![]() On top of this the game also features the ability steal system that first appeared in Brave Fencer Musashi but Musashi Samurai Legend does things a little differently as it functions closer to that of Castlevania Curse Of Darkness’ steal system or Swords Of Destiny’s sword time in the sense that you must lock on to an enemy, bait them into attacking you, then press the button at the right time to bring results. These attacks are also not instant death moves either so you won’t get that same satisfaction that you would get in Onimusha but since the timing isn’t half as difficult, it makes sense that you won’t deal as much damage. Unlike Onimusha however, the timing for these attacks is extremely generous, making them so easy to pull off that it’s barely a challenge. There is also a timed counter mechanic similar to Onimusha’s criticals that allows you to counter attacks when pressing the attack button just as you are about to be hit. ![]() ![]() This sort of input complexity could have easily been avoided had the developers allowed the use of triangle for cancel moves but sadly this isn’t the case. What this means is that to perform a spin attack you have to spin the analog stick around which can be tricky to pull off when in a pinch. For example, players can cancel the downtime of their basic 5 hit combo into other attacks such as a stab or a spin attack, unlike Dynasty Warriors however, you don’t cancel into moves with triangle, instead you have to input a command via the game’s analog stick. The downside however is that the game doesn’t execute them in a way that brings about any real challenge and the awkward controls bring about messy inputs. That’s not to say that Musashi Samurai Legend doesn’t have any technicalities of its own as contrary to what one may think, Musashi Samurai Legend does have some mechanical nuance thrown in to keep its combat interesting. These attacks also consume MP so you won’t be using them too often, which means that you’ll spend most of your time pressing square. Thankfully, the game does utilize both L2 and triangle for special moves, giving it some purpose but why do we have to press both buttons to use them? These attacks in particular are connected to your secondary weapon and are used to gain access to certain locations or operate contraptions located in the world, though they can still be used in battle, to varying results. You would think that they would utilize the triangle button for something more important like additional moves to mix up your combo or some sort of defensive mechanism but no, the triangle button is completely wasted on some arbitrary move. The controls for this game are truly puzzling as your main attack button, square performs a fixed combo while triangle just swings whatever secondary weapon you have equipped in a slow vertical swipe that is completely useless in battle but is mainly used to open up these circular prison things. Musashi 2’s gameplay is peculiar to say the least. While the gameplay may appear comparable at first with them both revolving around real time action with a leveling system slapped onto it, they aren’t really all that similar in terms of mechanics. On the surface, Musashi Samurai Legend appears to be a clone of Kingdom Hearts but that’s mainly due to its aesthetic style as opposed to the actual gameplay mechanics besides the ability to pick up green orbs to restore health which just happened to make a reappearance here. With the same guy working on Musashi 2 however, it’s strange to see such a drastic redesign of a concept that people already loved. With a completely different company working on a game, it’s expected that the experience will be completely different as each developer has their own approach to game design. Valkyrie Elysium on the other hand was outsourced to a company named Soleil despite all of the previous entries of the franchise being developed by tri-Ace. ![]() However I want to point out that there is a huge difference between Musashi Samurai Legend and Valkyrie Elysium and that is the fact that Square-Enix developed Musashi Samurai Legend in house and the game was made by the same guy who made Brave Fencer Musashi, Yoichi Yoshimoto. Now I feel that I need to address this first because I spent a lot of time criticizing Valkyrie Elysium for being a bad Valkyrie Profile game and for this reason, I can truly relate to fans of Brave Fencer Musashi who hated this entry. Square-Enix seems to enjoy alienating their fans in regards to how they handle their IP’s, with games like Valkyrie Elysium and the 3rd Birthday both managing to upset long term fans of both series, it’s no surprise that Musashi Samurai Legend, the sequel to Brave Fencer Musashi would also upset a lot of people for the same reason.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |