'Resident Evil' meets 'Ninja' juggling health - items - weapons - attacks... simple combos suffice
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Soul of the Samurai uses a similar type of graphics as the
Resident Evil series. The background is merely an artistic backdrop, and the characters interact with the background by interacting with an invisible 3D model of the shape of the environment. This method allows more realistically detailed backgrounds and some interaction, while requiring a constrained camera angle. One noticeable difference in the way that
Soul of the Samurai uses this technique is that some of the areas are actually bigger than the screen. In these cases, the background graphic is scrolled left or right as you move around, while maintaining a stationary camera angle (but not position). The inventory system is nice, though the controls are not very intuitive. Possibly the worst aspect (functionally) of
Soul of the Samurai is it’s 'save game' feature. There
is a cool 'haiku' shown when a game is saved, changing as you progress, but you are not allowed to reload a saved game unless you are at the title screen. With the difficulty as high as it is, this adds unnecessary wait for gamers who make a mistake and know they need to start over to have enough health to progress.