Sunday, February 16

Dead Rising 3 Review (XB1): A fetching quest


Back in 2006, the arrival of the "next generation" was heralded with thousands of zombies. The first Dead Rising showed me what was possible as a result of those extra few megahertz and megabytes: an awkward, charming and relatively well-populated zombie apocalypse. I was convinced that there was no way a PlayStation 2 could render that many threats on screen at the one time; I'd need to shell out a few hundred dollars for an Xbox 360 if I wanted to see everything games could be from that point forward.

Fast forward to a few months off the present day and a raging impulse robbed me of a chance to test the waters. I couldn't imagine surviving the afternoon of 22 November 2013 without taking a "next generation" console home with me. Forgetting my posturing with sentiments such as "Microsoft can't be trusted with DRM (digital rights management) policy," or "the Kinect 2.0 brings the NSA into your living room," I blew roughly 900 bucks on the Xbox One, two games and accessories without so much as a second thought. I was happy to trust Capcom with justifying the jump to more powerful hardware once more.

Dead Rising 3 did what I needed it to do: it put a few hundred more zombies on the screen, it streamlined the series' set of clunky mechanics, and it managed to stave off what could've been a pretty severe case of buyer's remorse. By that I mean, of course, that I'm still playing it. Still grappling with the undead, vehicle fusing, its hints of racism, archaic quest structure and overt sexism. It's a guilty pleasure that I'm still indulging in months after I first completed it. That's pretty rare for me. I finish a game and I move on; it's something truly special that keeps me coming back for more.

If there's one thing I appreciate in a sequel, it's in seeing that action has been taken to address flaws from previous entries in a series. By removing the requirement to find workbenches to make combo weapons and by making AI companions a little more intelligent and lethal, it became that much easier to have fun slaying the zombie hordes. By implementing a checkpoint system and removing the requirement to find toilets to save your game (in Normal mode), it was that much easier to avoid agitation. There are fewer impediments to enjoyment and satisfaction here than in any other game in the series.

The new combo vehicle mechanic (haha, unintentional pun) takes a lot of the pain out of the game's outdated approach to questing. That is to say that Dead Rising 3 is a 10-15 hour collection of fetch quests, and trucks that spew acid, fireworks and gas canisters do a great deal to neutralise the threat and frustration that comes with every street, highway and alleyway being densely populated with the undead. You spend hours behind the wheels of large, often unwieldy vehicles driving item X back to person Y. As you progress, you'll find that your favourite routes to and from each of the four (let's call them) islands that comprise the fictional setting of Los Perdidos are blocked or otherwise reconfigured, meaning that the typical fetch quest can be drawn out to the point of farce. Navigation is a core, tedious component of play, and the addition of combo vehicles makes the repetition bearable, even fun in some instances.

Battles against the series' staple Psychos return and the glut of effective combo weapons serves to neuter another source of prior frustration. I bested all but one of these fights on the first attempt though, so we've gone from one extreme to the other. These fights are no longer irritating, they're just short grinds with some offensive scripted sequences book-ending the action. On the whole, this would have to be the easiest instalment in the series by a long way. Even Nightmare Mode fails to mount a challenge close to anything I encountered in Dead Rising 2; but I'm not sure that's necessarily a bad thing.

Dead Rising 3 is written for all of us straight, white, middle class bros as it others pretty much anyone outside of that paradigm. The way in which characters of colour were written is particularly odious. I can only think of two black men that I encountered throughout the entire game and both end up betraying the player character in spectacularly cringe-worthy fashion. One side mission manages to be both racist and painfully sexist as you're tasked at first with rescuing a pimp, Big D and escorting him to his massage parlor. Upon arriving, you're greeted with a woman bound and lying on a bed. You can either kill Big D's "favourite bitch" or you can rescue her and murder her captor. I opted for the latter, only to find that Kandy moaned suggestively with as much as a slight breeze. Trying to get through a crowded doorway with my new companion gave me enough sound bytes to put together a sexy radio serial. The standard of writing is often embarrassing, and I'd hesitate to use the game to showcase the power of next-gen hardware to friends or family given how prone it is to instances or "broments" that portray women, overweight people, and people of colour in a less than positive light.

