![]() That's because there's a lot more to do than just run errands. Samurai, however, has more than a dozen endings. You'd think that these choices would lead to maybe four endings: one for each group and one for those who walk alone. Play it another way and children will flee in terror at the sight of you. Play your cards one way and you will raise the town's morale and actually spur the economy, ensuring a wider selection of goods at the shops. ![]() How loyal you are to each and how well you complete the assignments they give you help determine how you are perceived by the townspeople. You can work for one, two, three, or none of them. It seems half the games I've been writing about lately involve choosing among warring factions Samurai features three: the magistrates, the Aoto Gang, and the bodyguards at the Amakaze Inn. The story follows a lone samurai in the late Edo period whose travels take him (or her) to the town of Amahara. ![]() Samurai 2 gives you ten days to live any way you want, as often as you want. It is possible to play all the way through without getting involved in much of anything, but that's why the game is so short. If those few hours consisted mainly of wandering around slashing random strangers, some might even write off the game as pointless. It might come as a heavy shock to some gamers - particularly those who haven't beaten the game's predecessor - to see the closing credits roll after only two or three hours of play in Way of the Samurai 2. Developer: Acquire | Publisher: Capcom/Spike
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