Intro
It
is a time of change: the Western world is influencing your homeland, causing its
once-thriving culture and legendary wandering samurai to become things of the
past, unwelcome and unneeded by its people. This is your tale, and as one of the
last of the traveling samurai, you must lend your aid to a small town before innocent
people suffer. This is the basis to Way of the Samurai, one of the best PlayStation
2 games ever released. Gameplay: 8.5/10 Way of the
Samurai is a special game, and what makes it so special is that it handles
itself in a unique and enjoyable manner in both the combat and story aspects.
As the player takes on the role of the lone samurai, he is confronted by a world
that is being divided. As the Western influences change the landscape, samurai
are no longer needed, leaving him to be one of the few left of a dying breed.
Set in 1878 at the desolate Rokkotsu Pass, the Akadama Clan and the Kurou family
are fighting over an iron foundry that will mean wealth to one and a means of
manufacturing arms to the other. The player's role can be one of an aggressor,
a bystander that helps the remaining civilians at the pass caught in the war,
or a spectator who chooses to watch what is going on and acts only when necessary.
The choice is up to the player. That is one of Way of the Samurai's
greatest assets: the story is furthered by a series of key situations, but getting
to those points can be done so in a number of ways. An example of this is as follows:
the player starts off close to a bridge, where a group of men soon kidnap a woman.
At this point, I saved the girl, who then offered me food at the restaurant she
works for. Another time, I asked to join the guys who were taking her, which lead
to my being robbed and tied to a railroad track, at which point I was rescued
and forced to join one of the fighting clans, who I otherwise wouldn't have met
until much later. The third time I did nothing and saw her bodyguard come out
and defend her, and after he got roughed up, I stepped in and saved the day; this
caused me to meet her bodyguard early and have the leader of the gang swear revenge,
whereas before, he asked if I wanted to join him. That is just one example of
what can happen, and it isn't even a full explanation of all the possibilities.
The characters speak through comic-like text bubbles, and even their manner
of talking can change the story. Various choices are given as responses which
will either have you agree, disagree, or you can simply say nothing at all and
see what natural response comes from that. Even though key story arches are placed
in the game to keep everything on track, it can get disorienting as to what is
going on if you happen to die a few times and are forced to start over. This brings
me to the most controversial aspect of the game: the save feature. Way of the
Samurai handles saving like so: you can save once, but that save file is saved
over after you've progressed a certain distance and the you've been given the
chance to save. However, once that saved game is loaded, it is destroyed, so if
great progress is made and you happen to die after you save, you have to start
all over from the beginning of the game. Now, I understand this emphasizes the
game's story feature in that it makes your actions have much more of an impact
because you can't simply load a saved game if you make someone mad, but it can
also get frustrating whenever you're almost finished and are sent all the way
back to the start. It's a catch-22 really; while it's very effective at what it
does, it comes off as a little too effective. Combat is also handled
extremely well. The closest comparison to Way of the Samurai is Bushido
Blade, but while Bushido Blade featured various weapons that had three
stances apiece, Way of the Samurai gives each weapon its own stances, moves,
and attributes. The fact that special attacks are learned during fights is another
positive element, as it not only helps to keep the list of moves in check, but
it also makes them much easier to learn, thus helping the player to play the game
through with a particular sword, learning all of its moves and nuances. Weapons
also have various attributes: although only a few can increase or decrease your
character's overall health, each one has different degrees of offensive and defensive
powers, as well as toughness. The toughness of the sword is tested during combat;
whenever an attack connects, the durability goes down, and even more so if the
attack is blocked. Push the durability too hard for too long, and the sword shatters.
Oddly enough, you can still fight with just the handle and an inch or so of blade,
and although your attacks will be weak, they will still reach someone who is technically
beyond your striking distance. Weapons can be upgraded at a swordsmith, though
increasing the sharpness might weaken its defensive powers, so this is tricky.
Another tricky option is for the blacksmith to store your weapon in a warehouse
and deliver it to you whenever you come back from death. Although this is supposed
to ensure that you will have a good weapon when you start over, I never managed
to quite get the hang of it. Weapon-based combat isn't the only combat
to be had, nor do the moves have to be special attacks. There is a light attack
and a heavy attack; the light attack can connect up to three swings and break
someone out of a guard with a push, while the heavy attack is meant for special
moves and to use whenever connection is certain. However, there are also counter-measures
to defend against attacks and to also achieve a strike whenever a move is blocked.