Despite these missteps, there's no denying that creating a hybrid automatic rifle shotgun or electric traffic light bow staff to mow down streets worth of zombies is a whole heap of fun. Dead Rising 3 is greater than the sum of its parts, with all-out chaos accounting for shitty, callous writing, and a heavily-populated zombie apocalypse proving distracting enough to forgive a litany of bugs and technical hiccups. The concept and mechanics of play are so well realised that Dead Rising 3 is, for mine, the best game currently available on any next-gen (current gen?) platform.

Friday, January 3

The High Horse Audit 2013: The most disappointing game of the Year of Luigi

Note: This post contains spoilers for BioShock Infinite.

This decision was easy. It was made as early as April. Nothing could quite match the bitter disappointment that came with wandering through Columbia and soaking up the most cynical, arguably racist narrative I've seen in a videogame.


Cynical because, to me, having a group of subjugated people of colour wresting power and then attacking their oppressors in ways more violent and terrifying than what they were accustomed to set up a new enemy is a pretty heavy-handed way of saying that power corrupts everyone and everything that ever lived anywhere, including the crazy racist floating city in which the game is set. Racist because as Courtney Stanton points out in this blog post, having Columbia "... destroyed by the only black characters in the game, who are depicted as violent, white-people-hating, child-murdering savages," serves to confirm " the racist white peoples’ ideas about black people and presenting them as true." Using my powers of deduction, I'm guessing that Booker DeWitt's journey is supposed to be some sort of vague commentary on ills of racism and religious zealotry, but it just ends up shitting on its own message so spectacularly that it fails to impart any meaningful message on anything in particular.

Even if you're not willing to acknowledge that the original BioShock offered a critique of Objectivism, at the very least least it gave us terms like ludonarrative dissonance and the base lesson that sparing small children a horrific fate can bear some reward. The best BioShock Infinite could give us was a throng of games journalists ejaculating pretentious assemblages of words next to the numbers 9 or 10 (or equivalent). The hype surrounding Infinite in the two years preceding its release was mirrored in dizzyingly high review scores which for mine at least, pretty much solidified it as a sure choice for the most disappointing release of this, the Year of Luigi.  I mean, not only did it seem like the writers at Irrational Games were using, as ABC Art's Daniel Golding described as, the "aesthetics of ‘racism’ and ‘history’ as a barrier to point to and claim importance", but the majority of games journalists, who should act as arbiter for such shenanigans, were lapping it up.


BioShock Infinite was disappointing  not only because it had nothing of value to say, but also because it failed to introduce anything substantially new to the the series' formula. By virtue of the narrative's focus on characters rather than place and ideology, Columbia doesn't hold a torch to Rapture. Tears and Skylines do serve to mix up the combat, but honestly, there are oodles of better first person shooters on the market if all you're wanting to do is shoot some poor fucker in the face. Then there's Elizabeth, the object of much of the Gaming Community's© affection. A lot's been said about Elizabeth and how she makes Infinite a Good Game©, but I offered the following in my review:
Elizabeth is beautiful. She has Anime eyes and she throws you ammo and first aid kits and money and she has feelings too, but her duties on the battlefield and in general exploration come into conflict with her role in the story. Upon learning some of her and Booker's respective sordid personal histories, she's driven to collect more curiosities to interrupt what should be moving moments. Earth-shattering developments are cheapened by the heroine's compulsion to find useful shit. Her expression and mood change by the second and are more unpredictable than her movements, which see her teleporting ahead, behind, generally anywhere other than she's needed to be for the conversation at hand to work as intended. Elizabeth is your companion for most of the game, but she's never really there.  

