Rising Zan: The Samurai Gunman box art

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Rising Zan: The Samurai Gunman

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Rising Zan: The Samurai Gunman

Mar 25, 1999

Main game

3.36 average rating based on 14 ratings

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Rising Zan is a 3rd person action game with plenty of oddball humor and interesting situations. Zan, the main character wields the weapons of both of his trades... the Sword of a Samurai master, and the six-shooter pistol of an American cowboy. He'll need a variety of techniques to defeat the Jackal Clan and avenge his own lost battle. Zan proceeds through enemies and challenges in each level to eventually reach the boss who he then battles in some form of specialized combat or pattern. Once the boss is defeated, Zan gets the chance to unleash as much punishment on … More
Rising Zan is a 3rd person action game with plenty of oddball humor and interesting situations. Zan, the main character wields the weapons of both of his trades... the Sword of a Samurai master, and the six-shooter pistol of an American cowboy. He'll need a variety of techniques to defeat the Jackal Clan and avenge his own lost battle. Zan proceeds through enemies and challenges in each level to eventually reach the boss who he then battles in some form of specialized combat or pattern. Once the boss is defeated, Zan gets the chance to unleash as much punishment on his foe in 30 seconds as he can; higher damage values will change the finishing move he uses to slay his foe. Less
Release Dates
Mar 25, 1999 Full Release (Japan)
PlayStation
Sep 30, 1999 Full Release (North_America)
PlayStation
Oct 1999 Full Release (Europe)
PlayStation
Dec 21, 2011 Digital Compatibility Release (Japan)
PlayStation 3, PlayStation Portable
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User Stats
54
In Collection
13
Wish Listed
1
Playing
25
Backlogged
How Long Is Rising Zan: The Samurai Gunman?
Main story: 2.0 hours
Total completions: 1
Chawls
Chawls gave May 12, 2024
Chawls gave May 12, 2024
Soul of an ambitious early 3D action adventure

As an early 3D action adventure Rising Zan suffers in all the ways you'd probably guess: difficult to frustrating camera issues and difficulties with getting stuck on 3D objects.

The core game formula definitely has all the staples of the later games to the point that I'd guess it was a likely inspiration for later 3D action games. It has a spunky protagonist obsessed with looking cool or sexy, a very light and goofy plot, enemies that seem to exist mostly for the protagonist to fight, and a light and short level structure that uses unlockable game modes to add content for replays to the otherwise short run time. Oh and a ton of all button mashing quick time events that definitely got old fast.

I didn't have much issue with the moveset which felt simple enough to get a handle on, but the camera issues make it hard to engage with movement around boss attacks and I felt encouraged to find approaches that felt more like cheesing the encounter than mastering the mechanics. I think longer or less linear levels with checkpoints would have helped the overall experience feel more fun to experiment with and put less pressure on …

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As an early 3D action adventure Rising Zan suffers in all the ways you'd probably guess: difficult to frustrating camera issues and difficulties with getting stuck on 3D objects.

The core game formula definitely has all the staples of the later games to the point that I'd guess it was a likely inspiration for later 3D action games. It has a spunky protagonist obsessed with looking cool or sexy, a very light and goofy plot, enemies that seem to exist mostly for the protagonist to fight, and a light and short level structure that uses unlockable game modes to add content for replays to the otherwise short run time. Oh and a ton of all button mashing quick time events that definitely got old fast.

I didn't have much issue with the moveset which felt simple enough to get a handle on, but the camera issues make it hard to engage with movement around boss attacks and I felt encouraged to find approaches that felt more like cheesing the encounter than mastering the mechanics. I think longer or less linear levels with checkpoints would have helped the overall experience feel more fun to experiment with and put less pressure on being efficient with each interaction to survive the end boss of the stage and avoiding starting all over again. There is some charm to how unserious the game takes itself with the humor and music that also helps carry the overall experience.

Johnny No More

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