This is because you're likely to play through this game more than once, indeed much more if you find a fondness for the breadth of exploration options. That's a small complaint, however, and after a while it's not so hard to avoid situations where the camera is likely to become a problem. The automatic camera direction is equipped to deal with environmental obstacles most of the time, but there are still situations where you can get stuck in a corner with objects in between the camera and the battles it's meant to be presenting. After a while, it gets easier to deal with large groups like that, although troubles with the camera never quite go away. As Kengo II promised to do when it was a known quantity, Way of the Samurai presents several enemies at a time in certain battles, sometimes as many as five or six. In combat, character facing is a bit of a problem early on until you get the hang of how to swap between large numbers of targets. It's also possible to take weapons by the smithy and modify their capabilities further, providing you have the cash (or providing you'd like to pick a fight with the blacksmith, but that presents its own problems). There are axes, hammers, clubs, and other unusual destructive implements in addition to dozens of swords, all with different characteristics and repertoires of attacks with which they can be used. Learning a broader range of attacks at a greater rate requires a more creative style of combat - fighting from several different positions and stances, and perfecting the timing-based evasion and parry abilities.Ĭollecting new weapons is the other key to exploring the corners of the combat system. Simply repeating the basic attacks available to start with will lead to the slow and gradual development of new techniques (executed by combinations of the face buttons), but there's a very low ceiling to the learning process if you aren't very creative about it. There's a nice succession of layers to the way in which attacks develop. This is an adventure game rather than a pure fighter, so character progression, learning new moves, as at least as important as the application of ones you already possess. It may seem somewhat slow and clumsy to begin with, but in large part that's intentional - the protagonist is meant to have a limited repertoire early on. It's a little simpler than that, even in comparison to the stripped-down Bushido Blade 2, but the stance mechanics and how they affect attack combinations clearly echo that earlier samurai simulator. Gameplay At the heart of Way of the Samurai is a combat system that should be familiar to players of Bushido Blade. And it continues the Lightweight-led trend in samurai with afro haircuts, which is the sort of thing that can make a weak game good, and a good game great. More important, those events have a variety of consequences depending on how they're approached - by no means is it simply a matter of success or failure.īy no means is this going to be any kind of blockbuster, then, but it's a surprisingly well-made game for its unusually low profile. The game takes place in a relatively small world, a village and its surrounding environs near a mountain pass, but a small world can feel pretty large providing there are enough events packed into that space, and Way of the Samurai is certainly eventful enough. The protagonist doesn't have any particular personality until you fill him with one, and there's no specific path to follow until you select it yourself. What Way of the Samurai does particularly well is presenting an open-ended world and storyline.
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