 For all of my bellyaching, BioShock Infinite was a Good Game©: it was technically impressive and the combat was functional. For all of its false promises, it was a good ride until it ended. That doesn't counter the overwhelming sense of disappointment that came with navigating what "was more a neo-classical poster board for racist and religious slogans than an actual place."

You can find my review of BioShock Infinite here. For my list of the Top 5 games released in the Year of Luigi, click here.

Saturday, December 14

The High Horse Audit 2013: The Top 5 Games of the Year of Luigi

I don't know what happened, but I never got around to naming my games of the year for 2012 on this here blog. Writing for Games Are Evil last year, I nominated Journey as the game that had the greatest impact on me in what was a very busy year where gaming time came at a premium. Now in this, the Year of Luigi, I found myself with even less time to sit in front of my beloved consoles and plug away at AAA blockbusters. Something very odd happened being separated from machines that churned out quality 6-10 hour action adventures where the primary objective was to shoot and hack at faces: I rediscovered my love of the role playing game.

Ever since I started writing about games, I felt compelled to consume the titles -- indie games not withstanding -- that could be finished in the shortest amount of time possible. I needed to feel as though I could talk about a game as a whole and know most of what it offered players. Now, commuting for up to four hours a day, sometimes I need something repetitive to keep me engaged without demanding too much in terms of reflexes. Games that throw the odd carrot of narrative and then require hours of grinding towards the next objective. The games I enjoyed the most this year could not be disposed of on a lazy weekend: they required weeks, sometimes months, worth of navigating through menus and selecting commands.

Behold, my favourite games of 2013:


5. Hotline Miami (PC, PlayStation 3, PlayStation Vita - Played on PS3 and Vita)
I know, I know: Hotline Miami came out last year on PC. It had its time in the sun and has no right to be in a list of 2013's finest videogames. Hear me out though, the PlayStation Vita port of the ridiculously violent indie darling is one of the tightest and addictive experiences available on the Sony handheld. Its blend of button and touchscreen controls turned the PC's messy keyboard and mouse-controlled ballet of bullets and bodies into one of the most refined score attack games that I've ever played. Not only does the game look better on the Vita's OLED screen, it's infinitely more playable when luck is taken out of the equation. Last year with the PC version, I was proud to say that I bested its brutal campaign. With this new version, I became a competitive player posting scores in the top fifty for some levels and uncovering many of the game's secrets. A must for any Vita owner who can handle the odd bucket full of pixelated blood. 

4. Metal Gear Rising: Revengeance (PlayStation 3, Xbox 360 - Played on PlayStation 3)
Metal Gear Rising: Revengeance (MGR) is one the silliest games I have ever played. The story is ridiculous, for the most part I would say incoherent. The soundtrack is the greatest heavy metal cheese platter that money could buy. The visuals are a mix of dull, muddily rendered environments and beautifully detailed character models that can just as soon be cut into a thousand pieces as they can attack the cybernetically-enhanced protagonist. It won't appeal to everyone, but for me the Might Morphin' Power Rangers level of ceremony that came with cinematics and boss fights made MGR stand out as the best brawler released in the year where Dante made a competent return in DmC: Devil May Cry and Dead Rising went next gen with an outstanding third installment. Light, bloody and satisfying entertainment with a sense of style that is easily attributable to Platinum Games, the studio that gave us the whimsically hairy Bayonetta.



3. Persona 4 Golden (PlayStation Vita)
Persona 4 Golden (P4G) is another dubious inclusion as it was released in most territories in 2012 (I imported the Asia version), only to see the light of day in Europe and Australia early this year. Considering that I am based in Australia and didn't actually play the game until after it was released here, I've decided to consider P4G as a 2013 release. One of the best of them to be exact.

One of the few RPGs I've played where the grind truly felt optional, I found myself heading back into the nightmare-themed dungeons because I wanted my party to be the best they could be. The undeniably difficult but fair combat system kept me engaged for more than sixty hours, and that's without even dabbling in a New Game Plus playthrough.

