User Reviews

There are no reviews for the Amiga release of this game. You can use the links below to write your own review or read reviews for the other platforms of this game.

Our Users Say

Category Description User Score
AI How smart (or dumb) you perceive the game's artificial intelligence to be 1.9
Gameplay How well the game mechanics work (player controls, game action, interface, etc.) 2.4
Graphics The quality of the art, or the quality/speed of the drawing routines 3.8
Personal Slant How much you personally like the game, regardless of other attributes 2.9
Sound / Music The quality of the sound effects and/or music composition 3.0
Story / Presentation The main creative ideas in the game and how well they're executed 2.7
Overall User Score (9 votes) 2.8

Critic Reviews

MobyRanks are listed below. You can read here for more information about MobyRank.
Games Preview (Jan, 1989)
Det er tydeligt at se, at spillet er udviklet på en Amiga af en Amiga-freak. I introduktionsskærmen og spilmenuerne er der nemlig brugt adskillige hardwaretricks, som kun lader sig gøre på Amigaen. En pudsig ting er, at der på diskette 3 ligger en lille demo, hvor Søren Grønbech forklarer lidt om spillet og hvordan det er lavet. Vi kan f.eks. oplyse, at programmet er "pakket" gennemsnitsligt 37%, og at al grafikken er i 32 farver. Animationerne i spillet er ikke noget at råbe hurra for, men nar man tænker på, hvor megen grafik og lyd der rent faktisk er i programmet, så må man nok erkende, at det ikke kunne have været gjort meget bedre. Flot, flot!
I doubt whether it's worthy of the title "best Amiga beat 'em up" - IK+ is a more pure example of expertly-digitised violence - but it's variety kept me at the joystick, and I'll stick with it until the end is in sight. Real case-hardened warriors may find they finish it before they've had their £25 worth, but anyone in the market for a playable, visually and sonically impressive game would do well to check this out.
Der Schwierigkeitsgrad des Games steigt langsam an. Man kommt zu Beginn sehr weit und kann damit rechnen, daß das Game bis zum Ende durchgespielt werden kann. Mich hat die gesamte Programmgestaltung so begeistert, daß ich SWORD OF SODAN nur weiterempfehlen kann, obwohl es sich hier um blutige Kämpfe dreht. Und diese Grafik (schwärm)...!
ST/Amiga Format (Mar, 1989)
Americans have raved about Sodan for some time and the graphics really are good. As a demo of the Amiga's clever sprite manipulation, it's indisputably superb but as a game it lacks the qualities to make it great. The levels lasts just a few seconds and whilst wielding a sword might make good screenshots it soon becomes tedious. Basically Sodan is a fighting game with large sprites and sampled speech; if you like plunging your sword into soft flesh and you can tolerate lengthy disk accesses then go for it.
Raze (Apr, 1991)
  • Too easy for a console game.
  • Initially attractive and inviting.
70 (Feb 22, 2008)
Nonostante i suoi difetti e i limiti, c’è un alone magico che avvolge quelle animazioni così “rudi” e quegli sprite. E questo fa sì che dica che vale la pena provarlo almeno una volta, per ricordare un’epoca leggendaria e quasi ormai passata in cui i giochi non erano fatti di sole routine vettoriali, ma di puri pixel disegnati uno a uno fino a comporre un’immagine.
The One (Mar, 1989)
It's possible to hack a path through half of the game first time around, simply by hammering away on the fire button whenever an enemy came clear. The traps and airborne adversaries on later levels help to vary the gameplay, but ultimately there's some doubt as to its staying power.
The game does not play well. There are too many petty problems that cannot be overlooked. For example, during most of the game you encounter barrels rolling out of nowhere, and you must jump over them. I can live with that if I have to - but the barrels pass right through the enemies standing in front of me. Not fair. The music and sound effects are good, and screen wipes between levels are impressive, but you can't build a good videogame on these qualities alone.
Power Play (Mar, 1989)
Programme, bei denen es manchmal länger dauert einen Level zu laden, als ihn zu spielen, sind mir sehr verdächtig. Sword of Sodan gehört leider in diese Kategorie der “Viel-heiße-Luft“-Spiele: Die Sprites sind groß, der Spielwitz viel zu klein. Fast alle Zweikämpfe sind lachhaft einfach. Bei den meisten Gegnern reicht es, den Feuerknopf gedrückt zu halten und gleichzeitig Joystick nach rechts zu bewegen. Die tumben Gesellen stapfen meist in die Schwerthiebe, ohne Ihrem Sprite ein Pixel zu krümmen. Freilich gibt es auch ekligere Stellen, doch durch das Einsetzen von Smart Bombs und Schutzschildern kann man sich hier schnell vorbeimogeln. Sword of Sodan sieht dank der ungewöhnlich großen Spielfiguren ganz interessant aus. Das primitive Spielprinzip rafft die Motivation jedoch schneller hin, als jeder noch so gut gezielte Schwerthieb...