Developer: Vanillaware
Publisher: Marvelous
Entertainment (For Nintendo Wii version)
One Player
Nintendo Wii
An ancient pond. A frog jumps in. The splash of water. Hmm...Not a bad
haiku.
Beginning in 1997, with Princess Crown, a production for the Sega Saturn which was not a success
financially but gained a cult following, video game developer George Kamitani would found Puragura in 2002, which would rename
itself as Vanillaware in 2004. They
are a development studio with a very distinct style, Kamitani, who started with the likes of Capcom projects from the eighties, a figurehead whose company he
has had influence on still decades later, its emphasis on 2D.5 illustrated art
their biggest trademark. By Muramasa:
The Demon Blade, the project was to return to the beat-em-up premise that Princess Crown had, meant as both a
Japanese ninja equivalent to that game's high Western fantasy aesthetic, but
being nicknamed "Princess Crown 3" to emphasise the lineage between
the former game and Odin Sphere (2007),
a Playstation 2 game where the start of planning out Muramasa began1. Made for the Nintendo Wii originally, this is a rare tangent for Vanillaware who have mainly worked with Sony, from the Playstation 2 to the PSP
handheld and so forth into the present day.
Murmasa is explicitly set in the Genroku period of Japan, between
the ninth month of 1688 to the third month of 1704, set around the real life reign
of the shōgun Tokugawa Tsunayoshi. Sengo Muramasa, who gives the game its
name, was a real sword smith whose craft, made between his life between the Muromachi period (14th to 16th
centuries), lead to swords considered the best made as art. However over the
centuries these swords also developed reputations, myths and supernatural lore,
that they were cursed objects with living bloodlusts, something which explicit
in Muramasa the game and its theme
of cursed demonic blades with unnatural abilities. Two stories co-exist here,
which will interconnect, all connected around demon blades, unnatural weapons
(with some explicitly sculpted from tools and weapons welded by omi demons in
Hell originally) that hunger for split blood and can repair themselves. With
the power to cut through Gods in their potential, we follow Momohime, a young
princess, and Kisuke, an amnesiac ninja. Personally, Kisuke's story is the
least interesting as he is a generic figure at first. As a ninja mortally
maimed, only for a master swordsman to sacrifice his immortal sword so his
fighting style is inhereted by Kisuke, he is very generic as the renegade ninja
with no memory fighting his own clan, only standing out when his arch
introduces Torahime. Revealed as the slain sister of Momohime, she was
temporarily resurrected with the thirst for revenge against those who killed
her family, with an army of ghost samurai behind her, Kisuke falling for her
romantically, despite her time on Earth being limited, which improves his
narrative arch considerably by having an emotional arch as a result.
Far more interesting in general
is Momohime's, which also requires talking about Jinkuro Izuna, a ronin and
master swordsman's student who, having died, still lingered as a soul and
wished to find a demon blade that could help him find a new body. Assisted by Kongiku,
a shape-shifting female fox (a kitsune) who loves him, Jinkuro by accident but
taking advantage of the situation possessed Momohime, with the caveat in this
world that only one soul can occupy the body at once. Whilst the other has to
float outside as a coloured cloud face, Momohime's narrative is through the
ronin having to work around this, fight scenes played with Jinkuro in control,
and moments where the souls clash, or even the horror for Momohime of feeling a
hangover. Her story, whilst connecting to Kisuke's eventually, is more
interesting inherently because of this, alongside the fact that, as a 2D
sprawling hack n slash game, where you travel across the main island of the
country of Japan, from provinces like Omi to Iso, Jinkuro's quest for a certain
sword has a large scale to it. To find the sword that will help in him come
back to life will literally lead him and Momohime to Hell itself, and knocking
at the door of Heaven and meeting the Amitābha Buddha.
With exceptions, where areas
require you to traverse platforms to reach certain routes, the jumping button
for travelling spaces is mostly to track down power-ups or for the combat
sequences, whilst you will be traversing with the help of a map (unless you
wish to turn it off) to each stage and new challenge. The two leads have their
own specific special areas on the map which have a long series of fights before
bosses. The map is large, and there is a lot to do as you run, jump and float
among the stages, with random encounter fights in your way. The combat is
simple on the surface, with jumping and dodge mechanics, alongside the demon
blades themselves. Even if you do not select Shura mode, which ups the ante for
hardness, or even the third unlockable hardest difficulty, the normal Muso mode
will still test you. The demon blades themselves, able to have up to three of
your choice ready for fights, and found on regular and long blade forms, can
counter and block projectile and melee attacks, but if you are not careful, the
sword will break and, alongside being like poking an enemy with a toothpick,
the damage you can take can dangerously cut through your health if you do not
get out the way. With three swords at a time available after the prologues and
initial levels, you can unsheathe swords, with its own damage power, but there
is both the fact every sword has its own special attack with a reducing power
bar, and that thankfully demon swords can be mended, either with special
polishing stones you can buy or find, or after some mending time, even if that
leaves a risk that if all three swords are busted, you are a sitting duck if
you do not move. Shura mode does not allow auto blocking, and the hardest mode,
whilst with auto blocking is a one hit death for you.
