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Senran Kagura: Peach Beach Splash: A Shooter Under the Joke

Senran Kagura: Peach Beach Splash review: Tamsoft's 2017 water-gun shooter on PS4 and PC, with two-mode weapons, cards, and a 30-plus roster. Score: 7.6/10.

By mitch·6 min read
A girl slides down a water slide, arms outstretched, as she passes through a splash of water.

Senran Kagura: Peach Beach Splash landed on PlayStation 4 in 2017 with a premise that sounds like a joke and plays like a tournament. The shinobi of the Senran Kagura series have fought rival ninja, evil masterminds and apocalyptic demons, and none of it prepared them for a water gun fight. Tamsoft developed it. Marvelous published it, with XSEED Games handling the West. A Microsoft Windows version followed in 2018.

The setup is simple. A mysterious tournament has existed since ancient times. Its shady organizers summon female ninjas from various factions. The winning team gets anything it wants as a reward. Special shinobi abilities are banned. Victory and defeat are decided with tournament-provided water guns.

That rule is the whole game, and it is a good rule.

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Trailer, via XSEEDgames.

A Prize That Covers Anything

Peach Beach Splash focuses on the Peach Beach Splash water gun tournament, held by ninjas since ancient times. Participants cannot use their special ninja abilities. They are given water guns instead. Teams fight through brackets, and the prize is open-ended: whatever the winners ask for.

The plot was written as part of the series’ main storyline, not as a side story. Producer Kenichiro Takaki led the project. Yukinori Kitajima wrote it. Nan Yaegashi designed the characters. The game was created to bring everything from the various Senran Kagura games together and establish a single world where all of it takes place. Future games in the series were meant to build on what happens here.

That ambition is worth naming, because it is not obvious from the surface. A water gun tournament sounds like a detour. The team treated it as canon.

Five Storylines and Thirty Girls

The structure is generous. Players choose a team of five from more than 30 girls. Five single-player storylines run through lighthearted water gun battles. Online play lets players join friends and take on opposing teams worldwide. Single player, multiplayer and co-operative modes are all present.

The cast spans factions. Good shinobi, bad shinobi, fugitive shinobi and dead shinobi all get an invitation. Their standpoint does not matter inside the tournament. That is the joke and the design: everyone is equal once the water starts.

The game is a third-person shooter. Players control shinobi from across the series. Virtual Reality is listed as a perspective.

Water Guns With Two Modes Each

The arsenal is where Peach Beach Splash does its real work. Each water gun has distinct behavior and two modes the player can switch between. The examples matter:

  • The single hand gun consumes little water and shoots ricocheting water bullets.
  • The shower gun continually sprays a short-range water mist.
  • The water balloon grenade launcher can set its balloons to explode or bounce on impact.
  • The sniper rifle can be powerful with a narrow lock-on range, or half as powerful with a wide lock-on range.

That is a real weapon system, not a novelty. The trade-offs are legible. A ricochet gun rewards angles. A short-range mist rewards aggression. The grenade launcher asks players to choose between area damage and persistent harassment.

Players also get short-range moves. These are more difficult to use but cause a lot of damage and push the opponent back. The game wants close-quarters risk to pay off.

The Kunekune Finish and the Card System

Battles end with a Kunekune Finish. The player soaks the opponent in water while aiming at their breasts and buttocks. The move is not decorative. It feeds the progression system.

Characters are customized through equippable cards in three types: weapon, skill and companion. Skill cards apply effects such as restoring health or lowering an opponent’s attack power. A maximum of six can be equipped at a time. Companion cards summon a character who fights alongside the player, providing things like covering fire. A maximum of three can be equipped at a time.

Cards must be activated during battle for their effects to apply. Skills need to charge before activation. Performing a Kunekune Finish grants a temporary “Finish Bonus” that makes skills charge faster.

That loop is the smartest thing in the game. The finishing move that will sell the box art is also the engine that speeds up your build. Style and function point the same direction.

Beaches, Water Fronts and Pirate Ships

Arenas include beaches, water fronts and pirate ships. The setting is consistent: sand, spray, open sightlines. The tournament’s record is described as a record of playing in water by young shinobi students, with trails left on a sandy white beach that continues on forever.

The tone holds. The summary promises bouncy, high-flying hijinks. It delivers them. This is not a game that winks at its own premise and then gets serious. It stays in the water.

The five single-player storylines carry the tournament’s mystery. As teams rise through the brackets, they uncover secrets behind the organization, and those secrets hide an ever-growing threat. The game is aware that its plot has somewhere to go. It just refuses to stop splashing on the way there.

What Holds Up and What Does Not

The weapon design is the strongest argument for Peach Beach Splash. Two-mode water guns with clear trade-offs give the shooter a real skill ceiling. The card system layers on top without burying it. Six skill cards and three companion cards is enough choice to matter and few enough to understand.

The roster is the second argument. More than 30 girls, five to a team, five storylines. That is a lot of game for a premise this silly.

The weakness is focus. The game was built to unify a scattered series into one world, and that mandate shows. It carries lore obligations it does not always service well. The water gun tournament is a clean idea. The ever-growing threat behind it is a heavier one, and the two do not always sit comfortably together.

The Kunekune Finish will decide the audience before anything else does. Players who find it funny will stay. Players who do not will leave in the first match. That is not a flaw in execution. It is the game’s identity, stated plainly and early.

A Shooter Under the Joke

Peach Beach Splash is a third-person shooter that knows exactly what it is and builds a competent weapon system underneath the joke. The single hand gun’s ricochets, the shower gun’s mist, the grenade launcher’s explode-or-bounce toggle and the sniper rifle’s power-versus-range choice are not filler. They are the reason to play.

The card system gives the game a progression spine. The Kunekune Finish gives it a hook. The five storylines and the 30-plus roster give it volume. Tamsoft did not phone this in.

What it lacks is restraint. The series-unification project loads the plot with obligations that a water gun tournament does not need. The result is a game that is more fun in a match than between them. That is a real cost, but it is not a fatal one.

This is a shooter with a clear point of view and a working combat loop. It is also a game that will never convince anyone who has already decided against it. Both things are true.

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