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Review:
3rd November 2005:
Musashi: Samurai Legend
A stylish RPG that sits in between the boundaries of art and game. Which way does it lean in the long term? Read our review to find out...
Posted by
Chris Barnett
- PlayStation 2 - UK and Europe
Musashi: Samurai Legend
is a game that is quite easy to review in one paragraph: if you don't like RPGs then you will not like it at all. That's all we would need to say. But rest assured, we do like RPGs and would delight in telling you that the game does feature some inspiring aspects to say the least.
The most striking thing about the game to begin with is the graphical style. It uses a really well defined form of cel-shading. It is difficult to describe in words how well represented this style is, but the screenshots may give you an idea. Where cel-shading usually looks as if it has been created by simply squeezing a normal graphics style through the 'cel-shaded mangle' this looks as if it is real cel-shading.
This style really adds to one of the really key points of the game - the environments. They are expansive and dynamic as well as varied for the most part. One particular lava level is so 'alive' with heat and motion that it is difficult to concentrate on anything other than the artwork. But this great style is almost completely undone by poor camera positioning. There was a time, we could probably brand is as BPOPTSOT (Before
Prince of Persia: The Sands of Time
), that all cameras in games were rubbish and functional at best (even
Mario 64
had weird angles in parts). But then that changed due to the prestigious Prince and his acrobatic game and games have been graced with decent cameras since. So to witness this game's camera is like witnessing an adult regressing to crawling and sucking a dummy.
To give an example of one major camera problem; in boss battles the camera insists on swooping behind either you or the enemy, rarely giving any decent view of the battlefield. This is tragic as you are too often left in a corner with full life and all the resources you need to succeed, but stranded nonetheless by a lack of vision. Switches to side views at intervals allow a brief look at the battlefield, but often once you have already issued your strategy for the upcoming battle. The views look great from an observer's perspective though!
We have got this far without mentioning the story as it is not really that important to the game since it is a clichéd collection of 'a warrior summoned' and 'a princess rescue'. This is not helped by poor voice acting and soundtracks; something that we would not really expect from a Square game. The story does allow varied environments to be visited as you rescue different princesses, and this does carry the game. But with carbon copy enemies gracing each environment there is little other than the levels themselves to inspire.
The controls are quite easy to pickup, but the menus and displays are where the real game lies. They are implemented better than in any game we can remember in recent memory, and that includes Square's usual classics. To illustrate how well they are used, you can access a map without having to pause the game. This adds so much to the game as it has become so common for RPGs to stop and start at every opportunity. It is a pleasure to navigate the environments as the level design is so good, as the maps really show off.
Whilst the game does have a true RPG feel to it, it is more repetitive to the average game in the genre. It quickly becomes apparent that the structure is as follows: enter area, learn a new move, use the new move on enemies you have seen before earlier in the game, fight a boss (possibly using the new move), rescue princess, return to the starting area. That is not an exaggeration at all, and you will easily find this out should you play the game.
The people who will enjoy this are fans of the hack-and-slash games of old as well as die-hard RPG fans. Even they may struggle with the limited variety, but at least the whole thing looks very stylish.
Chris Barnett
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Review Summary:
The use of cel-shading has never been so well defined, but then neither has the concept of a poor camera. Excellent interface and level design is let down by repetition. One for true 'hack-and-slash' RPG fans only.
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