It was developed by the same company that made Princess Crown (Japan only) for the Saturn, and its sequel, Odin Sphere for the PS2. Muramasa seems to be a similar game, featuring high-res 2D graphics and gameplay.
Post by 8bitretroshit on Sept 21, 2008 5:33:10 GMT -5
Seems like a fun 2D platformer. Altough I never played Odin Sphere I saw plenty of trailers and found the artstyle to be amazing. This game seems to be in the same style, I'll be keeping my eye on this one aswell.
This better not be as busted as Odin Sphere ended up being. The game was indeed gorgeous, but it had several gameplay issues that eventually drove me to sell the game. If it doesn't have questionable design choices and combat isn't as cheap (enemies can't be hit stunned, but I can?), I'd definitely be more interested.
In a somewhat odd move, North American publisher XSEED Games, who were bringing this over stateside, has mysteriously dropped the title from its catalog. No reason in particular was given in their confirmation today as posted at Nintendolife.com, but thankfully, there's no reason to fret - Ignition Entertainment, who have been recently helping SNK Playmore bring their games to the US, have picked up the title. I'm very curious as to why XSEED dropped it, as their other games from Marvelous, including Little King's Story, Arc Rise Fantasia and Flower, Sun, Rain are all still on track for release or have been recently. It's very strange.
Post by Nester the Lark on Jun 4, 2009 22:28:50 GMT -5
Wow. I'm surprised I haven't posted more info in this thread.
Here is an interview with Project Director Joji "George" Kamitani.
IGN: We can start with some of the background of the project. You guys did Odin Sphere and GrimGrimoire and some of those, so how did those past projects influence this game?
Kamitani: Actually, this game is an evolution of Princess Crown (a Japan-only action/RPG that came to the SEGA Saturn in 1997). So you have Princess Crown, and Odin Sphere was the game that evolved and enhanced the scenario of Princess Crown. This game, Muramasa, is more a development of the gameplay system of Princess Crown. So there are two different games derived from Princess Crown.
Other interesting bits:
The game is 2D and uses traditional controls because he's an old gamer and he likes old games.
He made the game for the Wii because it was easy to bring over the team's know-how from the PS2.
He made presentations for the XBox 360 and PS3, but it was ultimately too expensive.
Post by Nester the Lark on Jun 7, 2009 12:34:49 GMT -5
GoNintendo has some snippits of an interview with Kamitani in the latest issue of Nintendo Power.
Wildcat has said that he didn't like Odin Sphere, so he ought to be interested in this particular line: “It’s those who were dissatisfied with Odin Sphere that I most hope will try Muramasa: The Demon Blade”
Post by Nester the Lark on Jun 9, 2009 13:01:04 GMT -5
More praise for Muramasa.
1up's Kat Bailey has written a blog post saying that it became her favorite game of E3.
Nevertheless, Muramasa: The Demon Blade still managed to catch me offguard at E3 last week. I was perfectly aware that it existed, and was on its way to the Wii courtesy of Shane Bettenhausen's Ignition (I can't think of it as anything but that anymore), but I had other things on my mind when I arrived in Los Angeles. Things like Mass Effect 2, Final Fantasy XIII, and the fact that Front Mission was returning to America as a shooter (I feel better about that now, by the way). I had seen the videos, but it wasn't much more than a vague concept, and as such wasn't really on my radar. It is now though.
* * *
Muramasa draws the eye because it takes those beautiful 16-bit sprites from the Capcom games of yore and adds an impossible amount of detail to them, with silky smooth animation to boot. Playing it for the first time, I knew almost immediately which game was my favorite of E3. And consequently, which game would be getting my hard-earned money come this holiday season.
And Joystiq has another interview with George Kamitani.
Were you tempted to include any motion controls?
JK: Actually, we tested various things, but the actions are so fast, that you couldn't follow the speed of the action. In the end, we removed all those features. Actually, I really insisted on including that feature in the eating scenes (picks up Wii Remote and Nunchuk like chopsticks), but the programmers said no.
Shane Bettenhausen, Ignition: I should explain, there's an eating minigame in which you eat a vast array of delicious Japanese foods.
JK: Finally, it turned out that the programmers cut that aspect because they thought people wouldn't like it -- because it's annoying. (Holding Wii Remote and Nunchuk like chopsticks again) These are too big for chopsticks.