“Meets the eye” is the right expression,
indeed. Heck, “tries to pierce it” would be even closer to the truth. Never
before had I played a game that tried so actively to perforate my retinas with
glorious displays of perky bosoms and bottoms—and I was not even playing with
the 3D on.
We’re now tackling Senran Kagura Burst, a game that became famous—and infamous—for all
the wrong reasons. Developed by Tamsoft and released in 2012(jp), 2013(na) and
2014(eu) for the Nintendo 3ds, Senran
Kagura Burst (SKB for short) is actually
a combination of two games, namely Senran
Kagura: Skirting Shadows and its sequel Senran
Kagura Burst. Both of these games are classic side-scrolling Beat’em Up à
la Streets of Rage featuring a
variety of characters with distinctive fighting styles. However, you’d be
forgiven for missing that piece of information: from its very inception, the SKB series has been marketed nearly
exclusively as a naughty, kinky game that would let you peek at young women’s
ample bosoms and behinds through their ripped-off clothing. Since the series
was kick-started by one developer’s somewhat mundane desire to see female
anatomy displayed in glorious 3D on the 3ds, such a turn of events shouldn’t be
too surprising. This is a heavy legacy to bear—in more ways than one—but SKB does so with grace and ingenuity and
manages to emerge unscathed from the unsavoury marketing campaign that
surrounded it. Behind the game’s busty chest beats a heart of gold: SKB is actually an excellent Beat’em Up
that has much more to offer than a couple of risqué shots. There’s more than
meets the eye, indeed; let’s now explore SKB’s
often-overlooked goodness!
The
elephant in the room
Let’s be honest: talking about SKB without mentioning the fan-service
is purely and simply impossible. It’s so blatant and purposeful that you cannot
ignore it, and every review of SKB
under the gaming sun has commented on it, with tones ranging from ecstatic to
disparaging. I might as well do the same—and start with it while I’m at it,
since SKB’s fan-service is so
in-your-face, basking in the spotlight like an attention-hungry teenager. Or is
it?
Well, that was the first pleasant surprise SKB had in store. The fan-service is
nowhere near as extreme and/or pervasive as you’d imagine by seeing the
European cover art—as a matter of fact, this cover is ten times raunchier than
anything you will witness in the game itself. The Shinobi transformations,
during which the ladies change from their school uniforms into their
personalized Shinobi outfits in order to gain extra strength and speed, really
don’t show that much flesh. They look like shortened versions of the Sailor
Senshi transformations with a heavier emphasis on bottoms and bosoms, but it
really doesn’t get more scandalous than that—as a matter of fact, you’ll
probably see much more flesh in a Sailor
Moon episode than in a session of SKB.
As for the infamous shredding bits that let you see the ladies’ outfits being
ripped into pieces, they are incredibly brief—blink and you’ll miss them
entirely—and really don’t show that much flesh either. To make the fan-service
even more inoffensive, all these already rather mild and short sequences can be
skipped entirely by pressing the Start button, which will probably be a blessing
for everyone at some point: even the most ravenous fan-service aficionado has
to get bored after seeing the same snippets a hundred times.
Furthermore, the game turns out to be
surprisingly conservative in some ways. The story-telling segments are unexpectedly
sober and subdued: instead of ramping up the fan-service and drowning the
player under tons of risqué close-ups as one would have expected, the game
favours a more dignified approach by displaying long lines of text over
pictures of various empty sceneries. Kinky jokes and innuendos are very few and
far between, and the couple of shots of the young ladies that appear during the
storyline segments are really quite tame. Even the stripping mechanics are not
that risqué when one ponders it, and it boils down to a simple reason: the
ladies wear swimsuits as underwear instead of lingerie. While swimsuits don’t
cover much more than lingerie and still have some kind of erotic charge
(especially in Japan), they are still ten times less suggestive than your
average lingerie. Having the ladies don swimsuits seriously defuses the
eroticism of the stripping sequences and makes them feel more like pool trip
antics than like raunchy peeping sessions.
