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Musashi: Samurai Legend

            Musashi: Samurai Legend is a title that received a fairly sedate release in the UK. Although, for many of the hardcore SquareEnix fans, it couldn’t have been any higher on the anticipation list. Having reportedly come from what’s left of the Final Fantasy VII development team, Musashi: Electronic Theatre Image Samurai Legend is the sequel to the US hit Brave Fencer Musashi which, although benefiting from an eastern release, was not particularly well received. Therefore, Musashi: Samurai Legend has been developed with the western audience in mind, and is currently not scheduled for release in Japan.

            It’s not uncommon for Japanese developers to take a blind-eye to their home territory in favour of developing a title more suited to the western audience – NAMCO being a prime example of how to take western ideals and turn them into titles that will receive a niche popularity in Japan also. However, it seems the route the SquareEnix Electronic Theatre Image have taken is a little different and, quite frankly, a little absurd when you think about it from the western gamers perspective.

            Musashi: Samurai Legend hasn’t taken upon itself western philosophies or culture inherently; instead choosing to change the access of play from that traditionally associated with the Japanese RPG powerhouse. Playing on a more free-form world with a strictly linear story, with real-time combat, Musashi: Samurai Legend feels like it’s dragging the boundaries of RPG and Action games closer than they’ve been before and, often, it’s a little too close for comfort. Using a HUB structure intrinsically reminiscent of Phantasy Star Online, Musashi: Samurai Legend propositions quests in a strict and straight-forward manor before you descend onto the world’s surface in Electronic Theatre Image order to complete your objective. There’s a small group of Levels upon which to descend – each offering two-to-three missions to be completed in their set order – following the a-typical patterns of forest, water, fire etc. With the action centred around enforced routes to a point of extremity, re-playing these Levels is more considered a chore than an exploration - and the game does force you to replay these Levels time and again: each objective you are given on a new terrain may only take you a small way into the Level, with the following objective making you travel back through the Level, and a little further…

            Mid-Level Boss Challenges aren’t uncommon, but are invariably easy, and with so-few Checkpoints mid-Level it quickly becomes clear that Musashi: Samurai Legend is a title you play when you have a few hours free, as opposed to twenty minutes. There is very little on offer in the way of side-quests – instantly referring Musashi: Samurai Legend to the likes of Harry Potter And The Chamber Of Secrets as opposed to The Legend Of Zelda series – and the HUB, or Anthedon, is limited to three small Floors with a handful-population. More people appear in the HUB as you rescue them throughout the game, but their impact on the events in the game is minimal.

The title’s Levelling-Up System has been of much discussion in previews and isn’t without refinement; however it’s predictable in its shallowness. When you should garner the correct Electronic Theatre Image Experience by downing enough foes, you will be able to access the Level-Up Menu through the Status Menu where you will be given the option of letting the software decide which area to increase for you, or to concentrate on a specific statistic - concentrating on a specific statistic will continue to increase others as well. A unique touch the developers did feel the need to sneak in was the ability for Musashi to learn opponents’ moves. The suggestion of such play will either inspire acute glee or memories of the pink puffball, Kirby; however the title’s suggestion should inspire neither. With the majority of the identi-kit enemies featuring a rudimentary move for you to steal upon first-encounter the technique feels more like finding a Gold Skulltula in The Legend Of Zelda: Ocarina Of Time without the grand sense of achievement, than slowly exploring the diverse nature of your avatars own persona.

Graphically, the title fairly unique. Having been quoted in Press Releases as featuring “Manga Shading” (instantly clarifying that the Press AgencyElectronic Theatre Image have no idea what Manga actually is), Musashi: Samurai Legend is washed in cel-shaded, wide-eyed delight. The Intro Scene depicts a vivid combat-fluid world of imagination that is sorely missing for the progression of the story. Feeling as though you are playing an anime is fine, but when the cut-scenes are intrusive and rigid as in Musashi: Samurai Legend they only help to distance the player from the action. The title’s music is adequately forgettable and the score for Anthedon only helps in the similarities with Phantasy Star Online.

Although it sounds as though I may have been thoroughly critical of Musashi: Samurai Legend I’d be a hard reviewer if I didn’t realise exactly what the title was to be recognised for. Musashi: Samurai Legend offers a fully-realised worldElectronic Theatre Image and unique adventure-driven story through an easily accessible RPG-guise. It’s quick and clean and, above all else; it’s fun. There’s just nothing new here – everything the title attempts it does achieve, albeit to a varying degree of success – and as a title with such an encouraging heritage, it should be so much more. Electronic Theatre Image

 

Kev J.                                                                                                                                     Reviews Score Table Interpretation.

31/10/05

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Each of these articles has been written either independently of Electronic Theatre or by an external viewer. The opinions discussed in these articles in no way reflects the opinions of Electronic Theatre.

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