ingredients of the series. Japanese samurai and ninjas, cybernetics, a dash of Western gunfighting, and The Rzaâs blend of Hip Hop to liven it all up. Itâs a series that has undeniable style. My biggest problem with this game though lies with its substance â which is downright horrible. Honestly, it might be one of my least favorite games of the past few years, and I was glad when I beat this âVolumeâ in one afternoon. Itâs such a mess; I donât even know where to begin.
The beats are the only thing popping in this scene- and I donât mean Buttons.
Letâs start with some good points. Visually, I simply love the nonsensical structure of it all. This world seems stuck in a time of lanterns and clay pots but can somehow run sophisticated sound systems and AC units. Like peanut butter and jellyfish; itâs a brilliantly bizarre blend that shouldnât work, but somehow does. I donât think I wouldâve ever thought a sword-swinging samurai with a teddy bear head could be cool, but somehow, he is.
This game takes place entirely from Kumaâs point of view, and thereâs only a brief glimpse of Afro Samurai. I love the idea of changing the perspective to someone who has just as much anger as Afro, especially since Kuma does have a pretty big ax to grind. Sadly, the storyline spends the first half of the game recapping Kumaâs heartache and the rise of his desire for revenge on Afro. Outside of that, even fans of the previous entries in the series wonât find much in terms of new story here. You travel from Mt. Shumi to a city with a strip club, to the Temple of Justice. Your goal is to stop all the killing that the superficial headbands have caused, by killing anyone and everyone who gets in your way of destroying them.
Cut-scenes adopt a comic-book style but honestly feel like a cost-saving measure over an artistic decision. I might have a different opinion if the environments looked like the developers cared at all about matching the quality of the models. Certain sections poorly utilize a strange slow-mo effect, jumping in and out of it without rhyme or reason. Scenes are suspended in a moment in time, and yet things like fire effects and water animations continue flowing. The most appalling; sometimes the game will just hold onto some production art for a minute, while it vocalizes the scene. Iâve never seen a project so comfortably asleep behind the wheel.
Avoiding suicide bombers as they leap off a waterfall might be the best moment of the game.
Thereâs nothing positive to say about the story regardless, even if they did have flowing visuals. Its dialogue is boring, long-winded nonsense. Quite honestly, a huge surprise considering Jim DeFlice wrote this tripe. Characters rant on and on, as the camera pans around in what can only be described as head-bangingly stupid tirades. I understand you have to fill the game up for your 15 dollar price tag to seem justifiable, but this is not the way you do it. Honestly, Justice has a monologue that runs for four uninterrupted minutes, the character waxing philosophical about the irony of killing. The game had me yelling at my monitor, begging it to just end the scene.
Not only that, but itâs also poorly written in terms of story structure. They actually flashback, while theyâre already in the middle of a flashback. Then, when you do get back to where the series left off, itâs just a lot of characters screaming each otherâs names in either anger or fear. Your heroâs plans or intentions are almost entirely unclear, and youâll travel to locations without fully understanding whatâs going on. Iâm not big into this series, but itâs fairly obvious that fans are not getting a true expansion of their storyline.
The game lacks any idea of what pacing is. The cut scenes run for too long. Action segments start and then immediately stop. Enemies take way too long to cut down. The game will give you back the controls, and then promptly pull them away again to touch on ideas it just went over. The game is only three hours long, but it seems so much longer, and youâll constantly feel like youâre in the way of the gameâs meandering attempt at providing âentertainment.â
Not only that, but the battle system is also poorly executed. Youâre given three battle styles based on the warriors in Kumaâs life; Sword Master, Afro Samurai and Kumaâs system. While there is some diversity among them, it isnât enough to make it interesting. Kumaâs style is by far the best, but itâs because he has a one-hit kill system thatâll wipe out most of a roomâs enemies. This encourages you to use that style more than any other option. Upgrading these styles is without any thought or planning, as youâre only choosing between two paths that all comes back together in the end. Regardless of which style you favor, youâll have all three of them upgraded in one hour regardless of what diverse paths you choose. Not that all of this matters, because it all feels like button-mashing in the end, with even reversals failing to matter because enemies canât strike you when youâre swinging.
The art ranges from exceptional to laughable, but the story never really takes off.
You would think that poor combat would be the biggest problem, and itâs not; the game is glitchy. Beyond any understanding, this gameâs framerate is atrocious for such a standard looking experience. The game periodically drops down to the single digits and the camera floats around randomly, leaving you confused by what direction youâre heading given any choppy second. Youâll fall through platforms and walk through walls to your death. Enemies will suddenly be unable to hit you, as you stand there and watch them swing with their best efforts. Textures pop out on fully stationary objects. I wouldâve loved to downgrade the graphics, or smooth out some options, but the game doesnât even allow that. If it had, I mightâve been able to read important instructions, which for some reason run off the edge of the frame. To call this game buggy would be an injustice because of how cute the word is, and there is nothing redeeming about these grievous oversights.
The character models look okay however, and they retain the charm of the series- but the developers have done very little to animate them into believable characters. Everyone just stands around, ranting with no visible emotion. Honestly, these stoic characters had me begging for some arm lifts or something. When your game makes me long for the expressiveness of Resident Evil, youâre doing it wrong. Not to mention, every character has a scarf over their face to hide the fact that the developers didnât want to animate their mouths. I get that thatâs a pretty bold statement, and I might agree I was jumping to conclusions if it werenât for the fact that there are characters who talk without moving their visible lips. Despite not animating focal characters, they have a topless woman who sits in the background of a lifeless shot, her legs flapping around as if her lower extremities were injected with speed. That and their eyeballs shoot out of their skulls during shot transitions.
Boss battles are a joke. Thereâs a guy named 2 Hammers, who wants to take you on because of undisclosed reasons. His main move is somehow spinning in suspended animation, with his two hammers (oh, I just got that) swinging on either side. After avoiding this lazy bit of animation, it comes down to two minutes of repeatedly tapping buttons in a quick time event. If I have to switch hands in the middle of your boss fight, you should either shorten the experience or find an actual way to bring enjoyment and challenge to your climactic battles.
Audio wise, and I hate to sound like a broken record, but itâs laughable as well. The music isnât bad; itâs the way itâs been arranged. Music just ends, and starts up on a slow build in the most awkward ways. Rappers perform in the background, while characters talk at the same time, allowing me to understand neither. Not that it matters, every voice actor fails to provide inflection or any emotional delivery to their performance. Everyone just sounds like a street corner preacher, delivering their monotone sermon about existential nonsense through a tin can.
I donât know how to explain this any clearer; this game is not worth your money. According to Redacted Studios website, they âcan take an idea from early concept to finished product with packaging in less time and for considerably less cost than internal teams.â Well, they nailed it; this game feels cheap. This experience doesnât feel like a teamâs best effort and falls somewhere between a loveless project and a complete cash-in. Itâs a shame too because thereâs a loyal fanbase out there that deserves much better than this.
This review was based on a code that was supplied to Mouse n Joypad by the Developer, Publisher or their PR Company.