Last but not least is the fan-service’s
saving grace, which is none other than the delicious irony that pervades it. SKB’ s brand of fan-service is
self-aware and self-derisive: the developers joyously take the piss out of
their own fan-service obsession—and the player’s one as well—by inserting
tongue-in-cheek jokes and puns about their own design choices. The fact that the young ladies
wear swimsuits also has a ring of irony to it: it’s nearly like the characters
are being aware that they are going to be peeped at and donned swimsuits in
order to be prepared for it, taking the piss out of the player in the process. And let’s not
even mention the relaxed and playful atmosphere
created by the all-female setting, which has the girls bantering joyfully,
acting in ways that could definitely be considered un-sexy, not caring in the
slightest about having their body parts exposed and being friendly and
supportive towards one another instead of worrying about their looks and vying
for male attention like in your average harem RPG. Oh, and there is also the
hidden irony at works behind the ripping mechanics: having your clothes ripped
into pieces may be serious eye candy, but it’s not a good thing as far as gameplay is concerned, since it means
that you’re heading closer to defeat; and the better you become at playing SKB, the less shredding—and flesh— you
will see. It doesn’t get any more ironic than that, really.
So indeed, there is some fan-service at
work in SKB; however, it represents
only a small fraction of the whole game, and that fraction definitely more
comes across as more campy than salacious. Most importantly, it doesn’t
desecrate the ladies; and that makes complete sense, since you actually play as
them. No gamer can enjoy to see the
very character(s) they incarnate being routinely mistreated and humiliated, and
Tamsoft understood that perfectly. More than that, they actually went to great
lengths to flesh out the young ladies and turn them into interesting characters
that the player can care for as well as relate to. Without further ado, let’s
see how this was done!
Fleshed
inside out
There is no doubt that the ladies were
generously fleshed out as far as their measurements were concerned; however,
their personalities were not forgotten and have been given as much care and
love as their body lines, if not more.
On the narrative side, each of the young
dames was granted her own private backstory, as well as a personalized ending
that can be uncovered when meeting certain conditions (namely clearing every
single mission in Yin Mode, which is easier said than done). Those
backstories are both interesting and touching and give a great incentive to
relate to the ladies; they may be young, but their struggles and
responsibilities are heavy ones indeed. Their personalities are equally
clear-cut and distinctive; and while said personalities are a little bit on the
cliché side (the inexpressive and nearly mute girl, the ever-smiling clumsy
one, the dignified one with a serene look and so on), they remain endearing and
compelling. It is a real pleasure to discover the ladies as you play the game,
and caring for them as well as relating to them comes as naturally as delivering blows (more on
that later, he he).
This commendable attempt at crafting deep
and moving characters is conveniently consolidated by subtle yet effective features.
The voice acting is the most blatant one: it is amazingly good and fits the
ladies’ personality like a glove, and is a pure pleasure to listen to—and this is
coming from a person who usually hates voice acting in videogames. Another element
that may take more time to sink in is the fact that each girl is granted her
own individual musical themes during the fighting sessions, both in Normal and
Frantic Modes; and amazingly enough, these themes manage to fit their
personalities just as well as the voice acting—and they are pure ear-candy to
boot.
The fact that this crew of young dames is
as nicely fleshed out outside of battle is already pleasant enough, but there
is even better in store. This is a Beat’em Up after all, and Beat’em Ups are typically
the kind of games in which characters’ personalities should shine first and
foremost on the fighting field, in the heart of some red-hot action. And
fortunately, SKB gloriously delivers
in this department and doesn’t disappoint one bit. The ladies’ respective
fighting styles are as distinct as they could be while remaining totally
functional (or nearly so—more on that later). Each girl has her own moves,
special attacks and weapon, and they are all neatly polished and carefully
balanced. Granted, some of the ladies are a teeny-weeny bit stronger and some a
teeny-weeny bit weaker than the rest of the crew, but the differences are kept
to a minimum and don’t hamper the gameplay nor drag the game down in any way.