There are a hundred swords, and
to be able to get the true endings for both Momohime and Kisuke, you will
require the Oboro Muramasa, all within a game where the main campaigns are
short burst of excitement, but there are many extras required to get the six
endings altogether that exist. You will have many challenges. You will come to
hate ninja, especially when they have a tendency to occupy platform areas
throwing bombs and using smoke bombs to move locations, or the annoying flying
kite riders who explode when defeated. You will face kappa and strange umbrella
yōkai, to giant poisonous frogs, and once you encounter Omi demons, even next
to the boss fights, you will find yourself in a challenge that was revenge at
me gleefully knocking about their smaller omi siblings with ease. The game has
many aspects, some on the RPG genre, too which once you invest in both help
considerably but add a personality to the production itself.
The cooking feature is one such
example. Food is another trademark of Vanillaware,
since Odin Sphere, becoming one of the oddest yet inspired touches of Muramasa here whilst not a game for
vegetarians and vegans in some of the meal choices, going as far having wild
boar and pheasant which will attack you but bags your next meal when stopped. Not
only do you get a video game embracing culture, with a variety of Japanese
dishes available from nearby dining stores to purchasing cookbook recipes, but
there is the advantage that these meals do not just heal you. They can increase
the amount of soul power you can have that, alongside being acquired in the
slaughtered bodies you pile up, are needed to forge demon swords. Alongside
having some like rice balls and cooked fish which you can store as health
power-ups for use mid-fight, some of the dishes you eat immediately in the
cooking menu have special abilities to certain dishes which are temporary, such
an all-vegetable and tofu dish so good it is able to resurrect you from the
dead once.
Muramasa has so much personality in general, unable to be denied
how gorgeous the game is in terms of presentation, recreating this period of
Japan in aesthetic whilst adding its own personality. Fully invested in both
Japanese mythology and Buddhist lore it spins itself into some great rewards,
from the idiosyncratic enemies to the two kitsune in human form, not only
Kongiku and her love for Jinku, which becomes a sad tale in most of the
endings, but also Yuzuruha, another who is aiding Kisuke in his quest. Only sixteen
people, over half the entire staff of Vanillaware,
including Kamitani as the game's writer, were working on this production2,
which is surprising considering how lavish the game feels, and makes the
production's virtues even more standout. With an art style similar to Japanese
woodblock art, the production went as far as to also have precise accents for
the cast suitable for the period, with the game's Western Wii release entirely in the original Japanese with subtitles, Muramasa feels distinct for a game for
the Wii. The music by the company Basiscape and sound producer Hitoshi Sakimoto - in collaboration with
sound director Masaaki Kaneko, and
the music composed with Sakimoto himself,
Yoshimi Kudo, Noriyuki Kamikura, Mitsuhiro
Kaneda, Kimihiro Abe, Azusa Chiba and prolific video game
composer Masaharu Iwata - is exceptional,
more so as, realising this project was desiring a more faithful interpretation
of this setting, Sakimoto changed the
tone from what he originally intended to have3. Instead, this group
created a soundtrack with Japanese instruments which were exquisite.
The world's vibrancy is matched
by how much personality it has, both grim and pleasant. You will find young
boys selling health power-up rice balls, wannabe poets, or wander through the
red light district and coming across men who are waiting to spend time with sex
workers, getting some cutting remarks from Jinkuro in Momohime's body when any
try to flirt with her. You will also encounter ghosts of dead women weeping in
lament of their loses, or find yourself in both stories dealing with government
corruption, contrasting this colour with a more serious tone, all told in the
various endings you can get as folktales by a narrator which, by the end of the
game when you complete it all, teases as if this will be of many stories in
this world.
The game also has an exaggerated
art style which helps the tone. Characters are drawn with unconventional and cartoonish
proportions that, with its almost painterly style, help Muramasa stand out as an incredible looking production. It has its idiosyncrasies,
which connect to its director George
Kamitani, such as characters like Momohime looking almost doll-like with
her giant head, to some of the grotesque enemies you will encounter like giant
one-eyed and blue skinned demon monks. One trait that will raise eyebrows, and
is something which needs to be brought up with Kamitani's style, is that he does exaggerate his characters
including female ones, such as the Yuki-onna enemies (snow maidens of Japanese
folklore), in their curves. The extreme case here is Kongiku, who is comically
busty.
This is an exaggeration that is
clearly deliberately, where even the fact you have hot springs in this game, which
recover all status bars, are not portrayed in a very lewd way in the slightest
with the female casts. This did later on for Vanillaware come to bite them in the backside, more so with how Kamitani clearly misread the room in how
to response, when their PS3 beat-em-up Dragon's
Crown (2013), based on Western high fantasy tropes, got into trouble for
the character designs for two of the playable leads, an Amazon and a Sorceress,
figures who are exaggerated to an extreme, for the later
"backbreaking" an apt term. It is specifically the review by Jason Schreier of Kotaku, who strongly criticized the designs in 2013 which even had Kamitani directly involved in
communication and a satire back which backfired in interpretation, involving
three buff dwarves bathing which Schreier
initially viewed as a homophobic barb4. Gender politics and how
female characters are depicted in video games is still a huge problem a decade
after - as even Hideo Kojima with
characters like Quiet in the Metal Gear
Solid franchise got called out for this - but I will always be wary of
taking a position because this is a subject for female video gamers to debate
on. Kamitani's style as an artist is
deliberately over-the-top. He does have a lot of eroticism which, in terms of a
male gaze, is something which is going to put some people off, but there is
also the question of how individual female video gamers take to these designs,
those who do find these types of characters in their dress a negative, those
who look to them positively, those who may even cosplay or draw fan art of
these figures which, if any exist, does really undercut taking a codified
stance on the subject as being inherently one side of the argument or the
other.
