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Forums - Gaming Discussion - VGChartz Game Club - April '14 Edition: Muramasa The Demon Blade

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Since this is the last week and we've had a considerable amount of time to play the game, I'd like to ask for your final opinions on the game.
Also a score would be nice! :) (I'll be posting mine tmr)



Squeezol's Fanclub Member? is that how it works?

Why can't I hold all these no gaemz?

Always looking to improve my awful drawings ;_; 

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I finished Momohime's story last night. Overall, I enjoyed the game. First, the pros. The music and art direction is phenomenal. That rich, detailed, hand-drawn 2D art is something else. I also enjoyed the pacing, which is strange because  my first 15 minutes with the game were brutal; it felt like I was being led down a boring, linear path to a much more interesting boss battle. But after that the game opens up. There are branching paths, optional boss battles, and a bunch of interesting people and places along the way. Another feature I liked were the RPG elements, which are presented very well and raise the game above the average hack-n-slash. Forging swords, hunting for orbs, cooking food -- it made the game more layered. Lastly, and most importantly, the gameplay. At first glance, it can seem like a repetitive button-masher, but the combat is surprisingly deep and tactical, especially on the hard difficulty level, which I would highly recommend. There's a great sense of achievement when one takes down a platoon of ninja without getting a single scratch.

Second, some cons. Although the game does open up after the first boss battle, it could have been a little more open-ended. The addition of side-quests, however short, would have been a welcome addition. Also, the control scheme leaves room for improvement, especially the command used for jump. This really becomes an issue during Momohime's final boss battle.

That being said, it's a beautifully-presented, addictive, challenging game that I would certainly recommend to others.

7.5 for me.



Presentation - The games visuals are amazing with a large amount of detail but not everyone will like it. The music is very good it fits the story, and setting very well. The animations are also very good.

Combat - Very fast paced and can be very deep but it lacks variety. This problem could've been fixed with a larger variety of sword types or a better combo system.

Level Design - In my opinion probably the weakest part of the game. Sure there are lots of places to go but traveling between areas is bland because of the recurring environments and lack of content.

Story - Amusing but I didn't really care about it (Except for TorahimexKisuke)

DLC - Absolutely fantastic, each character plays differently even though their controls are the same. Their stories are unique and slightly relate into the main story of the game, and add 2-3 hours of content


Score: 6.5 (above average - good) Decimals are bs :P



Squeezol's Fanclub Member? is that how it works?

Why can't I hold all these no gaemz?

Always looking to improve my awful drawings ;_; 

The first problem the player has to face is the control layout. Blocking while dodging, aiming the low slash, blocking while jumping are possible in theory but impractical.

There are lots of places to go, but except for lairs, different ways to restore your health or get some spirit is all you'll find.

Despite being a 2D game it has a similar combat philosophy as modern brawlers. Balance is thrown away from the beginning (you could almost infinite regular enemies if they had the health), so whenever it tries to become challenging, usually the first step it takes is stripping the player of some of the tools he/she has got used to or making them unreliable, not my favourite way of doing things, as it catches the player off guard (I'd bet you thought you could reliably combo those white ninjas or blue monks the first time you met them).

Score - 6.5

That being said, I like that they focused in fixing the gameplay problems of their previous game (combat, framerate issues), something rare this days.