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<title>| GameBump |</title>
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<description>Video gaming news blog.</description>
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<copyright>Copyright 2006-2008 Gaming Horizon</copyright>



<item>
<title>Samurai Warriors: Katana Available for Wii</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/samurai_warriors_katana_available_for_wii</link>
<guid>http://www.gamebump.com/go/samurai_warriors_katana_available_for_wii</guid>
<comments>http://www.gamebump.com/go/samurai_warriors_katana_available_for_wii#</comments>
<description><![CDATA[<p style="text-align: center;"><img src="http://www.gamebump.com/images/upload/50rsmp7dhg162t9eqj25xt9f.jpg" alt="" alignment="" border="0"></p>One of the benefits of operating within our field is that it's much easier to keep an eye on the publishers/developers out there who aren't running multi-billion dollar advertising campaigns for their latest titles, and one such company we like to follow is Koei. Mostly this is due to its interesting direction and... insanity... which you're familiar with if you ever went through a Dynasty Warriors (or Bladestorm) game just to see if it actually ended (it didn't).<br><br>Today Koei has announced that its Samurai Warriors: Katana, developed by Omega Force, is now available for the Wii. SW: Katana appears to feature the simplistic yet competitive gameplay that typical Koei releases embrace, so if you're a fan or if you ever wanted to try your hand at swinging swords via the Wii Remote and found Red Steel disappointing, here's something else to give a shot.<br><br>You can find some screenshots at the jump. Mission objectives should appear<span style="font-style: italic;"> very</span> familiar.<br><br>The game retails for $49.99 and is rated Teen.<br><br><p></p><p></p><p style="text-align: center;"><img src="http://www.gamebump.com/images/upload/yiynewy3ztfdlf5dmov8v7g7.jpg" alt="" alignment="" border="0"></p><p style="text-align: center;"><img src="http://www.gamebump.com/images/upload/35alva26r52yhxboiavgtbw8.jpg" alt="" alignment="" border="0"></p><p style="text-align: center;"><img src="http://www.gamebump.com/images/upload/h89cc96g3fieju8y7ynfr97o.jpg" alt="" alignment="" border="0"></p><br>
		  	
		  	<a href="http://www.amazon.com/gp/search?ie=UTF8&keywords=Samurai Warriors: Katana&tag=gaminghoriz0c-20&index=blended&linkCode=ur2&camp=1789&creative=9325">
		  	<img style="border:0px;" src="http://www.gamebump.com/typeimage.php?text=BUY SAMURAI WARRIORS: KATANA AT AMAZON&color=lorange&font=stencil&size=10&width=500" />
		  	</a><br />
		  	]]></description>
<pubDate>Wed, 16 Jan 2008 14:07:00 -0600</pubDate>
</item><item>
<title>Samurai Warriors: Katana Confirmed For Wii</title>
<author>Solomon Lee</author>
<link>http://www.gamebump.com/go/samurai_warriors_katana_confirmed</link>
<guid>http://www.gamebump.com/go/samurai_warriors_katana_confirmed</guid>
<comments>http://www.gamebump.com/go/samurai_warriors_katana_confirmed#</comments>
<description><![CDATA[<P><IMG alt="" src="http://www.gamebump.com/images/upload/bcu7te7jdb628jc85lnrd406.jpg" border=0 alignment=""></P>
<P>Koei has announced that Samurai Warriors: Katana for the Wii is&nbsp;coming to North American retailers&nbsp;early next year on January 15.&nbsp; The game utilizes both the Wii remote and nunchuk controller&nbsp;allowing players to hack and slash their enemies on the battlefield as a lethal warrior.</P>
<P>Click the link to visit the official site.&nbsp;&nbsp;&nbsp; </P>
		  	
		  	<a href="http://www.amazon.com/gp/search?ie=UTF8&keywords=samurai warriors katana&tag=gaminghoriz0c-20&index=blended&linkCode=ur2&camp=1789&creative=9325">
		  	<img style="border:0px;" src="http://www.gamebump.com/typeimage.php?text=BUY SAMURAI WARRIORS KATANA AT AMAZON&color=lorange&font=stencil&size=10&width=500" />
		  	</a><br />
		  	]]></description>
<pubDate>Thu, 15 Nov 2007 18:49:02 -0600</pubDate>
</item><item>
<title>GH Review: Samurai Warriors 2 (PS2)</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/gh_review_samurai_warriors_2_ps2</link>
<guid>http://www.gamebump.com/go/gh_review_samurai_warriors_2_ps2</guid>
<comments>http://www.gamebump.com/go/gh_review_samurai_warriors_2_ps2#</comments>
<description><![CDATA[<p>This review was originally published on Gaming Horizon, GameBump's predecessor. Its format does not match our own but we support its content.  It was written by Brian Mohr.</p>

<p class="MsoNormal"><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE LOWDOWN&size=25" alt="The Lowdown"/>



<p class="MsoNormal">Hack-and-slash titles have been successful over the years
and one game that has done that right in the past was Samurai Warriors. Samurai
Warriors 2 came out recently for the PlayStation 2 and if youre a big fan of
the genre youll find plenty to do in this sequel, but if youre familiar with
the game, SW 2 features more of the same repetitive gameplay.&nbsp;



