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Muramasa: The Demon Review
Trev | 3:17 PM on 09.15.2009 30 comments


It's been a while since I had such mixed feelings about a video game. That's not to say the game is bad, but it it seems rife with things that I would have done differently (or demanded someone else do differently while sipping a fine brandy and lounging in a big leather chair).

The best thing about the game is the graphics. Not only does it properly support 480p so it doesn't look like vertically-letterboxed ass on my HDTV, but it legitimately looks good doing it. I'm sure it would look better in HD (everything looks better in native HD), but I won't penalize the game for what might have been. The getting into the game is easy and there's the linger “just one more boss” feeling even when you're an hour past when you'd like to get to bed.

On the other hand, I found the interface to be awkwardly tuned. The slightest touch of the control stick up or down will cause you to jump or duck and the stick must be returned to a vertically neutral position before the action registers again. More than once I died because I had the stick a fraction of a degree up and my character refused to jump or roll. Similar issues can be found with the sequence of button and direction holds required for some of the different moves; in short, I approve of the arsenal but not the triggers to fire it. Block and attack are mapped to the same button, attacking can reflect projectiles and blocking them reduces your sword's soul meter (basically HP for the sword). Several times, I had swords eaten away because the game couldn't tell that I meant A: Attack and not A: Block and once blocking, the recovery time stuck me there blocking a torrent of projectiles until the sword broke.



Some tasks seem to be intentionally annoying. Cooking takes no less than half a dozen button presses just to use a healing item (one to select, one to take the lid off the pot, several to eat, one to replace the lid, one to reflect on your fucking meal, and one last press to get out of that tedious bullshit), and using anything from your inventory automatically kicks you back to the game. Since you can just pause the game again immediately, it serves no purpose other than making you run through menus again.

The combat is pretty weak, and I had quite the chuckle when I skimmed GameFAQ's message board and saw users talking about BnB combos. For those unfamiliar with the term, it's short for “bread 'n' butter”; they are standby combos for reliable execution and damage. Comedy gold, as well, seeing as this involves mashing A and holding forward. There really doesn't seem to be any other combo. There are 108 swords but they come in two types, so you have two shallow sets of moves with no variation other than “blade” or “long blade”. You also gain new swords with increasing attack power fast enough that it's difficult to really gain any affinity for the secret arts that differentiate one sword from another. I read in another review (Joystiq's, I think) that it was like a 2D Devil May Cry. This is true, if you consider a Devil May Cry made so lacking in depth that it appears to be two dimensional.

After finishing the game with both characters and going back for several of the post-game white barrier caves and paths, I can't imagine how this was supposed to be fun or interesting. For starters, there's no indicator to tell the player which caves have been cleared and which haven't, and no label until you go in. Only one of them has held a unique boss instead of fight X number of Y enemy, and ultimately, the best I'm going to get out of it is the option to replay the final boss fight with the best sword and see a third ending for a game with a terrible story. It sure does run up the gameplay timer, but that's about it.



Finally, the bosses. Oh bosses, you're so retro in a completely annoying way. Start, find out every attack starts you on fire, die because you can't change equipment during a fight; equip anti-burning item, restart, try to learn bosses attack pattern but you can't because the boss likes to fly off the side of the screen and shoot stuff at you, die; restart and die a few times until you learn the sound effect that comes before the boss stops uninterruptedly attacking for a couple seconds, maybe finally win if you don't get juggled for all your life by a chance hit. I've come to terms with video games being “unfair”. It's one guy against an army, led by a quirky boss squad, where they feast on the pain of damned souls and poop atomic, soul-damning explosions in some freakish circle of life. This is fine. Losing because I don't psychically know the status effects and attack patterns of bosses in a game I've never played before isn't fun. No, don't champion how “old skool” the game is. People stopped making games like this for a reason.

TLDRz! Here's my honest opinion of Muramasa
Very pretty and kinda fun. It's an alright 2D action game with a ton of stuff that pisses me off, just not quite enough to trade the damn thing in...yet. I played it because it was new and then stopped playing it because I have lots of other games that I could replay instead of slaving away for the chance to do the last boss battle four more times.



Who does a man have to screw to get Viewtiful Joe 3? And lets make sure it's on PS3/360 so we have plenty of buttons at our disposal.



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30 comments | showing # 1 to 30

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Tralfmadoria's Destructoid Blog
Did you ever get around to saying what you would do differently or did I simply skip that part?
Ckarasu's Destructoid Blog
I liked the game. Certainly more fun than most games that have come out recently. The bosses are fun, music is great, and the story is intriguing.

I'm sorry Trebz, but I disagree with almost all your points.
Tubatic's Destructoid Blog
I dig Momohime's story, so far. I definitely wouldn't agree with terrible.

But hey. Waffles!
Dan CiTi's Destructoid Blog
You don't like the food porn? That's too bad.
Deathofthedead's Destructoid Blog
Well-written review, but I can't say I agree at all. Actually, one of my favorite things about this game so far seems to have irritated you to no end: the way cooking/eating is handled. As little a thing as it is, I loved being able to savor each delicious-looking bite. Also, while you can certainly button-mash your way through on the easiest difficulty, I thought Shura mode provided an adequate challenge that required actually learning the depth of combat (which is definitely there), and on the hardest difficulty you never get more than 1 HP, which totally changes the way you have to play.
Trev's Destructoid Blog
@Tralfmadoria
What I would have done differently is essentially the opposite of the complaints:
-Press the button once for cooking; eating it with multiple button presses does nothing to enhance the game.

-Make the Z button block while in combat. There really isn't a way to repair the weirdly touchy joystick controls without just requiring a classic controller and using a d-pad, but at least attacking and blocking can be distinct.

-The story is totally ancillary to the experience. Much more effort should have been put into presenting it outside of a few brief conversations before a boss fight. Honestly, more cutscenes would have helped. There's an objective marker which invariably makes you run through areas you've already cleared when they could have made it more about exploration.

-Put things the player hasn't seen before behind the post-game white barrier caves. It's much less interesting fighting more of the already repetitious enemies, than it would be to have some wholly new boss battles. I'd want to go through all of them if this was the case

-Giving half the restoration items Japanese names made it pretty annoying, especially when there are redundant or poorly explained effects. There's one stone I can't pronounce that fully restores one sword, and another I can't pronounce that restores all swords, but the description for both is "Sharpens Blades, Restores all soul power". One item for something, descriptive name. And what's with all the incremental healing items?

@Ckarasu
Who?
I'll give you that the music was good, but the bosses would have been more fun if they later and more difficult ones didn't hide offscreen 70% of the time. If I die because of a lunge I see coming, I messed up; if I die because there's a super juggle-tornado off the screen that breaks my sword and does 4000 damage if it catches me, and becomes almost inescapable if I run over to try to see what the boss is doing, it's bad game design.

@Tubatic
Hers was the better of the two, certainly moreso than Amnesiasuke. I've had better than "We have to go get this magic sword or we'll die" though. It was a good excuse for the game to happen, but I never felt motivated. It's an easy game to play, like I said, but I never connected with it like I have other games.

@Deathofthedead
I played it on Shura both times. The game has plenty of moves, but I wish there was more variation to the attack button combos. Some rhythm-based variations with different juggle, knockback, or hovering properties would have been good. It seemed like I either did the whole A-combo or stopped early and started again. It just doesn't offer the same kind of depth that's found in other action games. And if it has to be a 2D game, Viewtiful Joe was stronger in almost every way.
Tralfmadoria's Destructoid Blog
Thank you for taking the time to explain what you would do differently. I'm sorry your experience with the game wasn't nearly as engaging as mine was.
Ckarasu's Destructoid Blog
@Trebz: All attacks are avoidable. The fact that there is a mode where you only have 1 hp, and people have beaten it, is proof of that. Try again.
Trev's Destructoid Blog
@Ckan'tgetmynameright
Sure, it's avoidable if I don't run over so the boss is actually on the screen; avoidable if I don't try to compensate for the developer's bad decisions; avoidable if I play better games, that don't have this particular flaw, on other systems.
Ckarasu's Destructoid Blog
@Trebz: No. I can control my character perfectly. The controls are great, and very responsive. Bosses have patterns, you have to learn them. You blame the developer, but it's honestly your lack of skill that leads to your death. Just being honest, as most of the bosses I've fought have only killed me when I made a mistake.
Corak's Destructoid Blog
I've been having fun with the game. If you can get past the Japanese storyline, its hard to understand the nuances of it unless you are really paying attention, its not all that bad. Yea I know its not a system seller or a must have for a lot of folks but I'd say I've gotten my money's worth out of it. It looks great and is a decent button masher side scroller.
Trev's Destructoid Blog
@Ckarasoyoucan'tread?
You know, there were plenty of bosses I made it past without any trouble, and there were several I thought were too easy. You're just using "lack of skill" as a way to defend Muramasa. You want to say my opinion of this game you obviously like more than I do is wrong because zomg u jus dont liek it becuz u suxxorz. I found most of the game pretty easy and obviously beat all the bosses to have finished it twice.

This game just does something I hate, and would hate in any game. I think less of Muramasa for having this flaw and less of Ignition for their decision to put it there.
Ckarasu's Destructoid Blog
@Trev (Wow, I got your name wrong a bunch of times): If you just simply said that it wasn't your cup of tea, then I would be fine. But to state that the game is cheap at times (or something similar) is a bit silly. The game is always fair, I believe. The boss gives away its attacks with visual, and audio cues. I don't even know why you would let the boss get off screen for more than a few seconds (most, if not all, of their moves have start up and other indications). That's just pain silly. Again, all deaths are your mistakes. I have not seen anything from the bosses to make me think otherwise.

And Ignition didn't make the game. They published it.
Trev's Destructoid Blog
@Ckarasu

Yeah, I was wondering how long I had to give you a hard time about it. Ha ha.

I'll stick with the dragon boss example. It shoots out some cluster-homing-fireball thing and while I'm trying to deflect them (and about half the time having the game misinterpret it as blocking and breaking a sword), it just flies off the screen, and I can't follow until the fireballs are dealt with, I then run over that direction only to get hit by second hit of the bite attack at the earliest moment the dragon's nose becomes visible. If he stayed on the screen, or even half on the screen, I'd be able to see these things. Instead I end up chasing the boss around the screen with it spamming projectiles at me.

The tiger boss is another big offender. It flies away and does the lunge to the ground that I would need to dodge to get in a few hits while he's on the ground, but it comes from off the screen so only the last quarter second of it is visible. And this can't be blocked or there won't be any downtime. I need to dodge two bouncing attacks then kind of guess the timing to jump in the air, hope he does the lunge attack and then land right on him because if I run away, he'll recover before I run back.

Nothing about this is my idea of a fun experience, and that's what the review reflects. There isn't a scientific scale for it. If there was, I'd want how meatheaded a protagonist is to be measured in millicliffies.

(Oops on the company. Vanillaware was hidden on the back of the box, and I was already spacing the name out.)
Ckarasu's Destructoid Blog
@Trev: That's just you, then. I keep hearing on how fun the bosses are, and fair. If you played Odin Sphere, you might know that that game was MUCH harder.

To properly reflect, you have to tap the A button fast. It's worked for me so far.
Trev's Destructoid Blog
I haven't seen much lauding of the boss fights aside from visual design, but I'll take your word for it. But isn't "this is my opinion" implied when it says my name at the top of the page under "review"? I've read, at multiple sources, how shallow the combat is, and I agree. Is the popular opinion wrong, and the combat is actually good (and not shallow and repetitious), or is it right, to defend the bosses?

Or maybe it's just a bunch of independent opinions.