At any rate, it’s an absolute pleasure to try your hand at so many different
fighting styles, and getting to know and master each girl’s distinctive way of
kicking butts certainly goes a long way in establishing them as rock-solid
characters. And that’s quite a good thing, since kicking butts is, after all,
the primary point of the game.
The
name of the game
Indeed, it may seem a bit pathetic to cover
all things fighting only at the end of that post, knowing that SKB is first and foremost a Beat’em Up;
but it was hard to proceed otherwise. I’m following an agenda set by the game
itself, willingly or not; and since SKB
clamoured for attention in the most unsavoury way by aiming straight at the
player’s groin, I first had to dismiss the idea that this game is just a load
of fan-service crap. Now that the deed is done, we can pore over the heart of
the game, namely the butt-kicking. And boy, is it good.
A Beat’em Up lives and dies by its physics,
and SKB’s physics are absolutely
brilliant. The control over your character is total, with no trace of the
sketchiness or wobbliness that plagues games such as Code of Princess, and foes have a kind of pleasant density that makes the fighting
incredibly fulfilling—you can really feel
yourself punching them, so to speak, and it’s quite the guilty pleasure. The
action is fast-paced and nervous, and combat is very much aerial-based: the
most devastating combos are performed in the air and a couple of aerial attacks
are available, as well as a double jump which is an absolute blessing and can
be a life-saver at time, especially when combined with the aforementioned
aerial attacks. And there is a
dedicated jumping button to boot, saving you the trouble of having to fumble
with the analog stick.
Talking about buttons, it’s worth
mentioning that SKB keeps things as
simple as possible in that department and spares the player a lot of
button-mashing. You never need to press more than two buttons at a time to
perform any action, and the combos are based solely on various combinations of
the X and Y buttons—displayed at all times on the touch screen for your
convenience. SKB is as close to as
beginner’s Beat’em Up as it gets, while remaining deeply fulfilling thanks to
the sheer variety of moves that you can execute—a variety made even wider by
the size of the roster.
Said roster, and the array of fighting
styles that comes with it, is most definitely another highlight of SKB. Each of the shinobis offers her own
interpretation of the fighting system, prompting you to adapt your way of
playing accordingly. This is obviously a staple of the genre, but SKB pulls it out better than most
Beat’em Ups. Each girl is obviously endowed with her own exclusive combination
of speed, strength and endurance as well as granted her own private combos—this
was already the rule in Streets of Rage,
and it’s still valid today. SKB then
pushes the envelope a tad further by allotting different ranges and areas of
effect to each lady’s Secret Arts (i.e. powerful special attacks), and pushes
it even further by giving the same treatment to their regular attacks. This
could have ended up as a giant mess of unbalanced characters, had things not
been handled admirably well; what you get instead is a lively, vibrant and
multifaceted fighting system that can nearly give you the feeling that you’re playing
a different game every time you switch characters—expect that you’re not, so
you still have the benefit of fully mastering the game’s commands. This
obviously gives SKB a huge amount of replay value; as a matter
of fact, I’ve been playing the game for a good twenty hours and still didn’t
fully explore all the variations of the fighting style embodied by the ladies.
When all is said and done, and when one
looks beyond the campy fan-service coating, Senran
Kagura Burst is a gloriously good game. It’s a fun, lively and exuberant
Beat’em Up that offers a rock-solid and exhilarating fighting experience, as
well interesting characters that are highly loveable and relatable and a touching
storyline. The wealth of content packed by SKB
is truly staggering: there are so many different modes, stages and fighters
that you can rest assured that your initial investment in the game will be
recouped several times over. The amount of content is actually so enormous that
it borders on being overwhelming, leaving the player queasy and with the
feeling that there is way much more than they can chew and that they will never
see the end of it. I’d like to elaborate on that point, as well as on the other
flaws of Senran Kagura Burst;
however, this post itself is on the verge of becoming overwhelmingly huge and
indigestible, so these matters will have to wait for my next post, which will
be dedicated to the less glorious aspects of the game. Thanks for reading, and
be my guest anytime!
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