I do want to head back to Inaba though, as Chie, Yukiko, Kanji, Rise, Naoto, the Dojimas and Teddie are wonderful characters that I can't wait to meet again. Yosuke's alright too I guess. In truth, P4G's Social Link system is the best thing about the game, and the conversations you have with your party members, family and fellow students convey a sense of warmth that is missing from most AAA blockbusters.

2. Fire Emblem: Awakening (Nintendo 3DS)
Fire Emblem: Awakening sunk its hooks into me and wouldn't let go until my family of adventurers was safe from the Fell Dragon Grima. I would (soft) reset the game whenever I lost a companion because:
  1. I deeply cared about the vast majority of the characters.
  2. If I didn't care about one character specifically, odds are they were engaged in a relationship with one whose happiness meant the world to me.
  3. The characters seemed to genuinely care for each other and I couldn't handle the thought of them grieving over their cutie comrades.  
I would agonize for hours over which of my units would make the best couples. In some cases it was further proof that I should avoid playing cupid, but there were some genuinely heartwarming unions forged on the battlefield. Strategy games aren't often renowned for characterization, but through short and memorable interactions in and away from the heat of battle, I perceived a genuine community that I would stop at nothing to protect. No matter how long I spent on one of the lengthy chapters, no man or woman would be left behind. It also helps that the turn-based strategy action was made even more compelling through the inclusion of customizable and readily swappable classes and pair attacks. The best game in what has been a bumper year for the 3DS in this, the Year of Luigi.

1. Marvel Puzzle Quest: Dark Reign (Android, iOS, PC - Played on my Samsung Galaxy SIII)
After buying two next generation consoles on their respective launch days, it almost hurts to admit that the game that I've enjoyed the most and spent the greatest amount of time with this year is a free-to-play puzzle game with a throwaway story and hideously-tempting ways to spend real money. Yet here we are, nearing the end of yet another weekly tournament with another highly desirable character card up for grabs for those willing to invest countless hours and, no doubt, dollars into holding their spot on the leaderboards. You don't need to spend any money to enjoy Marvel Puzzle Quest: Dark Reign , but the other addicts I've consulted confessed that they felt duty-bound to financially support a game that they've sunk days' worth of time into. I relented for over a month, only just spilling a measly 99 cents to keep a tenth character on the books. Demiurge deserve more; however, as I've been sent on a roller-coaster ride of frustration, exhilaration, and judgement-impeding nostalgia that's easily worth the cost of any PlayStation 4 or Xbox One game sitting on my shelf. At first glance, this is yet another Match 3 puzzle game with progress potentially accelerated through microtransactions. Spend roughly an hour with it and you'll see the depth and charm of any other Puzzle Quest installment, only bolstered by the inclusion of characters, both household names and relatively obsure, from the Marvel Comics stable. You have nothing to lose and everything to gain by trialling this freemium delight.


Wednesday, December 11

Anniversary 3: The Year That Disappeared

Dearest Carly Pie
This year kind of slipped away
So very busy

Under much pressure
We grow closer and our hair
Shorter by the day

Own the pixie cut
Become one with Tinkerbell
Let us share hair gel

Let's always make time
To share in our pyjamas
Watch Law & Order

I love you more now
Than I did this exact day
Three short years ago



Wednesday, November 27

Batman: Arkham Origins Blackgate Review (PSV): A long trail of empty promises


There is a point where I thought that Batman: Arkham Origins Blackgate (herein referred to as "Blackgate") was due to end. There was a boss fight, a few puzzles and a room that was thick with finality. I thought I was knee deep in the conclusion, but I was then again tasked with playing fetch throughout Blackgate's labyrinthine wings.

My meandering, directionless agony was set to continue. Again I would wrestle with the game's nonsensical map.

