Vidya Gaems 1 | Page 5

BLADE - PREVIEW only commit a save file to their play-through of one character. This prevents a player from hopping back and forth between characters without employing multiple save slots. Such a system seems like it divides Muramasa into two games, and we're left wondering if there's any advantage to that design. It's hard to see what it would be. Really Long Health Bars: This is not a universal bias, but some gamers don't want to fight a boss whose screen-wide health bar represents maybe a sixth of its overall health. Five more screen-wide health bars to deplete after that. Wh at Sh ou ld St ay Th e Sam e? Those Beautiful Things: Screenshots of this game look great. Movies do too. Seeing it in person is no less visually stimulating. Characters are colorfully drawn, sunsets and wheat fields are painted to look equally splendid. Enemies are worth a gawk, some of them massive storybook paintings come to virtual life. Motion-Free: Muramasa is played with a thumbstick for movement and jumping, as well as just a few of the Wii remote and nunchuck buttons activating attacks and special attacks. It's hard to see how motion control would add anything constructive. Broken Swords: Spam the same sword attack buttons too much and that sword breaks. The fractured swords restore themselves over time, but the minutes during which the sword is broken force the player to change weapons and sometimes change strategies. That's an interesting wrinkle to a combat system that otherwise seems to be about as basic as it gets. Fin al Th ou gh t s Muramasa The Demon Blade doesn't seem to have gameplay deep enough to engage gamers for a long time without some other attraction keeping players engaged. Thankfully, Muramasa has that: a graphical style as imaginative as a storybook and as beautiful as anything rendered in a 2D video game in a long time.