Compare Slice, Dice & Rice prices across 50+ stores and find the best deal. Developed by Dojo Games. Published by Ultimate Games S.A.. Released on 4/27/2017. Available on PC. Genres: Action.

If you have a couch partner and a taste for read-your-opponent mind games, this lean Bushido Blade heir delivers genuine tension in two-second rounds. Solo players will bounce off hard.

I came to Slice, Dice & Rice the same way I come to anything with one-hit-kill mechanics: skeptical that the gimmick would hold up past the first hour. Four rounds later I was genuinely sweating, which is not something a four-button 2D fighter usually does to me. The premise is blunt: no health bars, no combo lists, no chip damage to trade. You pick one of eight fighters set loose in a Japanese underworld, and the round ends the moment a clean blow connects. That's it. Win four of seven rounds, move on. The combat system does a lot of work to make that premise function. Your whole toolkit is a horizontal slash, a vertical slash, a heavy attack, and a parry. What keeps it from feeling like a coin-flip is the feint layer: nearly every attack can be cancelled mid-animation into the parry, so every committed swing is also a potential trap. The actual mind-game is figuring out whether your opponent is swinging for real or baiting a counter, then adjusting inside a half-second window. Rounds last less than twenty seconds and some end in two, which means the read-and-react loop runs faster than any traditional fighter I can think of. The roster has real mechanical variation too. A samurai with a katana plays completely differently from the heavyset fighter swinging a giant sword, since speed, reach, and endurance all shift the spacing game. The one outlier is Benkei the monk, who fights with his fists and breaks the one-hit rule, requiring several clean strikes to kill. That section of story mode is noticeably more frustrating than everything around it and drags on long enough to leave a mark. The art direction is worth calling out. Black and white character models with red blood as the only real color punch is a specific aesthetic choice and it works, landing somewhere between a Madworld-style graphic novel and a samurai manga. The six stages are hand-drawn and atmospheric without being busy. Framerate has been reported as occasionally inconsistent, and it showed up in my session a few times, though never during a round-critical moment. The soundtrack is serviceable, somber samurai-dungeon stuff, nothing memorable. Here is the part that will decide whether you buy this: the online community is, for all practical purposes, dead. It was thin at launch and multiple reviewers over multiple years have found essentially no one to match against online. That is a serious problem for a game where the entire value proposition is psychological warfare against a human brain. The AI is fine for learning spacing, but it does not replicate the tension of a real opponent, and tension is literally the product being sold here. Single-player story mode runs about two to four hours depending on how hard Benkei's chapter beats you up. After that, solo content is exhausted. Local multiplayer is where the game lives: get someone on a second controller and the same two-second rounds that feel thin against AI become genuinely gripping. The couch experience is what reviewers who liked this game actually liked. Steam sits at a mixed rating around 64 percent positive across roughly 600 reviews, which reflects the honest split between players who had a human opponent ready and players who were expecting a full-featured fighter. As a pickup-and-play local PvP game at its current sub-five-dollar price point, the mechanics are tight enough to justify the shelf space. As a solo fighting game or an online competitive experience in 2025, it is not that. Fred, Scout Team

Slice, Dice & Rice
Action

Slice, Dice & Rice

Apr 27, 2017Dojo GamesUltimate Games S.A.
GamerScout Says

If you have a couch partner and a taste for read-your-opponent mind games, this lean Bushido Blade heir delivers genuine tension in two-second rounds. Solo players will bounce off hard.

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About Slice, Dice & Rice

I came to Slice, Dice & Rice the same way I come to anything with one-hit-kill mechanics: skeptical that the gimmick would hold up past the first hour. Four rounds later I was genuinely sweating, which is not something a four-button 2D fighter usually does to me. The premise is blunt: no health bars, no combo lists, no chip damage to trade. You pick one of eight fighters set loose in a Japanese underworld, and the round ends the moment a clean blow connects. That's it. Win four of seven rounds, move on. The combat system does a lot of work to make that premise function. Your whole toolkit is a horizontal slash, a vertical slash, a heavy attack, and a parry. What keeps it from feeling like a coin-flip is the feint layer: nearly every attack can be cancelled mid-animation into the parry, so every committed swing is also a potential trap. The actual mind-game is figuring out whether your opponent is swinging for real or baiting a counter, then adjusting inside a half-second window. Rounds last less than twenty seconds and some end in two, which means the read-and-react loop runs faster than any traditional fighter I can think of. The roster has real mechanical variation too. A samurai with a katana plays completely differently from the heavyset fighter swinging a giant sword, since speed, reach, and endurance all shift the spacing game. The one outlier is Benkei the monk, who fights with his fists and breaks the one-hit rule, requiring several clean strikes to kill. That section of story mode is noticeably more frustrating than everything around it and drags on long enough to leave a mark. The art direction is worth calling out. Black and white character models with red blood as the only real color punch is a specific aesthetic choice and it works, landing somewhere between a Madworld-style graphic novel and a samurai manga. The six stages are hand-drawn and atmospheric without being busy. Framerate has been reported as occasionally inconsistent, and it showed up in my session a few times, though never during a round-critical moment. The soundtrack is serviceable, somber samurai-dungeon stuff, nothing memorable. Here is the part that will decide whether you buy this: the online community is, for all practical purposes, dead. It was thin at launch and multiple reviewers over multiple years have found essentially no one to match against online. That is a serious problem for a game where the entire value proposition is psychological warfare against a human brain. The AI is fine for learning spacing, but it does not replicate the tension of a real opponent, and tension is literally the product being sold here. Single-player story mode runs about two to four hours depending on how hard Benkei's chapter beats you up. After that, solo content is exhausted. Local multiplayer is where the game lives: get someone on a second controller and the same two-second rounds that feel thin against AI become genuinely gripping. The couch experience is what reviewers who liked this game actually liked. Steam sits at a mixed rating around 64 percent positive across roughly 600 reviews, which reflects the honest split between players who had a human opponent ready and players who were expecting a full-featured fighter. As a pickup-and-play local PvP game at its current sub-five-dollar price point, the mechanics are tight enough to justify the shelf space. As a solo fighting game or an online competitive experience in 2025, it is not that. Fred, Scout Team

Tags

singleplayermultiplayerpvplocal-multiplayerlocal-cooptier:sub-5One-Hit KillWeapon-Based FighterMind-Game HeavyCouch PvPDead OnlineFeint MechanicsJapanese UnderworldShort Rounds

System Requirements

Minimum

OS
Windows Vista / 7 / 8 / 8.1 or newer
Memory
2 GB RAM
DirectX
Version 10
Graphics
GeForce 9800 GT with 512 MB RAM (DirectX 10)
Processor
Core 2 Duo 2.4 GHz

Recommended

OS
Windows Vista / 7 / 8 / 8.1 or newer
Memory
4 GB RAM
DirectX
Version 11
Graphics
Vidia Geforce GTX660 with 1 GB RAM (DirectX 11)
Processor
Core 2 Duo 2.4 GHz

Reviews & Ratings

No ratings available

Game Info

Developer
Dojo Games
Publisher
Ultimate Games S.A.
Release Date
Apr 27, 2017

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