Whenever an attacker is making their motion, a player with good timing can side-step
the attack, or they can try to move away during a block, causing the attacker
to stumble and leave themselves open for a hit. If a move is blocked, a push can
catch them off balance so they become open, but if that doesn't work and they
are consistently blocking, a solid kick will take them out of their blocking stance.
If the enemy is good and you can't parry or side-step their moves, there is the
ability to jump backwards, landing on your back, you can get out of the weapon's
range and also kick to catch the attacker off guard. There is so much that you
can do, in that the samurai also has the ability to kick objects, like chairs,
towards an enemy to stop them, and also kick food up so they can be eaten during
combat, without having to put the sword away first. Even though the save
system got to me after a while and the sword delivery system was odd, Way of
the Samurai bested those problems and whatever disorientation came from restarting
several times. What's impressive is that the elements are so well done, especially
combat, that it seems downright revolutionary. The sheer possibilities for every
action within the game are mind-boggling and while the phrase, "never the
same twice" is used often when describing certain games, it proves to be
true in Way of the Samurai. Making different choices will result in different
outcomes for most every situation, in sometimes small, and sometimes drastic ways.
I can't sufficiently express how extraordinary the combat system is, either; the
attacks, counter-attacks, and defensive moves are all tuned in to each other and
done so well that it makes for some incredible fights. Add all of this to a fun
unlockable two-player fighting mode and you have one outstanding game.
Graphics: 7.5/10 While not visually ground-breaking, Way of the
Samurai can definitely hold its own with other titles out there. The in-game
cut-scenes treat character models far more favorably than most other titles by
having their blocky look scaled down to a manageable level. The models look solid
during regular play and the locations all keep with the same style and are presented
well. Character designs are also handled well, albeit with some limitations. The
animations are both varied and fluid and the smaller details also add a bit of
life to the scenery - like smoke from an oven, dirt being kicked up when walking
on an old bridge, and so on. Overall, it's a very solid presentation that carries
enough weight to make the world seem authentic. Sound:
7/10 With melodic overtones playing over clashing steel and the pattering
of feet on dirt paths, the sounds do a more than serviceable job. What is lacking
are voice-overs; instead of having dubbed voices, or none at all, there are random
grunts or laughs that will play during conversations. While it seems as though
the developers were trying to find a comfortable medium, it ended up making things
a tad awkward. Although the soundtrack doesn't offer a wide variety of music,
its consistent flow keeps it in tune with the nature of the game and helps to
set the mood. If only the vocals had been fleshed out more, the score would have
fared much better. Control:
8.5/10 The control scheme is outstanding, and with the previously mentioned
combat system, the plethora of moves is easy to learn and easy to pull off, with
a little practice. The ingenuity shown by breaking the moves up per stance and
sword really help to keep the controls in check as the player never gets bogged
down by having to learn loads of moves all at the same time. The only faults I
found were that, when jumping, it became unreasonably difficult to jump over certain
objects. The other occasional problem was that, if a move had made contact with
me, the controls seemed to lock up for a second and wouldn't allow for a counter-attack,
a block, or a side-step; this is understandable in most cases, but there were
a few where it felt like an error, as opposed to my character simply being knocked
back from a blow. Those faults are relatively minor, especially when considering
all of what can be done: blocking, parrying, kicking, side-stepping, the endless
amounts of moves, all are presented in a timely manner and done in such a fashion
that makes learning the moves worthwhile and rewarding, as opposed to being forced
to practice them over and over just to know how to do them. Overall:
8.5/10 All-in-all, Way of the Samurai is a fantastic title and a rare
treat in gaming; to have a game with so little hype come out and completely blow
me away is not only refreshing, but exhilarating. The multiple story branches
really make every play-through seem like a new experience and, even with the awkward
and often cumbersome save feature, I was always coming back for more. With a surprisingly
strong two-player battle mode, engrossing storyline, and one of the best fighting
systems I have ever seen - be it in an action game or a full-fledged fighter -
Way of the Samurai is a game of such high pedigree that it will, without
a doubt, hold the title as one of the few, authentic sleeper hits for the PS2.
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