The worst thing is that it shouldn't have been this way. Well, at least not on paper. If you read into it before release, Blackgate should have been one of the better games released in 2013. A Metroidvania -- for those not in the know, that means a platformer with role-playing game elements and a map that opens up with the acquisition of new equipment and abilities -- title starring Batman and developed by Armature Studio, which is partly comprised of Retro Studio alums. Retro Studios just happened to be responsible for two of the greatest Metroidvania games that I've ever played (just to clarify, I haven't played Metroid Prime 3: Corruption or much of Hunters on the DS, so that count may deserve to be bigger). If that's not enough, the Arkham series' signature combat, investigation and stealth systems would also be translated into 2.5 dimensions. Such promise!


It starts off well enough: the game looks good and the punching, kicking and stalking work just fine. There were lengths of time where I found that I was actually enjoying myself too, but these stretches are undermined by poor direction and hapless navigation. The best games in the genre subtly guide players to the next objective whilst also encouraging experimentation with new tools in previously-explored environments. Blackgate gives you new tools and a marker on an indecipherable map: good luck sorting that shit out. Suffice to say you'll be rubbing your screen (which activates Detective mode) looking for some indication of where to go next for hours at a time.

I'd wager at least a third of the 6 hours I spent playing the game involved asking aloud (on public transport, on my bed, in the park), "Where the fuck do I go now?". No short order of competent boss fights or charming comic book cutscenes could really redeem the game; no matter how badly I wanted it to. Still, if I'm being honest, I enjoyed this game as much as the 2011 mega hit, Arkham City and the less said about Arkham Origins, the better.

Wait until this shows up in the PlayStation Plus Instant Game Collection, otherwise approach only if seen in the bargain bin. Heartbreaking stuff.

Sunday, November 10

Grand Theft Auto V Review (PS3): Boys' Club


I quit reading critical discourse about videogames upon Grand Theft Auto V's release.

Cold turkey. 

I mean, having finished it, I can confirm that it's misogynistic and cynical, but I just didn't want to believe that something I would love would be so objectionable. Shortly after Leigh Alexander's prophetic review (prophetic in that she hadn't even played the game before writing this particular piece) was turned into a catchy tune, I thought it best to best to have my cake and eat it in silence. 


'Cause see, Grand Theft Auto V is a great game. It is also, however, a deeply-flawed tale of friendship in spite of betrayal and years' worth of conspiracy.

By great game I mean there is literally a mission where you're tasked with using a high tech, high-powered sniper rifle to destroy a light aircraft's engine as one character, only to then chase the descending plane and sort through the wreckage as another. The scope of San Andreas is astounding, and the way in which players can switch between protagonists to experience what is really well-worn territory from multiple perspectives makes this sandbox murder crime death simulator stand out from its predecessors; at least in terms of the breadth of ways there are that players can interact with videogame space. Apart from body swapping, there's not a great deal of activities that feel genuinely new, but there's no denying that there is oft-mythologized "fun" to be found in this fictional city's streets, landmarks and establishments. 

One could argue that the heist missions are an innovation, but in truth, these mission sets simply mask some of the more painful parts of GTA mission design. Where in previous games, players may have been asked to steal a getaway car and stash it in a discreet location before committing a greater misdeed directly afterwards, the fetch quest is now a standalone mission that can be completed at a player's leisure. Once set up, the heist missions are sterling examples of Rockstar North's craft, but let's not pretend that "steal a fire truck then lose the cops" is a breath of fresh air.  


Shooting is still a little awkward, the camera still has trouble with interiors, and it's still really hard to connect with one, let alone three, men who would just as likely shoot you as they would talk to you. I guess this time though the disconnect between your protagonists' actions and their words aren't as jarring. Our heroes may disagree in terms of how to approach a certain situation, or life for that matter, but they won't often share feelings of grief or guilt with you. There's no yearning for a less violent, law-abiding existence before dispatching an entire state's worth of law enforcement personnel. That being said, Franklin and Michael's apathy toward grievous acts of violence is hard to reconcile; even after spending roughly ten hours in their respective pairs of shoes. Trevor is a completely different and compelling animal though. He's genuine and shows no signs of pretension. He's happy to set up business deals in a cute floral dress or his trademark blood-stained pants. I'm sure I'm not the first to express the sentiment, but in scripted sequences he acts in a way that seems organic for someone who indulges every sociopathic urge to kill, commit crime and further oneself. In other words, he's a believable lead for a Grand Theft Auto game; perhaps the most believable the series has seen. 

