Giant Bomb Review
21 CommentsMuramasa: The Demon Blade Review
4- WII
by Ryan Davis on
Vanillaware's lush and layered visuals and the game's razor-sharp combat elevate Muramasa well beyond your average brawler.

Much like how Vanillaware's PlayStation 2 action RPG Odin Sphere mined Norse mythology for its story and setting, Muramasa delves into the weird and mystical past of feudal Japan, a world populated with shoguns, evil monks, samurai, and ninja, as well as talking foxes, evil spirits, ethereal swordmakers, and demon gods. It's a surreal world where political intrigue and cultural hierarchies extend to the realm of the supernatural, and Hell is literally within walking distance.
There are two main quests in Muramasa, and each tells a different character's story. There's Momohimo, a young noble girl whose ill-fated plans for marriage are crushed completely when her body gets taken over by the spirit of a powerful and unpleasant swordsman named Jinkuro, who needs Momohimo's body to complete his sword-based plans. The other story concerns a disgraced young ninja named Kisuke who suffers from amnesia on a quest to find a special sword. Though they intertwine at a few key spots, the stories are largely independent from each other, and generally well-told, without smothering the player in overwrought melodrama or hammer-subtle broad comedy. Both plots definitely benefit from the florid use of Japanese mythology, and the (presumably cost-saving) decision to retain the original Japanese voice work also adds to the sense of verisimilitude. I'm not all that familiar with Japanese mythology, but this is all just bizarre enough to feel totally accurate.

Though it features certain RPG affectations--such as experience levels, equipment upgrades, and a non-linear world map--Muramasa is essentially a brawler, albeit one with a somewhat unusual format. The basic flow of the game has you traveling from one location to another, with your progress regularly interrupted by some kind of ambush, be it by samurai, ninja, ghost, demon, or a swarm of hairy eyeballs. With a few exceptions, the battle sequences are contained events, once you must deal with before you can continue on your journey. It creates an interesting rhythm of tension-and-release--you'll fight furiously for 30 seconds, then sprint your way through a few beautifully rendered backdrops before squaring off with another gang of villains.

For all it's got going for it, though, Muramasa's problem is that it simply overstays its welcome. This is a good 14-hour game, and the gameplay cannot support that kind of play time. I found myself wishing that the game was about half the length it is, which would've left me satisfied, rather than fully exhausted. Playtime notwithstanding, Muramasa is a pretty special experience. There's a lot of craft in this game, and it manages to celebrate past glories while still feeling fresh and original.