Muramasa: The Demon Blade Review

Muramasa: The Demon Blade [Wii]
ESRB Rating: T
Number of Players: 1
Genre: Action RPG
Publisher: Ignition Entertainment
Developer: Vanillaware
Release Date: September 8th, 2009

As game console technology evolves and improves, game developers can strive to create deeper, more complex worlds.  Some opt for hyper-realism, pushing the envelope of raw power in order to make your TV seem like a window into another dimension.  However what often proves far more breath-taking is a game with beautiful artwork and design.  Muramasa: The Demon Blade is an example, offering unparalleled beauty in its visual presentation.  It’s a shame that the hardcore market ignores Wii software due to the platform’s lack of horsepower compared to Xbox 360 and PlayStation 3, but Muramasa would undoubtedly make you stop and say, “Wow….”

Like Clover’s legendary Okami (incidentally also available on Wii), Muramasa is set against the backdrop of ancient Japan.  The feudal aesthetic makes TDB even more appealing.  Also, similar to Vanillaware’s Odin Sphere, Muramasa emphasizes style over technical prowess.  Yet thankfully, substance is not sacrificed.

The story splits between two distinct characters, Momohime and Kisuke.  Momohime is a girl possessed by a renegade spirit, while Kisuke is an exiled ninja with no memory of his past.  To avoid spoiling anything however, I won’t elaborate any more.  Despite the game’s heavy action focus, there’s a surprising amount of plot and dialogue.  Conversations are carried out in Japanese as well, which lends to the game’s flavor.  Some may sour at the absence of an English dub, and one certainly wouldn’t have hurt, but the native track is beautifully done, so it feels pointless to complain.  Story advancement also partners with the in-game visual engine, so the cut-scenes don’t interrupt the gameplay as drastically as an RPG with elaborate animated or CG cinematics.  Most exchanges are quick too.  You can even enjoy the game without understanding its plot, but it’s refreshing to see the historical fiction angle rather than space science fiction or Western medieval times.  The script is hardly straightforward though; there’s a healthy amount of curve balls.

Now the gameplay, which is simple and fun.  Rather than offering deep combat and RPG character-building, Muramasa instead provides a streamlined experience that blends the classic brawler formula from older classics with new touches.  Combat is easy to handle, and control support extends to the Classic controller and standard Wii-mote/nunchuk combo.  Muramasa is a bit of a masher, but don’t let that turn you off.  Characters can execute basic slashes, slide attacks, uppercuts, dash attacks, combos, and so on.  Each weapon is equipped with a “Secret Art” attack bearing unique effects, though some blades you acquire serve as mere improvements over previous weapons.  Players can even perform quick draw attacks with well-timed weapon switching.  There are dozens of blades to gather, either through story sequences of weapon forging, but only three can be active at one time.  Strengths and weaknesses apply, not to mention passive effects to boot; such as health restoration.  Remember when I mentioned weapon-switching though?  Yeah, that’s crucial…not only to heal sheathed blades with the quick draw, but your arsenal is actually susceptible to breaking.  If that wasn’t enough, swords double as your “keys” to unlock new areas of the map.  There isn’t much else to worry about aside from basic accessory management.  It’s nice to have this simplicity though; it keeps the gameplay well-paced.  The characters gain experience and level up, but you’re not concerned with distributing points or do excessive grinding.

Weapon forging is perhaps of the highest importance.  By acquiring enough spirits and becoming fit to wield a particular blade, players can gain new ones.  Characters can also cook to restore health, provided they have the necessary ingredients and cooking manuals to understand how to make a dish.  Or you can choose the “fast food” route by visiting a food stand, though vendors are happy to sell meal stock.  You do all this while exploring a vast, 2D side-scrolling world.  In that sense, Muramasa feels like classic Super Metroid, which is always a plus.  But while Metroid focuses more on exploration and finding secrets, Muramasa is more concerned with throwing hordes of enemies at you and progressing the story.  That factor helps to set the game apart from the rest of the pack, so it comes off as homage to the classics, rather than a clone.

The difficulty is manageable on the default “Muso” mode, but those looking to up the challenge can tackle “Shura.”  Even on “Muso”, battles can prove somewhat frustrating, particularly when facing high numbers in demons’ nests. However, enough leveling up and some fast fingers can overcome anything.  Some criticize Muramasa for lacking strategy, but the game is too fun to consider it an issue.  The map is large in size, so the game world is extensive, and the characters’ stories are noticeably different, even though they share the landscape.  This gives the game some more length.  However, tedium does rear its head with regards to the backtracking, which extends the campaign without offering anything new.  It’s annoying to travel back through areas.  Players can use mirror items to teleport back to save points, but some are placed immediately before boss rooms.  This in no way kills your enjoyment, and it’s the only issue I really had.

What needs to be said is that Muramasa is one of Wii’s biggest visual showcases.  The gorgeous design makes for a jaw-dropping experience with intricately-detailed and colorful backgrounds.  The my only criticisms are the reuse of a few backdrops, and some enemies are repeated, but there’s also plenty of diversity.  From city streets lined with cherry blossom trees to snowy hills and sunny fields, there’s a lot to take in.  It’s a marvelous tribute to how fantastic 2D artwork can be, and challenges the misconception that games have to achieve virtual reality to be worthwhile.  The music is also wonderfully done, with a scintillating arrangement of tunes that bring to mind the feudal Japanese era, although some songs are influenced by modern music (for example, one fight theme features rock guitar).  The voice work is also incredible, with a great Japanese track to bring the characters and game world to life, while instilling it with a sense of authenticity.  Again, the best comparison in this capacity is Okami, and Muramasa is no slouch.  It’s difficult to fault the game at all here.

As far as single-player action games go, Muramasa offers a hefty value that’s borderline irresistible.  With an impressive adventure to start with, two distinct characters to play, and 108 blades to collect, you’re looking at 20+ hours, which is great for the genre.  Then of course there’s the amazing visual presentation, beautiful music, and great level of polish.  Wii owners looking for a sweet hardcore experience simply need to buy this, or have their status as a gamer revoked.

Scoreboard:

Story: 8/10

Gameplay: 8.5/10

Control: 9/10

Graphics: 9.5/10

Sound: 10/10

Value: 8.5/10

Overall (Not an average): 9/10

4 thoughts on “Muramasa: The Demon Blade Review”

  1. I think this game is a blast, this along with little king story and punch out wii, made the year for me and im only waiting to close this with the new super mario brothers and final fantasy CB, i dont known why in the world this game in some websites, received a so-so rating this game is great and dont deserve less than a 9 good job guys great review an pretty accurate

  2. @Manu_otaku

    You should thank our writer Tim for the good review. I haven’t played it yet, but I trust everything said about this game because I’m a huge fan of Odin Sphere for the PS2. Vanillaware is such an artistic developer and that alone deserves major props.

    But yeah, I have to agree with you. Third parties definitely stepped it up on the Wii this year, while Nintendo itself sort of sat back and let these developers do all the work. For once, they’re doing an excellent strategy because these awesome third-party games need room to breathe. Once you release a Nintendo-published game every two months (ala GameCube and n64) you’re basically affecting the very developers that are supporting the system, which has always been a complaint with Nintendo consoles. Biggest Nintendo games this year have only been Wii Sports Resort and the upcoming New Mario Bros, while everything else from them has been GameCube ports. Thanks to good third-party games, I’m not complaining. I just hope that it’s all worth it and these games sell better than expected…

  3. Yeah great review Tim, and I’m looking forward to playing the game one day. Same with Little King Story as well! Only if I had more free time lol

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