Showa American Story is, if nothing else, a profoundly wacky action-RPG. Five years have passed since its initial reveal in 2021, and with barely any updates in recent years, players have been left wondering: In an era where the Chinese AAA single-player market is rapidly expanding, can a game with such an eccentric tone actually carve out its own identity?
We recently had the chance to go hands-on with about two hours of Showa American Story. Based on an introduction by Creative Director Xiangyu Luo and our own gameplay experience, here is what makes this absurd adventure tick. Luo describes Showa American Story as an RPG overflowing with retro pop culture. Set in an alternate late-'80s where Japan bought up most of the United States, effectively colonizing it economically and culturally, players take control of Choko Chigusa—a girl brought back from the dead. She embarks on a road trip filled with combat, exploration, and growth across a world that feels both absurdly bizarre and weirdly familiar.
Our demo was split into four segments: a linear story-and-combat section, a camp exploration slice focused on rest and character progression, an open-map exploration sequence, and a massive boss fight.
Combat in Showa American Story integrates elements from various action game staples, as Choko can use both melee and ranged weapons. The demo featured four types of melee weapons—Bare Hands/Gauntlets, Katanas, Drills, and Polearms—alongside ranged options like shotguns and assault rifles. Every melee weapon comes with a specific name. For instance, the katana category consists entirely of historical legendary blades; I found one called "Mikazuki Munechika" lying around.
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