I always appreciate indie games that dare to do things their own way, especially on a budget, so despite the fact that I wouldn’t consider Samurai Bringer a grand slam home run I’ll at least give it a solid triple on an unforced error. Very arcade-y at its core, this is a game focused on often intense beat-em-up/slashing action but it has more to offer as well. What sets it apart is the ability to pretty well customize your fighter in many ways, taking both more basic foundational skills and more powerful attributes you can assign to them to create your own take on a combo-executing master… or at least that’s the plan. Actually understanding some of the rules behind the limitations for how some can be assigned and what may be most effective takes a bit of time, frustration, and certainly will require some trial and error. In addition, and somewhat oddly, even as you customize your fighter I wouldn’t necessarily call the combat over the long haul all that varied or distinctive. Yes, some enemies will throw you for a loop (some, literally) but for the most part you’ll be exploring areas in search of hidden power-ups and knocking people around. It’s one of those experiences where I’d love to see a sequel, where the developers had a little more time to let the idea marinate and evolve, but for the price this is still a pretty cool and unique brawler nonetheless.
Justin Nation, Score: