I have been completely infatuated with Muramasa: The Demon Blade ever since I saw it in motion on Nintendo’s Hype Channel. Sure, I saw the screenshots online and in magazines, but a sense of awe overpowered me when I laid eyes on it. I was breathless. If the game played half as well as it looked, I knew I was going to be a happy camper. Months after it came out, I finally got my hands on Muramasa: The Demon Blade.
Muramasa follows the adventures of a “fallen” ninja searching for his identity and a possessed princess. Their stories are different but intertwine in subtle ways. Kisuke cannot remember who he is for the life of him, but he is able to take down other ninjas like never before. He follows a young woman whom he was sent to spy on. Then there is Monohime. She is a possessed princess. No, she isn’t trying to recapture her fallen land and out for blood. She is literally possessed by another soul who is able to control her body. Taking place in feudal Japan, Muramasa feels like a forgotten legend. They each wonder around the land searching for demons’ blades that are able to destroy the “sacred” barriers that block their paths. Why are they traveling? Why do you need to collect demon blades? What is going on that is setting off these odd events into motion?
Unlike the barriers that constantly block their paths, the story is told before and after each boss fight. There are no little bits and pieces of the plot given to you as you explore. It’s surreal. You have to work at understanding what’s happening. Also, the weirdest and coolest part of all this is the simple fact that every line of dialogue is spoken in Japanese. This isn’t just a game from overseas. It’s cultural immersion! I might as well go over to Japan and live there for a week. Thankfully, the game is
First things first, the game should probably earn an award for its graphic’s engine. It is
No matter how smoothly it runs, it would not matter if it does not play well. Thankfully, there is a amazing amount of move sets. Muramasa is a cross between a role-playing game, light platforming and hack-’n’-slash action. The emphasis is mostly on the former as the platforming is never dire. You’ll never accidentally send your heroes to their doom because you have messed up a jump. Anyway, there are three choices for control: the Wii-mote and nunchuck, the classic controller and (gasp) the ol’ Game Cube controller. I opted for the GC controller for two basic reasons. First, the controller just feels natural to me. And second, this is a game that is begging to be played on a traditional controller.
Combat is simple. You swing swords millions of times by pressing the A button. Holding done the A button will allow for a defensive posture. This stance can even reflect some ranged attacks. Moving the control stick while holding the A button will allow for a dash attack that can take your hero into the sky. And every demon blade has its own special attack and effects. These attacks, along with constant use, drain the durability of the sword. When a sword runs out of “energy,” the blade will shatter, and its attack power is drastically reduced. So you have to rotate through the swords and let them rest. When the sword symbols on the top of the screen are glowing, you can unleash a quick-draw attack that damages all enemies on screen. This is useful for destruction. Items are used in field and help in restoring health and even restoring durability.
In fact, eating items that restore health are vital. Each meal provides so much spirit, and restaurants abound. Thus, it does not take a lot of effort to find someplace to get spirit. You use spirits and the souls of the destroyed demons to forge new swords. It’s a bit addictive as new swords fuel into the next sword’s availability. I look at what swords will become available and plan accordingly. At first, I worried about not finding enough spirit. Instead, I am now worrying about finding enough souls!
As awesome as the game is, there are a few problems. First, there are only a few basic areas. You’ll see the same farmlands, forests, graveyards, ocean views, cities and mountains. You’ll see the same basic layout over and over again, with souls laid out in identical patterns. If it wasn’t for the well-done automap, I would be completely lost. Second, the same few enemies are seen. Kisuke is hunted by ninjas while Monohime is hunted by monks. Thankfully, the boss monsters are much more varied and memorable.
For sound, swords slash, shurikens fly through the air, ghosts shriek as they float in the air and demon’s forge hammers on. Music ranges from upbeat music to ethnic. Monks’ chanting with a symphony creates a creepy yet soothing feel. Forests have a mysterious feel while other environments have an open air feel. I cannot do it justice. It is almost perfectly close to aural bliss. As previously mentioned, the vocals are all in Japanese. It’s top-notch, I think.
Overall, Muramasa: The Demon Blade is the top of its class. No game in its genre does what Muramasa does as well. Everything perfectly meshes together to prove that the sum is greater than its parts. It’s a blast to play through. It plays as well as it looks. Wii owners rejoice! An awesome game is in your midst. Go play it and find out what all the brouhaha is about.