<p class="MsoNormal"><img style="border: 0px;"   src="/typeimage.php?color=orange&font=stencil&text=THE GOOD&size=25" alt="The Good"/>



<p class="MsoNormal">Certainly the best aspect of Samurai Warriors 2 is how big
it is. The game features a lot to do with 26 different characters to play with,
each with his own story. There is also a nice variety of other games to keep
you busy.&nbsp;



<p class="MsoNormal">Aside from that, there are some nice new additions to the role-playing
elements of the game. Before each story mode youll have the opportunity to
check out the conditions, load up equipment for the battle and more. Once you
get onto the battlefield, players are then able to save after each set of five
stages. During this time, you have the ability to upgrade your character in the
shop by purchasing various items. As you get further into the game, youll pick
up new weapons, buy hoses, guards and upgrade your skills with the money you
obtain. 



<p class="MsoNormal">A nice inclusion in the sequel is the survival mode that was
found in the first title. In this, players must go through a set of missions to
save villagers and kill enemies. Also in SW 2 is a new Monopoly style puzzle
game titled Sugoroku which is available for up to four players. The game has
you trying to take control of Japan
and is slightly interesting, but overall its relatively difficult to figure
out exactly whats going on.&nbsp;



<p class="MsoNormal">Although there is no multiplayer online or offline, there is
a cooperative mode in the game. This one aspect really helps to save what
otherwise is a pretty poor experience. The cooperative mode is split-screen and
certainly is the most enjoyable aspect to the entire Samurai Warriors 2 experience.&nbsp;



<p class="MsoNormal"><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE BAD&size=25" alt="The Bad"/>



<p class="MsoNormal">The big problem with Samurai Warriors 2 is its repetitive style. The button mashing
requires little to no thought and combo moves only require you to push the same
button over and then follow it up with another strike. Each character in the
game has two special moves by holding down a trigger button and then pressing
square to attack. This is nice especially considering there are 26 characters
in the game, but beyond that there isnt much that distinguishes the fighting.



<p class="MsoNormal">To go along with this problem, the levels in story and free
mode are essentially the same. Youll be dropped into the map and have goals to
obtain victory, most of which requires you to keep your commander alive while
you kill the onslaught of enemies and bosses.



<p class="MsoNormal">Aside from those issues, the enemy intelligence is poor at
best. Most of the enemies on the battlefield stand idly by as you
hack-and-slash them to death. The only ones that do put up any sort of defense are
commanders, but youll quickly realize that combos do the trick. On top of
that, your teammates do little to help you destroy the opposition as they may
take out one or two soldiers in a given area.&nbsp;



<p class="MsoNormal">One other issue with the Samurai Warriors 2 is the graphics.
While the CG videos are well done, the in-game graphics including the
characters and environments are dull and completely unappealing. Even worse is
the fact that there are few trees or other items actually on the battlefield
aside from a lot of fighters, which happens to be the one thing the game does
right graphically as there is no noticeable slowdown.



<p class="MsoNormal">The graphics are bad, but the sound and particularly the
voice acting are even worse. In the first game, players were given the option
to choose Japanese voice work, but that isnt an option in this game and
instead youre required to listen to uninteresting English dialogue that has no
depth. Youll often hear the same few quotes repeated when you make kills. As
for the music, it is equally repetitive and dull.



<p class="MsoNormal"><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE VERDICT&size=25" alt="The Verdict"/>



<p class="MsoNormal">Samurai Warriors 2 does a few things right including plenty
of story modes, unlockable characters, survival mode, cooperative play and lots
of upgrades. The problem is the hack-and-slash title is mostly a rehash and the AI is unintelligent at best. Add to that the
poor graphics and sound and its obvious the Samurai Warriors series really
needs to be revamped. Unless youre a diehard Samurai Warriors fan, I find it
hard to recommend this title as we should wait and see how they step it up for
the next-generation.<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GAMEPLAY: 5.3&size=20" alt="GAMEPLAY: 5.3" /> <br />
The gameplay is repetitive and requires little thought, making you feel rather uninvolved.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GRAPHICS: 5.9&size=20" alt="GAMEPLAY: 5.9" /> <br />
The characters and environments are dull and unappealing.</p>

<p><img style="border: 0px;"   src="/typeimage.php?color=black&font=stencil&text=SOUND: 5.2&size=20" alt="SOUND: 5.2" /> <br />
The voice acting just doesnt fit the game.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=FUN FACTOR: 6.1&size=20" alt="FUN FACTOR: 6.1" /> <br />
Its still just Samurai Warriors and doesnt feature too much new to the series.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=REPLAY VALUE: 8.3&size=20" alt="REPLAY VALUE: 8.3" /> <br />
Aside from the story mode, theres plenty more to keep you busy.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=orange&font=stencil&text=TOTAL SCORE: 6.2 &size=23" alt="TOTAL SCORE: 6.2" />