If a projectile hits from any direction while I have the button down, it gets blocked instead, and then the block recovery means every other one is getting blocked; a flaw of block and attack being the same button. There isn't a way to un-press a button, so the character is stuck until the sword breaks or the projectiles stop. Sure, it's a chance hit, but with multiple projectiles per second, it has happened, and even one failure is too many. Viewtiful Joe, God of War, Devil May Cry, Ninja Gaiden; never once did I have a game accidentally defend in multiple play-throughs of all those series. It has only happened to me in Muramasa. Everybody else got it right. Block should have been Z, since the map automatically disappears for combat anyway.
Trev's Destructoid Blog
Addendum: I realized I don't have to defend my opinions of something. No one's can be objectively right or wrong anyway; it's whether I liked it or not. There was lots of stuff I didn't like, even though I said the game was fun. I don't know how you expect to change my mind about that aside from making the game not have them.
SephirothX's Destructoid Blog
@Ckarasu
Sorry, but I'm with Trev on this one. What separates this game from the Megaman 9's / Devil May Cry's / Bionic Commando Rearmed's of the world is quality design. Trev's complaints about the bosses are very well justified, because they really aren't great and they are the kind of "hard" that isn't desired.

The bosses in this game are reminiscent of the arcade style quarter-eating bosses. The fact that, as Trev said, half the time they run off the damn screen is total bullshit and the attacks they do break the line between hard and cheap.
Elsa's Destructoid Blog
Controls are always a huge issue for me. If I have to fight the controls or am constantly annoyed by extraneous menus, then I know the game will be too frustrating for me. A good honest review... while other's might not agree, it does give insight into potential issues with the game for some gamers such as myself.
Jonathan Holmes's Destructoid Blog
Interesting thoughts on the game. I would have never looked at it that way.

The only opinion I agree with is the one about Muramasa not being as good as Viewtiful Joe. Thing is, when it comes to Viewtiful Joe, there can only be one. Even Viewtiful Joe 2 pales in comparison to Viewtiful Joe.

It could be the most underrated, under-played 2D action game of all time.
Trev's Destructoid Blog
I thought of something else: instead of saying "I wish I had some sake" every time I cooked, the character could have reflected on their spot in the story or how they felt.

Another for the list of "things I would have liked".
Zoel's Destructoid Blog
I agree with Ckarasu on this one. I never found the game cheap. Hell even if the boss goes out of the screen you at know what direction they're coming from and personally I find Odin Sphere to be far worse. If you want bad game design and cheap go play Haunted Castle (konami) from the Arcade.
JoZo's Destructoid Blog
The game certainly has its flaws, The swords secret arts are practically temporary. I always just use the stronger ones. Also, is it just me or is that long swords aren't as powerful as they seem? I could easily use a "blade" and deal the same damage or even more so at a faster less risk kind of way. There's got to be some catch to it, or long swords are useless.
Ckarasu's Destructoid Blog
Actually, I liked this game much more than Viewtiful Joe. VJ was merely decent, with an annoying difficulty.

@SephirothX: Hard for you, maybe. I know what the hard you refer to is. The bosses may be difficult, but the deaths are all your fault, and not a result of cheapness. I've fought "cheap" bosses, and know exactly how they work.
Trev's Destructoid Blog
People seemed to have missed something: I never described the bosses in Muramasa as cheap or specifically unfair. I said they were annoying and not especially fun. There seems to be this confusion over "I couldn't beat them" versus "I beat them, but it was a monotonous slough through a dozen lifebars where I had to chase this big, supposedly fearsome boss around the screen and am unable to do simple things like change equipment until the fight is over."

For the $52.74 I paid for Muramasa, someone could get:
-($5) Kirby's Adventure (virtual console), probably my favorite NES game outside of Megaman
-($15) Shadow Complex
-($10) Bionic Commando Rearmed
-(??) Depending on the price they're found for, one or both of the Viewtiful Joe games.

These are benchmarks for the quality I expect from 2D action titles (except for Shadow Complex, I suppose; could swap in Megaman Powered Up) and they're all superior to Muramasa.
Ckarasu's Destructoid Blog
@Trev: That's your opinion. I'd probably find them completely boring, and a waste of money (Especially Kirby, seeing how short and easy the games tend to be). I loved Muramasa, and found it worth every penny. I've heard that the bosses were fun, and I have not encountered a boss that would make me think otherwise. Obviously, this game was not for you. Be careful how you word these things, as some people could interpret you as stating it as a fact.
Trev's Destructoid Blog
@Ckarasu
That's just you. Your opinion, based on never having played the games. An opinion which you are treating as correct in an attempt to call my opinion wrong, with a helping of "too hard for you" gamer posturing. You've argued semantics, said it was because of a lack of skill, and set yourself up as some sort of expert on cheap bosses all in an attempt to argue that, no, I really did have fun playing this game. Do you really think that's going to work?

