Showing posts with label vanillaware. Show all posts
Showing posts with label vanillaware. Show all posts

Sunday, March 6, 2016

Muramasa Rebirth Review




Muramasa Rebirth is an enhanced port of a 2009 Wii game entitled Muramasa: The Demon Blade which was an excellent 2D side scrolling action role playing game that starred 2 characters: the princess Momohime and Kisuke, a ninja with, wait for it…..amnesia! Yes, amnesia, that old video game trope (I’ll save you the hassle of searching for the story section of this review and just tell you right now that if you are playing this game for the story you’re barking up the wrong proverbial tree).

When you begin the game you are tasked with choosing one of two stories to play through. Momohime’s  or Kisuke’s. Depending upon which choice you make you’ll either be travelling east or west; if you choose Momohime you’ll play as a princess possessed by a vengeful spirit in search of 108 legendary demon blades. Choose Kisuke and you’ll play as a ninja with amnesia……in search of 108 legendary demon blades. The stories both evolve (some might say devolve) from there but frankly, I paid very little attention. What did get my attention, however, was both the audio/visual presentation and the gameplay. The game is simply gorgeous, the music is great and it plays like a dream.

Tuesday, October 8, 2013

Muramasa Rebirth Review

Muramasa Rebirth Review




Muramasa Rebirth is an enhanced port of a 2009 Wii game entitled Muramasa: The Demon Blade which was an excellent 2D side scrolling action role playing game that starred 2 characters: the princess Momohime and Kisuke, a ninja with, wait for it…..amnesia! Yes, amnesia, that old video game trope (I’ll save you the hassle of searching for the story section of this review and just tell you right now that if you are playing this game for the story you’re barking up the wrong proverbial tree).

When you begin the game you are tasked with choosing one of two stories to play through. Momohime’s  or Kisuke’s. Depending upon which choice you make you’ll either be travelling east or west; if you choose Momohime you’ll play as a princess possessed by a vengeful spirit in search of 108 legendary demon blades. Choose Kisuke and you’ll play as a ninja with amnesia……in search of 108 legendary demon blades. The stories both evolve (some might say devolve) from there but frankly, I paid very little attention. What did get my attention, however, was both the audio/visual presentation and the gameplay. The game is simply gorgeous, the music is great and it plays like a dream.

Friday, September 6, 2013

Left Trigger to Dodge and Customizable Controls

I have a gripe that I need to let out. This gripe is with the developers of hack n slash games. Actually, I have another gripe that just came to mind, which I will get to in a few minutes. The second gripe is with ALL developers. Let's get to the first one.

Gripe Number One

Hack n Slash developers, let me point something out to you: Ninja Gaiden (Xbox) was released in 2004. Almost six years ago to the day. And yet, almost none of you seemed to have received the very simple message: The right stick is not for dodging. Map that shit to the left stick! It's really easy: Left trigger is block, and the left stick is dodge. Simple, no? Here's why it's way better this way:

Speed

Think about it:

I'm in the middle of a combo. It's a four hit combo and I am just inputting the command for the fourth hit when I see one of my enemies initiate an attack. What do I do? I dodge, of course (or parry if that mechanic is built into the game) (and yes, you could also utilize a move with frame advantage and offset their attack (depending on the game) but shut up and bear with me here lol). So, where are my fingers at the moment I want to initiate the dodge? One is on the left stick, the other is on a face button, inputting the combo command. So, if the dodge command is mapped to the left stick, I can immediately dodge as soon as I see the enemy begin their attack animation, with absolutely no delay, correct?