]]></description>
<pubDate>Sun, 29 Oct 2006 13:36:00 -0600</pubDate>
</item><item>
<title>GH Review: Samurai Champloo: Sidetracked (PS2)</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/gh_review_samurai_champloo_sidetracked_ps2</link>
<guid>http://www.gamebump.com/go/gh_review_samurai_champloo_sidetracked_ps2</guid>
<comments>http://www.gamebump.com/go/gh_review_samurai_champloo_sidetracked_ps2#</comments>
<description><![CDATA[<p>This review was originally published on Gaming Horizon, GameBump's predecessor. Its format does not match our own but we support its content.  It was written by Eric Dayday.</p>
<img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE LOWDOWN&size=25" alt="The Lowdown"/>



<p class="MsoNormal">Games based on anime shows havent fared well. Most are
mediocre titles that use fan loyalty to push strong numbers out the door to
then justify making another just as average sequel to feed the masses. Samurai
Champloo: Sidetracked looks to buck that trend. Fans of the show already know
that it contains an offbeat sense of humor that some may raise an eyebrow at. I
mean come on, a hip-hop record store in feudal Japan?
Oh thats right, and thankfully the game not only retains the shows sense of
humor but its style is kept intact too. But whats more attractive is that
Bandai also managed to squeeze in a decent game between all of that.



<p class="MsoNormal"><img style="border: 0px;"   src="/typeimage.php?color=orange&font=stencil&text=THE GOOD&size=25" alt="The Good"/>



<p class="MsoNormal">Samurai Champloo follows the adventures of Jin, Mugen and
Fuu and Sidetracked is the perfect name for this title because its an original
story outside of the shows plot. The three find themselves in an area in the
north known as Ezo. Here, the natives, who are in tune with the nature of the
area, have been displaced by arrogant foreigners. The main story revolves
around that point, but there are tons of smaller plot points that pop up
throughout each of the story missions.



<p class="MsoNormal">At the onset, both Jin and Mugen are selectable and each has
his own storyline. There are times when the storylines crossover, which will in
turn create some confusion. An example of this is when playing through Mugens first;
some cutscenes will just not make any sense whatsoever. However, when you
finish his and move on to Jins, all of the holes will be filled in quite well.
I hated not knowing what was going on at first and all the jumps in the story
drove me insane, but after playing through both scenarios, I appreciate it.
Theres also a third game-original character thats unlocked after finishing
one of the two stories. That third characters scenario fleshes out the story
even more, which gives players more than enough reason to keep coming back.



<p class="MsoNormal">Champloo plays like a less open-ended <em>Dynasty Warriors</em> 
missions arent placed on huge sprawling maps, but in very linear trails; the
fighting system however has some similarities with light and heavy attacks and
the sheer amount of mindless button-mashing involved. While it does boil down
to that mindlessness and theoretically one could beat the game by simply
hammering the light and heavy attacks, thats not the most fun way to do it. In
fact its downright boring, which is where the flash and style of the other
combat elements come into play.



<p class="MsoNormal">An interesting play mechanic is the fact that combos are
based on what music tracks you have equipped. Yes, you read that right. You
equip background music, up to two at a time. The combo trees are displayed at
the top and using the right stick allows you to switch between the two combo
sets and thus two sets of background music. Some of the tracks even give
bonuses like extra defense.



<p class="MsoNormal">Then theres the tension meter that builds as Jin or Mugen
doles out the damage and decreases when they take some. Maxing out the meter
allows them to go into hyper mode. When the meter is maxed, one of the squares
in the combo tree becomes outlined in red. If you can combo to that particular
part of the tree and have the hit connect with an enemy, the screen will turn
red and Jin/Mugen will move at an extremely fast speed allowing for some longer
than usual combos. Hyper mode is very useful when dealing with tougher enemies
or when facing multiple ones. 



<p class="MsoNormal">You can also enter hyper mode with a non-filled tension
meter by using whats called a technique counter. Counterattacking involves
attacking at the same time as an enemy. At this point, the screen slows down
and shows buttons that you can press to initiate a counter. Press incorrectly
and youll take damage. However, if the circle in the middle of the screen has
a red hue, hitting the technique button (circle by default) causes the light
attack button to then appear. Hitting that then initiates an instant hyper mode
without the need for a filled tension meter. Having a skill like this becomes
very useful in the later stages and it just looks damn cool when pulled off.



<p class="MsoNormal">Tate and trance mode are two other fighting mechanics. When
a full tension meter has a star on it and an enemy around you also has a star,
hitting him will initiate tate mode. A button prompt will then appear, but its
random so youll have to be prepared. If you hit the right one, youll then
have the opportunity to mash every face button to get in as many slashes as
possible. The more hits you get in, the more health you regain, but the goal in
tate mode is to break the 100 slash mark. Doing so moves you into trance mode.



<p class="MsoNormal">In trance mode, all youll see are the silhouettes of your
controlled character and enemies against a colored dojo backdrop. Think about
the last parts of the Kill Bill fight between Uma Thurman and the Crazy 88s in
the teahouse and youll have the basic idea. Here, all enemies will be defeated
in one hit, but it will end if you are hit three times or get up to 100
slashes. Getting up to 100 slashes will usually unlock new weapons for purchase
at the castle town weapon shop.



<p class="MsoNormal">Jin and Mugen can equip up to two other swords beside their
default weapon. Some are stronger while some offer buffs like raised attack or
defense. The catch is that each weapon has a durability meter. Once its
depleted, youll have to get it repaired after the mission, which costs coins.
Luckily, durability recharges when the weapon is inactive, so if you keep
swapping a lot, you wont have to worry about breaking one.



<p class="MsoNormal">Sounds like a deep fighting system, no? Well it can be if
you want to be stylish, but as I mentioned before, square, square, square will
get you just as far.



<p class="MsoNormal">I was surprised that Champloo wasnt cel-shaded as the anime
to cel-shaded game would be the most logical jump. However, the character
designs made the transition into three-dimensions quite well. Everything else
is pretty lackluster though. Boring, repetitive and uninspired environments
were a surprise considering that this game is all about style.



<p class="MsoNormal">The sound though is simply fantastic. All of the music in
Champloo is original to the game. The track in trance mode is my favorite,
which is a good thing since I heard it so much. But, even all the other tracks
are great. It really says something about how good the music is when I found
myself debating what combos to use based on what music I wanted to hear while
fighting.



<p class="MsoNormal"><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE BAD&size=25" alt="The Bad"/>



<p class="MsoNormal">The worst part of Champloo is by far its repetitiveness. Yes
you can be stylish to break up the monotony, but it still boils down to
slashing through wave after wave of moronic AI. What doesnt help is the pacing
of the game. There arent any save points in the middle of a mission so you
have to go into one with the mentality that its all or nothing - youre not
stopping until you beat it because you cant stop until you beat it. And some
of these missions last up to more than an hour. Mugens last level can take up
to four hours alone if you fight and find everything you possibly can. I
realize that some out there can do marathon sessions like that without
hesitation, but Im not one of them. I like being able to control how long I
play. A checkpoint here or there would have helped immensely.



<p class="MsoNormal">Theres also an odd balance to the difficulty. The first few
levels are easy as pie, and then about halfway through it becomes very
difficult. As Mugen, I hadnt died in the first 4 missions, but within the last
few, Im pretty sure I died no less than 20 times total. And its not so much
that the AI is smarter (because its still stupid), its that they become
cheaper. They suddenly can hit you at range, can hit you multiple times, or you
somehow get caught in a never ending combo from coconut throwing monkeys. It
becomes very frustrating because the game goes from sleeper easy to controller
tossing cheap in an instant.



<p class="MsoNormal">Lastly, theres a two-player deathmatch mode. In all
honesty, this could have been left out. There are only three playable
characters and you square off against another human controlled opponent,
fighting in the same fashion as you would in the main game.



<p class="MsoNormal"><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE VERDICT&size=25" alt="The Verdict"/>



<p class="MsoNormal">Samurai Champloo is a game thats  definitely more flash than
substance, but that doesnt mean that its a shallow game. Despite the
button-mashing, the fighting system offers enough different mechanics to keep
things interesting. And with three fairly lengthy campaigns to play through, itll
keep players busy for a time. I mean hey, its an anime based game thats
actually pretty fun to play. How often have you heard that about these types of
games? <p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GAMEPLAY: 7.8&size=20" alt="GAMEPLAY: 7.8" /> <br />
Mindless button mashing, but the different fighting elements keep things fresh. Horrid pacing.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GRAPHICS: 7&size=20" alt="GAMEPLAY: 7" /> <br />
Not all that great, but the characters transition into 3D well.</p>

<p><img style="border: 0px;"   src="/typeimage.php?color=black&font=stencil&text=SOUND: 8.7&size=20" alt="SOUND: 8.7" /> <br />
Soundtrack is top-notch. 90% of the TV dub cast returns for Sidetracked.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=FUN FACTOR: 8&size=20" alt="FUN FACTOR: 8" /> <br />
Again, despite the mindlessness, the style of the fighting system is a blast to fiddle with.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=REPLAY VALUE: 8.5&size=20" alt="REPLAY VALUE: 8.5" /> <br />
Three decently long campaigns plus trying to open up all the art and extras will take a while.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=orange&font=stencil&text=TOTAL SCORE: 8 &size=23" alt="TOTAL SCORE: 8" />

]]></description>
<pubDate>Mon, 01 May 2006 13:52:00 -0500</pubDate>
</item><item>
<title>Koei Announces Two Games</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/koei_announces_two_games</link>
<guid>http://www.gamebump.com/go/koei_announces_two_games</guid>
<comments>http://www.gamebump.com/go/koei_announces_two_games#</comments>
<description><![CDATA[
KOEI today announced that the tactical action game, Samurai Warriors: State of War for PSP and the naval action game, Warship Gunner 2 for the PlayStation 2 are under development and are scheduled for North American release in March 2006.
<blockquote><p><em>
&quot;For video gamers, this year is going to be the most thrilling year ever, and kicking off 2006 with two great games is just the start,&quot; said Amos Ip, Vice-President of Sales and Marketing for KOEI Corporation. &quot;Around the world, KOEI's development teams are preparing bold new concepts and ideas that will captivate gamers. Today's announcement is just a small, yet exciting sample of what we have in store for this year.&quot;</em>
</p></blockquote><p>
We will have more information on both of these titles in the coming days.
</p> Originally written by Tim Grube]]></description>
<pubDate>Thu, 09 Mar 2006 16:21:00 -0600</pubDate>
</item><item>
<title>GH Review: Genji: Dawn of the Samurai (PS2)</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/gh_review_genji_dawn_of_the_samurai_ps2</link>
<guid>http://www.gamebump.com/go/gh_review_genji_dawn_of_the_samurai_ps2</guid>
<comments>http://www.gamebump.com/go/gh_review_genji_dawn_of_the_samurai_ps2#</comments>
<description><![CDATA[<p>This review was originally published on Gaming Horizon, GameBump's predecessor. Its format does not match our own but we support its content.  </p>

<p class="MsoNormal"><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE LOWDOWN&size=25" alt="The Lowdown"/>



<p class="MsoNormal"><span class="gstext15">Game Republic, a recently established
developer house formed by Yoshiki Okamoto, a former Capcom executive, joins the
traditional hack n slash foray with the debut of its first project  Genji:
Dawn of the Samurai, an amazingly fluid ninja-like fighter thatll draw players
into its mythological Japanese world and then keep them there with its flashy
style and fantastical, serene imagery. Unfortunately the adventure is
alarmingly short, and so the real question becomes that of quality versus
quantity: are you willing to spend $39.99 on a great game you can beat in a
day, or more for average fare you can beat in a week?</span> 



<p class="MsoNormal"><span class="gstext15"><img style="border: 0px;"   src="/typeimage.php?color=orange&font=stencil&text=THE GOOD&size=25" alt="The Good"/></span><span class="gstext15"></span>



<p class="MsoNormal"><span class="gstext15">As an action/adventure game, Genji
doesnt delve too deeply into a storyline, but a functional one</span><span class="gstext15"> is presented
that introduces amahagane, beautiful jewels that grant their bearers mystical
powers. The game, which is set in feudal Japan, opens with the tale of a
great battle that took place between two strong forces, the Genji and the
Heishi, for ultimate control of the region. By using amahagane the Heishi generals
decimate their opponents, and the Genji are left defeated and scattered
throughout the countryside. After their victory the Heishi begin an oppressive warrior
rule that terrifies and burdens the people, giving rise to two opposing forces
that threaten to confront the Heishi for control of Japan, however neither of
these is given the chance. Yoshitsune, with an amahagane of his own, steps onto
the scene and agrees to bring peace to the land by destroying the Heishi, and
en route he teams up with Benkei, a gigantic Genji monk who has sworn never to
rest until <em>every</em> Heishi warrior is
dead. Together the two embark on a journey to rid the land of evil by collecting
all the amahagane they can to perform yosegane on them, combining the
amahagane to out-match all the smaller pieces in the hands of the Heishi. The
plot isnt incredibly captivating, but it works.</span>



<p class="MsoNormal">The highlight of Genji is definitely its fast-paced, hack n
slash gameplay. Gamers are given the option of switching between Benkei and
Yoshitsune, which freshens the experience by presenting players with two
different styles of play: you can tackle opponents with awe-inspiring strength
or out-maneuver them with agile, deadly cuts, respectively. As Benkei youll
wield enormous clubs or spears, clear the battlefield with a single swipe of
your beam, and generally smash opponents with combos and kamui. As Yoshitsune
youll slice and dice in a quick, intuitive style with the addition of flips,
kicks, jumps, cartwheels, fast lunges, and (a lot more) kamui. All attack
maneuvers are performed with proper mashing of the square or triangle button,
while dodging/spinning around is achieved via the analog sticks and R1 for
further blocking or specific cartwheels. 



<p class="MsoNormal">The games real art, the mastery of kamui, is evident in
your first battle; kamui is the power of the amahagane, and with it the player
can perceive impending attacks and launch successful, lethal counter-attacks.
What this means in the videogame world is that when a kamui bar is full,
tapping L1 activates kamui and slows opponents so that Yoshitsune/Benkei can
better prepare for the next attack, i.e. when the square button appears at the
bottom of your characters feet, hit it once for a deadly counter. This system
is very repetitive, but its also tricky and requires a player to rely on her
skills more than her strength/gear. By utilizing kamui gamers can fly through
Genji without a single scratch, though its not always as easy as it seems. 











































<p class="MsoNormal">The
proper time for mashing the square button varies according to opponent type, so
a demon that rushes you with a spear will have a different timing than the poor
Heishi soldier thats wielding a sword and coming in for a swipe. Some of the
more powerful demons, bosses included, have an attack/lunge that is <em>very</em> difficult to time, requiring
another kamui bar to slow down everything even further. When kamui is handled
appropriately (that is, when Yoshitsune is surrounded by menacing foes), its
quite a treat to observe your warrior dancing around the arena, gaining one-hit
kills with ease and soaking the roadside in blood. Constantly pairing kamui
with combos is the secret to fast leveling, because as the monsters go down the
combo meter/skill rating goes up, such that a hero rating will earn you more
experience points from a foe than a skilled one.<br /><br />Another method to level up your skills, other than gaining
experience points or performing yosegane, is to collect amahagane essence
pieces that are found throughout the land. These pieces are typically
invisible, but your characters amahagane will glow and vibrate furiously
whenever youre near one; attacking the area, eventually hitting the piece,
reveals it. When youve collected three pieces you can then enter the menu and
add them to a particular stat, either health (HP), attack, or defense, which
produces the appropriate bonus. The other way to enhance your stats is to
purchase/find new armor, accessories, and weaponry. Each character can only
have one armor set, accessory, and weapon activated at a time. From this menu
you can also assign items to the four directional buttons, to keep from
re-entering the menu screen for things like herbs or potions during tough fights.<br /><br />Two more points warrant mention: boss characters and puzzles.
Boss characters, and some of the more difficult regular monsters, actually pose
a challenge. Even when you use kamui, which prompts bosses to begin a powerful
lunge, youll run into trouble; if you mess up the timing you lose a nice chunk
of health. Most of the bosses require that you know their timing so you know
when to dodge, block, or attack, and all kick into special mode when their
health is down to a bar. Theres usually a trick or a move, supported by kamui,
to perform thatll bring a boss to its knees, but even so players will find
boss characters not easily disposed of. The second feature is its lack of
puzzles. If youre a fan of the <em>Onimusha</em>
series, then you well remember the <em>Resident
Evil</em>-like puzzles that had you running throughout the same areas in search
of key items/clues for this or that problem. In Genji, the puzzles are gone 
merely stumble across a key item and return to its door to proceed. If you
favor action over thought, this is certainly a plus.<br /><br />The intense gameplay is brilliantly supported by beautiful
visuals. Characters are detailed well and their cosmetic appearance changes
depending upon the gear donned. Hilly slopes are scattered with colorful
vegetation; glorious sunsets seem to set the trees surrounding the temple
courtyard ablaze; dirt roads are so detailed that one can imagine the dust a
traveler kicks up; small water pools reflect Yoshitsune and ripple as he wades
through; floorboards at the Oushu base are so pristine that they, too, reflect;
lovely lotus blossoms are found near ponds in the Hindu temple; and so on. The
level of detail that went into Genji is impressive and clear, from the starry
heavens where the god Shukenten challenges the heroes down to the warrior gear
that decorates their Hindu foes  visually, Genji is a masterpiece that blends
serene environments with action and blood. Lovers of mythology will definitely
enjoy the games environs and graphical flash.<br /><br />Genjis orchestral, Japanese soundtrack is equally as
striking. The music is superb, with heavy battle themes and lovely background
music during town visits, and supports a full cast of ambient noises, including
your standard swipes, lunges, footsteps, cries of the dying, water splashes, fire
bursts, door swings, lazy breezes, echoes, and so forth. The high pitch that
follows kamui renders the world temporarily deaf, save for Yoshitsunes steel
meeting flesh. Voiceovers are performed in authentic Japanese with an
appropriate amount of exaggeration when its warranted, which creates a
realistic experience as opposed to an anime one. And yes, there are subtitles.<p class="MsoNormal"><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE BAD&size=25" alt="The Bad"/><p class="MsoNormal">Genji: Dawn of the Samurai is a fantastic experience that is
simply too short. The game ends immediately following its climax, and leaves
the player in a disappointed daze. Players can finish it in normal mode, the
games default difficulty, in less than a day  roughly five-seven hours.
Players that naturally pick up on kamui can run through Genji in three-four
hours, significantly less than the average. For the second run, a player has by
now mastered kamui and his fighting technique and can fly through the game in
literally two-three hours, including completion of the other-dimensional
challenges. The only real extra the game offers is a difficult mode, which
strips the characters of all items and gear and disables experience points, but
once youve got that completed, unless you just <em>really</em> like kamui youll never return. The sad thing is that if the
game had even 15 hours of play, it'd be a masterpiece.<br /><br />Furthermore, the gameplay is rather shallow; there are no
puzzles, no intricacies to attacking, and no threats to keep tabs of or
problematic situations to encounter. Its purely hack n slash, though its
beautiful hack n slash. If you gravitate toward games with a lot of meaty
substance, Genji should be considered a refreshing breather; if you expect
anything more than fast moves and slashing fun, though, you'll be disappointed.<br /><br />The cutscenes are fantastic and extremely stylistic, but
they do interrupt the gameplay flow. When you've got a game that's so good that
you're much more interested in playing it than you are in watching the
cutscenes, you've found a gem - it's a pity that the developing team wasn't
able to extend it.<br /><br />One final point of contention for those who appreciate
wide-open spaces in their adventure games: Genji doesnt have them. Gamers are
restrained and left only short paths to navigate and slaughter through en route
to the next boss. Though this isnt a pivotal issue, it does make the game feel
even more linear.<span> </span><p class="MsoNormal"><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE VERDICT&size=25" alt="The Verdict"/><br /><br />I would have gladly paid $49.99 for 15 hours of Genji, but I
hesitate to spend $39.99 on merely five-seven. If it werent for the games
drastically short length, itd be a wonderful addition to anyones collection.
As it stands, though, Genji: Dawn of the Samurai  while fast-paced, fun,
beautiful, and intense  simply doesnt warrant its price tag. I can give two
suggestions here: either rent the game for a weekend of enjoyable samurai
action, or wait for a price-drop. Just dont let its brevity deter you from
experiencing Genjis shallow, yet strangely satisfying gameplay  even in small
doses, its that good.<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GAMEPLAY: 8.2&size=20" alt="GAMEPLAY: 8.2" /> <br />
Shallow, but intense. Kamui and flashy combos make this a great experience.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GRAPHICS: 9.2&size=20" alt="GAMEPLAY: 9.2" /> <br />
Superb visuals and balanced settings. The townsfolk could use some work. Love the flash.</p>

<p><img style="border: 0px;"   src="/typeimage.php?color=black&font=stencil&text=SOUND: 9&size=20" alt="SOUND: 9" /> <br />
Not too fantastic, but great nonetheless. Very befitting presentation. Good voicework.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=FUN FACTOR: 9.4&size=20" alt="FUN FACTOR: 9.4" /> <br />
While the game lasted, I enjoyed it immensely.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=REPLAY VALUE: 6.5&size=20" alt="REPLAY VALUE: 6.5" /> <br />
Couldnt put the damn thing down. However, its brevity is inexcusable.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=orange&font=stencil&text=TOTAL SCORE: 8.5 &size=23" alt="TOTAL SCORE: 8.5" />

]]></description>
<pubDate>Thu, 06 Oct 2005 08:18:00 -0500</pubDate>
</item><item>
<title>GH Review: Musashi: Samurai Legend (PS2)</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/gh_review_musashi_samurai_legend_ps2</link>
<guid>http://www.gamebump.com/go/gh_review_musashi_samurai_legend_ps2</guid>
<comments>http://www.gamebump.com/go/gh_review_musashi_samurai_legend_ps2#</comments>
<description><![CDATA[<p>This review was originally published on Gaming Horizon, GameBump's predecessor. Its format does not match our own but we support its content.  </p>
<p><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE LOWDOWN&size=25" alt="The Lowdown"/><p>Its
been a long while since weve seen or heard anything from our friend
Musashi, who originally debuted in Brave Fencer Musashi for the
PlayStation so many years ago. That original title played more like a
fighter with a storyline than an RPG/adventure game, but the newest
exploits of Musashi follow the latter pattern. Musashi: Samurai Legend
is poised to be the anime-action/adventure RPG of the year, featuring a
heavy emphasis on hack n slash gameplay and uniquely presented
visuals, but can Musashi compete with the likes of other cartoonish
RPGs with strong combat systems?<p /><p /><p /><p><img style="border: 0px;"   src="/typeimage.php?color=orange&font=stencil&text=THE GOOD&size=25" alt="The Good"/><p>The
plot in Musashi is simple enough. Summoned by a princess, Musashi
arrives on the scene charged with rescuing the mystics (magic-users),
saving some locals, finding some elemental swords to restore power to
the Anthedon (a giant, magical flying whale) and defeating an evil
corporation bent on gathering magical sources to eventually dominate
the world. Unsurprising, to say the least.<p>Fortunately for
Musashi if the storyline doesnt motivate a player, the unique
graphical presentation might. Musashi features an anime style of
graphics strongly reminiscent of Dark Cloud 2s; everything from the
slow twisting of Musashis crazy hair down to the death animations of
Muashis victims is an excellent visual touch. Character designs are
lively and vivid, and the games environments are entirely in 3D with
gentle lighting effects and standard level designs, though the areas
are a tad small. One key graphical element concerns the games special
attack effects; using the elemental swords latent abilities, or the
learned attacks in general, presents short attack animations, which
spruces up the fun.<p>The
bulk of Musashis gameplay has players exploring lush landscapes in
search of the maidens of the elemental swords. Defeating opponents via
the hack n slash standard and retrieving the swords helps restore
power to the Anthedon and increases Antheums (the town on the back of
the Anthedon) resistance of the Gandrake Corporation. The controls are
smooth and have Musashi performing very simplistic moves, essentially
sword-swipes and stabs, to rescue the maidens. <p> Additionally, Square Enix included a duplication system to freshen the
repetitive button-mashing. Every enemy type in Samurai Legend has a
unique design and special move for Musashis learning; locking-on to an
opponent via R1 fills a focus meter on the top-left of the screen, and
when the bar is full and an opponent performs the new attack, a &quot;sign&quot;
signals the player to hit the square button to bring up the abilitys
button combination. Performing the combination grants Musashi the
ability. Just incase you happen to forget the combination the start
menu holds an ability set with button listings for all combinations
learned. Furthermore, Musashis elemental swords possess latent
abilities that help solve miniscule puzzles and plow through enemies.
For example, the first elemental sword players receive is the earth
sword, and its special ability is tremor thrust, which when performed
gives off a small quake that breaks boulders and pushes buttons.<p><p>While
en route to the maidens Musashi will run across nearly 30 giant blue
capsules with townspeople inside. Rescuing the townspeople returns them
to Antheum, where they can be used as plot/gameplay resources for
Musashi. An example would be Mugg the blacksmith, who shapes magical
alloys to Musashis weaponry. <p>When youre not saving
townspeople, maidens, mystics, or princesses, youll be taking on
bosses, which requires a tad more strategy than the typical opponents.
Each boss is a leading member of Gandrake Corporation and calls for a
unique plan of action. For guaranteed victory gamers need to level
Musashi up, which occurs after killing so many baddies. The level-up
option is in the system menu and lets players adjust HP, MP (for
