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First Look - Afro Samurai

"Carved from style"
Xbox 360, PlayStation 3 | Ophelea | April 20, 2008
Game Profile

Afro Samurai

Developer: Namco
Publisher: Namco

Release Date: Fall 2008

ESRB: RP

Genre: action
Setting: fantasy

Sometimes it startles me how long ago I decided to give up a large portion of pop culture - most everything to do with television and a goodly portion of music. 10 years. There were 3 years where I went without it at all. This would be the period when Afro Samurai first ran on SpikeTV. While it certainly won't convince me to reverse my decision to forgo most of today's entertainment choices, it gives me hope that there are still glimmers of talent and originality left on television.

Due in the fall from a wholly-US based BandaiNamco development house, the console title of the same name looks to fill in the blanks of the story from the first season while keeping the same "carved from style" look and feel of the series. If what we were shown at Gamer Day last week is any indication of what is to come, Afro Samurai will be one of those rare licensed titles that not only lives up to the original source material, but becomes a necessary part of the lore.

Rarely does the art direction define a game; yet Afro Samurai uses every inch of available screen to define both the nebulous time period as well as it does the distinct personality of The Number Two - the Afro Samurai. Where Asian art is known for bleeding watercolors and faint shapes, the landscape it represents is one of rich deep color and magnificent edifices. The line of structures - buildings and bridges; the environment including plants, rocks even water; clothing, hair and the textures of mundane items are both drawn to be realistic and very stylized with sharp clean edges and pure colors.

Mucking up all of this gorgeous art direction isn't a single piece of art known as a heads up display (HUD). While designing using visual cues rather graphic displays is becoming more common, some of the design is rather unique. The complete lack of HUD means there is no map or compass yet direction is given. Periodically, a "panel" appears - comic book style - on the screen from the left, right or top indicating the direction the Afro Samurai should head or expect the action to appear from.

As The Number Two in the land, the Afro Samurai is repeatedly attacked. This can make completing a storyline difficult at times. To help keep you on track when following NPCs for example, panels may appear showing the character heading to the left under a waterfall before arriving at said waterfall. Once there, regardless of the action that ensues, the first indication to head left has been received. Shimmering white light is also used but it is far from out of context.

The shimmering light works well with the narrative of the game. In the first season of the television show, the Afro Samurai begins his journey to find The Number One - the most powerful samurai in the land and the man who killed his father when he was but a child. During the course of events, Afro has had memories siphoned from his mind leaving him somewhat schizophrenic and plagued with questions about his past. During the course of the game, Afro Samurai exists in a dream state, reliving the past and filling in the holes of the missing memories. The "shimmering light" while a visual cue for the player, is an empty memory worth exploring for the character.

Integral to the success of the show is the musical direction of rapper, RZA. The fusion of feudal Japanese culture with futuristic abilities and modern music is, in large part, what defines the unique style of Afro Samurai. RZA lends his musical direction to the game keeping intact the success of the television series while taking it a step further and integrating the music with the action. Afro Samurai is about the grace and mastery of The Number Two: the second greatest killer in the land.

As Afro fights, music befitting the action plays. Like a true master, as Afro reaches his "groove" - in this context "with the music" - his abilities become more fluid, more elegant and more deadly. Should he reach a state of Focus, the world becomes one of clarity in black and white, the eye of Afro is shown in a corner panel and each swing of the sword is a single kill. But, should he falter the world becomes muted, fuzzy greys, each step less assured, until Afro is defeated or finds his way back to the "music".

A unique dynamic animation system allows you to slice anywhere on your enemy. Rather than slicing left and seeing the same or one of a limited number of pre-set options, you will hit your enemy where you hit your enemy. Throw your enemy into the air and perform swordplay from this position and an entirely unique set of animations appear. Knowing the position of each attacker can mean the different between success and failure as each takes advantage of any and all openings. The environment, including your enemy, becomes important and blocking is not optional but necessary - and your enemy is as good at stopping an errant sword as the boulder to your right.

Completing what looks to be an outstanding beginning are the "little" things, such as the vocal talents of Samuel L. Jackson and Ron Perlman as Afro Samurai and Justice - The Number One. Quality audio and voice-over are some of those small touches that can really make the difference in a title, and NamcoBandai are off to a great start. Hopefully, they'll stay on track with development, and the choice of acting talent will be a small item in a long list of elements for a great gaming experience.

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About the Author, Kelly Heckman (A.K.A Ophelea)

I'm a mother of two boys, ages 7 and 10 and live in the chaos that ensues. I've a permanent disability that keeps me homebound, so books, kids, games and books are my constant companions. Oh, and books, too. *grins*

My children both play games so I often play them first, getting to know exactly how something may effect my sensitive and easily stimulated older child vs. my stoic and imperturbable younger.

I like games for games; for the pure enjoyment of them and believe that no game is wholly bad, though some are real stinkers.

I also have the dexterity of a camel in mittens so find playing FPSs difficult (and I also don't like the gore) and RTSs at times can stump me. I just can't seem to move quickly enough to keep up with them. Some of my favorite games are arcade games and I'll spend 3-5 years on the same 5-6 levels because I just never get any better. But, I have fun.

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