Monday, July 22, 2013

MURAMASA : THE DEMON BLADE : Review



Odin Sphere, and soon GrimGrimoire Dragon's Crown, the small team of Vanillaware sends a strong signal to the entire community of fans of Japanese games. No, 2D has not said its last word, and as long as we are given the means, it is still possible to perform miracles at the time of the Unreal Engine, CryEngine and the other engines 3D fed hormones. Proof is Oboro Muramasa, a sexy action-RPG is now no longer available to Wii owners.

PS Vita Version: Released in March in Japan, Muramasa Rebirth is available since last month in an American version that we hastened to import and consume. First shoulder jaw: the visual rendering, absolutely gorgeous. This portable version is a constant refinement for peepers, the OLED screen of the Vita give the impression of continuous development in the prints of Hokusai. The goldsmith work of the artisans of Vanillaware is simply enhanced by the support. In addition, we greatly appreciate the efforts made by Aksys in terms of location. The revised English translation can finally enjoy the storyline without cringe. The two main protagonists and the various NPCs, they seem more alive now. From a more pragmatic point of view, we can now attribute the jump to a button rather than pushing the directional pad up. Casually, this makes the handling slightly redesigned as more nervous and comfortable in hand. However, use the same button to jump and initiate a conversation was perhaps unwise, the hero (or heroine) making a leap instead of starting the discussion if not exactly the right place. This detail aside, the game is identical to the Wii version since no touch functionality has been implemented. We thus find that heady mix of raw action and RPG elements own. For those who want to push through the experiment, we recall the existence of DLC including four fighters and as many short scenarios taking place during the Genroku era. Each add-on should contain two chapters and enable responsibility of taking a new weapon each time: shuriken, hoe, hammer and a pair of claws.


The opening cinematic Muramasa provides the framework: we are in the seventeenth century Genroku era, on the main island of Japan. The dark forces that lie dormant in each sword gradually take control of their own, to the point of awakening in them the desire of conquest and omnipotence. The voracity of these damned souls is such that they led to the awakening of gods and demons hungry dragons. Guided by two mysterious spirits, the young swordsman Kisuke and Momohime princess will stand to put an end to the chaos, through the Japan side to side in search of the cursed sword. The first two paths in parallel for a convoluted story that draws its inspiration from the myths of Japanese folklore.

LEGEND OF NINJA SPIRIT

Words can not describe the exquisite refinement that Vanillaware has shown to give life to the world of Muramasa. Sublime, magical, mesmerizing, achieving further pushes the boundaries in 2D, with huge, detailed and beautifully animated sprites. Just look at the range of expressions of heroes, their little glances sent the player to take the measurement of the work. Goldsmiths, neither more nor less. The performance is all the more remarkable because it never acknowledges any bad taste or any rhythm problem. Slowdowns Odin Sphere are forgotten, and even if they are recycled from one end to the other of the map, the "tables" are taken literally: genuine prints enhanced by a choice of harmonious color. Admiring the player through Muramasa as an art gallery, overwhelmed by so much beauty, so much taste, too much simplicity. The liveliness of movement, load times invisible as the imperial composed by Hitoshi Sakimoto contribute to manic dynamism of the whole, as if Ninja Spirit and Legend of Kage had finally found their heir twenty years later. And as often with titles refined to the smallest detail, visual discoveries begin primarily in the service of gameplay. Without all these freezes to punctuate a slash katana without the plumes of smoke emanating from enemy corpses, fighting Muramasa would probably not have the same impact.

The punch. A quality that we do not repeat enough, distinguishes the great games of the mass action. For action and system for short game, Muramasa impressed. Simple combinations enough to handle the basic strokes, rolls and other dash. From there, the combos are linked with a system of repechage, juggles for intimate, much thinner than it appears in the timing. With a little practice, it is quite possible to plug in a bunch of enemies in a single attack, without giving them any respite. Already heady base, the system is getting stronger with a simple idea: Change sword. In Muramasa, Momohime and Kisuke always carry three blades to choose from a list of more long short swords and large swords. Each course has its own characteristics, and especially his own special attacks, Ogi the many and varied forms, from simple sequence of shots to super deadly tendrils. What prepare subtle sequences. Better each time the player changes weapon, the screen splits, slashing all enemies around in a flash. It is also necessary that the spirit of the blade is 100% and rested enough to unleash its power. This energy gauge require your attention. As the spirit of the blade is animated, the katana serves weapon and shield, if it is empty, the sword breaks, leaving the heroes to thank you enemies. The only solution chopping another sword from the scabbard, or use an object to accelerate the regeneration process. A principle that makes sense against the boss where to meet "naked" causing great dodge sessions.


MURAMASACRE

As an Action-RPG, Oboro Muramasa respects immutable codes of the genre: the level up through experience gained in combat, and inventory management. To cope with the boss more impressive that the game reserve, Momohime and Kisuke will forge swords more powerful, presented on a single graph, so the kill. Two basic conditions are required to have access to new models katanas: get the required number of souls, and show its full force. In one case, simply to thrash enemies and rummage tables looking for wisps. In the other, it is the food that comes into play. Like Odin Sphere, the food is an inexhaustible source of domestic wealth, and it is a parade of typically Japanese victuals that we are witnessing, foaming at the mouth. Swallowing good food not only to regenerate in combat (live octopus!), But also to earn points at the same time force. Suffice to say that the buffet stops and revenue collection become a top priority on the shopping list, in addition to the usual talismans quickly to boost stats. To balance the gameplay, a gauge limit the untimely hunger kitchen and therefore overeating. With such a system, cherish his swords become a real hobby, especially as each boss releases a blade that will unlock the branches giving access to more powerful models on the table. An eternal.

Fighting, kitchen and big boss. Difficult to make clearer in terms of game mechanics Guided by a small, discreet arrow and a mini-map overlay, the player always knows which way to go and what territory visit. And difficult to deviate, since swords bosses are needed to pave the way to the next, breaking the psychological barrier of the corresponding color. Spurs exist, but is generally far from the Metroidvania formula despite appearances. This is perhaps the only flaw of Muramasa, this redundancy in the tables and in the action genre beat'em all, an inevitable problem with a formula where fights occur more or less randomly. Regardless, the game Vanillaware away everything in its path, so that it becomes impossible to release the knob once entered a few intricacies of the system. See the end credits with a character is not long nor insurmountable, six to eight hours at most for those who depart from the path. But to unlock the full picture of the 108 swords and see the alternate endings, it will be essential to replay the game with the second hero, and take the opportunity to fill the alternative challenges that await you in the stem. Good thing the boss for Kisuke and Momohime differ, as the backup is the same for both, it is possible to take part "finished" to complete the collection. Knowing that two modes of higher difficulty await more addicts, including a furious release (only 1 HP and end of the debate), we understand that Vanillaware has left nothing to chance, whether you are a novice player or a hardcore gamer. Definitely great art.


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