You work for Vanillaware? You're trying really hard to run damage control and make sure everyone knows that this is just an opinion, which should have been obvious in the first place. You like Muramasa, which I'm saying is mediocre outside of the graphics. Deal with it.
Ckarasu's Destructoid Blog
@Trev: No, but I do know I don't really like side scrolling shooters too much. I HAVE played a number of the Kirby games, and they weren't for me. I come off as abrasive quite often, and it's mostly my lack of tact that is to blame. What I'm trying to say is that, in my experiences, the bosses are quite fair. I have yet to see a "cheap move". I won't say your opinion is wrong, as opinions can't be. If you didn't have fun, then I can't convince you that you did. I just find it odd that you got frustrated over the boss (or their moves). I suppose it just doesn't fit your playstyle, perhaps. I dunno, but I have never explicitly said that your opinion is wrong. And I rarely ever imply things, so don't bring that point up.
Ckarasu's Destructoid Blog
I will also be the first to admit that the game is repetitive. Short of boss fights, the enemies don't offer too much of a challenge (Except for the annoying Kappas, but that's only temporary). The game isn't perfect, no game is. It may have sounded like I was saying it was, but that is a result of a poor choice of words, on my part. I was mostly arguing that the boss fights did not seem as unfair or boring as you said they were.

Also, I have good idea as to why they won't let switch weapons. Perhaps it is because you'd be able to "outlast" them with all the weapons that eventually become available. There are many attacks you can reflect/deflect/block. It would be all you had to do, as the "guard break" attacks are typically too slow to hit you. It'd seem too easy if you were allowed to keep switching. That's just how I see it, though.
Dan CiTi's Destructoid Blog
People buy Wii games that aren't No More Heroes? Weird.


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Hi Destructoid, I'm Taylor.

I live in Wisconsin and probably drink too much, but apparently that's normal here. By day, I'm a web developer; people either don't know what they want or have terrible ideas. "I'd like a quote for a website." they say. I respond with: "What do you want the website to do? Lots of pages? Picture gallery or anything?". "I want to know the price before I think about that." they say, and I die a little inside.

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I love them. Here are all the console games from this gen I'd reccomend. The exclusives are in italics, because some people might want to know that. I used to have games I was anticipating here too, but it was bloating the list so badly I decided to cut them again.

PlayStation 3
Armored Core 4
Armored Core: For Answer (Review)
Bionic Commando: Rearmed
BlazBlue (Impressions)
Borderlands
Brutal Legend
Call of Duty 4: Modern Warfare
Call of Duty: Modern Warfare 2
Critter Crunch
Dead Space
Demon's Souls
Devil May Cry 4
Fat Princess
flOw
Flower
God of War Collection
inFAMOUS (Sort-of Reviews)
Killzone 2 (Double Review)
LittleBigPlanet
Metal Gear Solid 4
Military Madness Nectaris
Noby Noby Boy (Review)
PixelJunk Eden
Prince of Persia
Ratchet & Clank Future: Tools of Destruction
Ratchet & Clank Future: A Crack in Time
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Resistance 2
Savage Moon
SOCOM: Confrontation
Soul Calibur 4
SuperStardust HD
Uncharted: Drakes Fortune
Uncharted 2: Among Thieves
Valkyria Chronicles (Review)
Warhawk
WipEout HD/Fury
X-Men Origins: Wolverine

Xbox 360
Crackdown
Dishwasher: Dead Samurai
Fallout 3
Gears of War 2
Geometry Wars 2
Lost Planet: Colonies
N+
Shadow Complex (Review)
Spider-Man: Web of Shadows
Star Wars: The Force Unleashed (Review)

Wii
House of the Dead: Overkill (Review)
Madworld (Review)
No More Heroes
World of Goo
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