special attacks), strength, defense, luck, and focus. The system seems
tailored to younger RPGers as it allows for an adjustment to be
emphasized either manually (selecting a stat on your own) or
automatically via choosing a description (i.e. &quot;focus primarily on
strength, improve defense&quot;, etc). <p>One
mechanic that Musashi utilizes that Ive never seen before is the
carrying ability. Musashi is actually able to pick up a character
(typically the damsel) via X and carry the character around, but dont
think that Musashi will be immune to attack just because hes playing
the hero  opponents can attack Musashi while he struggles with his
burden, and Musashi can do the same. If presented with a considerable
threat Musashi can toss the damsel into the air for enough time to
swing at it, but as we know, what goes up comes down, and if the threat
persists its probably best to just drop the damsel and kick into Rambo
mode.<p>Samurai Legends presentation is solid, with lovely visuals
(Antheum itself is quite gorgeous), nice attack effects, interesting
character design, quirky cutscenes, and good background music, though
nothing too noticeable. The standard gameplay sounds  slashes, jabs,
stabs, etc., - are to be expected, but the enemy death animation sounds
are a nice highlight.<p><p><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE BAD&size=25" alt="The Bad"/><p>Love
it or hate it, Musashi plays like a simpleton's RPG; there's not a lot
of substance here. The game feels more like a children's title with
flashy graphics, not surprisingly. The hack n' slash gameplay is
slightly more innovative thanks to the duplication process, but the
system is a little tricky, and even once you've got it down and learned
a slew of new moves, it's still not as exciting because it lacks magic,
strategy, or even interesting cutscenes for progress motivation.<p>The
storyline itself isn't exactly gripping: rescue the damsels in
distress, restore power to the Anthedon, and save the princess
of the mystics while simultaneously defeating Gandrake Corporation.
Considering that this is Square I'd expect a lot more, but if indeed
Musashi is targeted to pre-adolescents, it's not such a drawback. I
doubt that the average pre-teens needs more than a basic plot to go on.<p>The
continued swing, swing, and swing again gameplay formula is getting
old, fast. Deprived of magic and intelligent enemy AI, the only
strategic thing players have to do is correctly duplicate attacks.
After that it's the same-ol repetitive formula without much motivation.<p>I
also didn't care much for the dialogue style (very over-exaggerated)
and voicework (which is just as exaggerated and silly). Then again, if
Musashi is really targeted to a younger generation then you can't
really complain - kiddies aren't going to care so much about simple,
exaggerated dialogue/voiceacting. Everyone post-17, however, will
quickly tire of it.<p><p>A
few other problem areas abound. The 360-degree camera operates smoothly
enough, but when backed into a corner the action causes some mild
slowdown and is briefly daunting. Theres also some minimal slowdown
when several enemies are on-screen at once and being disposed of,
probably due to the extensive death animations. Im also not pleased
with the saving option being restricted to Antheum; if you want to
save, youve got to get back on the Anthedon and hit Musashis room for
the option. When a chapter contains more than one area and the threat
of death looms overhead, youve got to stop what youre doing 
progressing to the next location  to visit another area to save. If a
save-anywhere system couldnt have been implemented then surely save
spots/crystals should have. Finally, the game is quite easy, but again
thats probably due to the target audience.<p /><p><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE VERDICT&size=25" alt="The Verdict"/><p>Musashi: Samurai Legend isnt exactly the biggest RPG of the year (or even close to being a contender), but is good for what it is - a simple, anime-styled RPG with a strong combat focus set in a distinctively beautiful world.
Unfortunately what it lacks - an intriguing plot, apt save feature,
good dialogue/voicework, more difficult gameplay - guarantees that
older, more hardcore RPGers aren't going to be interested in Musashi
for long.<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GAMEPLAY: 7.5&size=20" alt="GAMEPLAY: 7.5" /> <br />
Repetitive, but innovation in duplication system.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GRAPHICS: 8.5&size=20" alt="GAMEPLAY: 8.5" /> <br />
Interesting anime style with lovely 3D environments, plus effects.</p>

<p><img style="border: 0px;"   src="/typeimage.php?color=black&font=stencil&text=SOUND: 7.3&size=20" alt="SOUND: 7.3" /> <br />
Nice music and sound effects, though nothing special.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=FUN FACTOR: 7.2&size=20" alt="FUN FACTOR: 7.2" /> <br />
Probably for the younger crowd.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=REPLAY VALUE: 6.5&size=20" alt="REPLAY VALUE: 6.5" /> <br />
You can collect people/cards, but once through is enough.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=orange&font=stencil&text=TOTAL SCORE: 7.4 &size=23" alt="TOTAL SCORE: 7.4" />

]]></description>
<pubDate>Tue, 08 Mar 2005 21:50:00 -0600</pubDate>
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