Kamitani's style is also hyper-cartoonish, which is also one of the
game's biggest positives to bring the subject back to the qualities of the
game. He will depict male characters throughout his career as being comically
over-muscled, seen here with the option to ride a palanquin to travel he map,
until you finish the first ending and can warp from the save temple, which is
carried by two men who are nude barring loincloths and have full elaborate musculature
where the term "beefcake" is appropriate. There is an example here,
whilst sexualised in some aspects, which does emphasis how his art style is
deliberately unnatural, in that one of the boss fights is against a Shinto god,
Raijin the thunder God. The game gender swaps the male god, who in most ancient
art and fanart is usually shirtless and wearing little, be he almost demonic or
buff hunk, and Raijin here is a hyper-muscled and big figured Goddess, one
whose art style does not necessarily defend Kamitani's
art style, but is one which distorts and exaggerates the human body. Even the
more non-human enemies and bosses are the same, between giant bulbous ninja as
a boss, omi demons which are horrifying tanks that take a while to put down, or
giant centipede bosses which go beyond the screen. The bystanders, male and
female, young and old, have cartoonish looks which vary between quaint or for
comic effect. The Dragon's Crown
controversy is worth bringing up as a tangent directly connected to this game
as this is definitely a case of a game whose idiosyncrasies are an acquired
taste, more so as unfortunately depictions of female characters is a problem in
general for videogames still, especially in ones where there is no clear
attempt as here in having an aesthetic which distorts and flourishes on
characters intentionally as here.
Muramasa does have one aspect which is at least frustrating until
you get the reward - that to get the proper endings, you have to complete the
post-game extras and get the Oboro Muramasa. Swords won in boss battles open up
the forge option to acquire new weapons, but on the first run too, there are
those designed to cut down specific coloured barriers and entrances to
"lairs", the later challenges with boss and enemy rushes of a variety
of levels recommended to try them. The post game for both leads will require
you to reach almost Level 99, as high as you can get, to weld the Oboro
Muramasa, and with characters able to play the other's campaign special levels
and white lairs, the most significantly challenging levels, does mean a lot of
replay, and a lot of repeated content, is involved. The repetition is the real
issue to be honest, but thankfully, there was a sense of accomplishment even if
the endings vary for personal taste. [Major
Plot Spoilers] The additional endings depend on the player for whether they
are worth them - the first for both characters are pretty bleak, and the final
ones for Momohime and Kisuke change the characters fates entirely, with the
sword required even apparently able to cut through time itself let alone down
gods. Admittedly, Momohime's final one is a bit disappointing as she becomes
sidelined as a wife, if contrasted by the fact it is more of an ending for Jinkuro,
learning from his mistakes and not putting Momohime through the story itself. Far
more interesting as one of the two second endings for both characters, which
involve specific swords and fighting each other as the final bosses to reach, is
Momohime's where, with Jinkuro sacrificing his soul to meld with hers, she
becomes an amnesiac with inhuman sword welding abilities, protecting an elderly
couple who looked after her from an Omi demon. [Major Spoilers End] Even in mind to my preferences for which
ending was better, the entire experience of beating the game for 100%, even on
the easiest mode, was worthwhile.
Muramasa is one of the most expensive games for the Nintendo Wii in
the time that has past, but not without thankfully gaining praise as a gem for
the console. Sadly, at the time, it was an underselling game, but in an
interesting turn of events, when Vanillaware
fully committed to working with Sony,
they re-released a new version of this game for their Playstation Vita handheld called Muramasa Rebirth. Alongside small gameplay touches, and a complete
retranslation for the Western release, the game also had downloadable content,
involving four new characters with their own stories. That is for another
review however. Focused on Muramasa: The
Demon Blade itself, the original Nintendo
Wii release, this is a game that took a long while to complete, but fully
submerged into its world, it became something special for me and a truly
worthwhile experience I would recommend to everyone to try.
======
1) Muramasa:
The Demon Blade Developer Interview, by Matt Leone and published for 1Up.com
on July 10th 2008.
2) ヴァニラウェアは命がけでゲームを作る会社――クリエイター神谷盛治氏・ロングインタビュー
by 4Gamer.net., published on May 21st
2013.
3) Muramasa -The Demon
Blade- Original Soundtrack liner notes, from vgmonline.net.
4) The
Real Problem With That Controversial, Sexy Video Game Sorceress [UPDATE]
by Jason Schreier, published by Kotaku on April 23rd 2013 with updates
added by Schreier.