As a kid in the height of the 2D era, when the Genesis and the SNES were neck and neck for market share, I often wondered, "What will games look like ten years from now?" But if I'd made a prediction then, the future would have probably looked less like the realistic Killzone 2, and more like the 2D brilliance of Oboro Muramasa (Muramasa: The Demon Blade in English). Muramasa is a beautiful game, not just because the sprites are big, or the animation is fluid -- the game possesses an almost absurd attention to detail. The animators painstakingly created almost every single item in the game to evoke a world that is two parts fantasy and one part Sengoku period Japan. Videos of this Wii exclusive don't do the game justice; you have to see it running in 480p widescreen to get the full experience. The game runs silky smooth, with none of the slowdown of Vanillaware's previous action title Odin Sphere.
The game offers three control schemes: Wii Classic controller, GameCube controller, or Wii Remote and Nunchuck, though you can't customize the button configuration. After trying each one, I definitely preferred the Cube setup. Once you decide on a controller, you choose between two characters, Kisuke and Momohime. Their opening scenarios and starting swords are different, but, in fighting, they control identically. The combat system echoes the feel of Guardian Heroes -- no matter where an enemy is on screen, it's never too far from the tip of your blade.
Muramasa The Demon Blade 'Countryside' gameplay
On easy mode, the game is a bit of a button masher, but on hard (you can change the difficulty setting at any time during the game) you've got to put together a strategy unless you want to get cut to bits. As you battle your way through ninjas, demons, and all sorts of other weird creatures, not only do you have to keep track of your own health, but the health of your swords as well. If one takes too much wear and tear, it will break and you'll have to change to another while the busted one recovers.
The level design bear some similarity to Metroid, but Muramasa adds a little more linearity. Each section is interlinked, but you can only access new areas by breaking through the barrier that cordons it off with the correct sword (you earn a new sword after defeating each boss). Like in every Metroid clone, adventuring through the game's levels involves a little backtracking, but Muramasa is so beautiful, it's easy to overlook the repetition just to be able to see the stunning artwork again.
Artwork from the game. Click the image above to check out all Muramasa: The Demon Blade screens.
As I'm still early in the game, I can't say much about the story. Kisuke's tale starts with the genre standard "memory loss" followed by a journey to learn your true identity. The voice acting is great, but the cut-scenes and the pre-boss fight chat sessions feel a little dull.
What I've played so far is certainly deserving of the generous 34/40 rating Famitsu gave the game. Judging by the world map, I'm still early in the game, so I can't wait to see what else it has in store for me. Publisher XSeed has yet to announce a definite US release date for Muramasa, but importers beware -- the game contains a lot of Japanese text, and not easy Japanese, either. But if you're willing to brave the language barrier I don't think you'll be disappointed.