The tale that brings these men together rarely surprises and the ending (the one I chose, to be accurate) was so clean so as to be completely unsatisfying. There's few likeable supporting characters, and even less that are memorable. Worse yet, the sights and sounds of San Andreas reinforce the cynicism of the protagonists. It also bears mentioning that I can't think of a single female character that felt like anything more than the butt of a joke. It's not that Grand Theft Auto V constantly tries to denigrate women, they're just notably absent from this tale. The women that do appear throughout the narrative, however, are caricatures sourced from reality television and mediocre, syndicated shows that have since faded from relevance. While a great deal of the missions are "fun" to play through, Grand Theft Auto V often reads like the developers were trying to say nothing as loudly as they possibly could.

Nowhere is this more apparent than the "Strangers and Freaks" side missions that offer access to activities like skydiving, underwater salvage and... border protection. I can imagine a conference call with Dan Houser where he would describe the Minute Men missions as elaborate satire. "See! One of the volunteer border protection zealots can't speak English, but he's trying to force those that he perceives as illegal immigrants out of the country! Xenophobes being accepting of people from one country but not from another. Isn't that ridiculous and not racist?" The end to your partnership with the Minute Men is, well, just as pointless as that with any other character in the game, but the bottom line is: don't look to Grand Theft Auto V for biting social commentary. Most of the side missions are well worth experiencing, but more for enjoyment of the activities contained within, rather than the chance to discover another citizen of San Andreas. 

Back to technical evaluation, this is the best looking game on current generation hardware. I don't even feel the need to clarify that observation with a genre, the scope of San Andreas and the details you'll find within are simply staggering. Random events like carjackings, purse snatchings, drug deals gone awry, and mob killings serve to further immerse you in a crime-riddled state that you'd no sooner visit than a warzone. 

I could be wrong, but I'm pretty sure GTA V is the first instalment to feature an original score (other than an intro and ending theme). There's several standout pieces and just as many that fall flat, but it's well worth a listen outside of the glitz, glamour and violence of the game itself. There's also a vast array of radio stations accessible in most of the vehicles you'll ride or fly, but for mine, there's slim pickings in terms of listenable content. There's no one station I could happily stay tuned into,  no MSX FM or Radio X that's safe for an entire day. There's sure to be at least one tolerable song playing at any time of a given day cycle, but I'd go as far to say this is the weakest assemblage of licensed music in a GTA game to date. 


If you're one of the two people stuck on the fence as to whether Grand Theft Auto V is for you, allow me to assure you that as long as you're male, this is a safe buy (ha! Sexism). This is an at times painfully-masculine assortment of people, places and positions, but there is so much "fun" to be found in this massive world. Sure there's a lot of dead space, but I was awe struck on multiple occasions by the scale of the action sequences and the surprising level of detail that can be found if you look close enough. Character swapping is a great mechanic that ensures that every worthwhile interaction is had in what are, for the most part, brilliantly designed missions that span air, land and sea. The way in which the writers have cynically dealt with women and the death of the American Dream are hard to take at times, but this is a Good Game©.

Saturday, August 17

Muramasa Rebirth Review (PSV): Let's play a painting (a fucking rad painting)


With your PlayStation 4s and Xbox Ones around the corner, photorealistic graphics are going to be what every developer and their Call of Duty dog strives for. The two-dimensional sidescroller will soon solely become the domain of indie developers. Not that I don't appreciate their work, more that your average publisher won't want any part of a niche market comprised of a small set of customers yearning for experiences from a bygone age.

Enter Muramasa Rebirth, a remake of the (previously) Wii exclusive, Muramasa: The Demon Blade. I never played the 2009 home console release, but I have read enough songs of praise for Vanillaware's beat 'em up to make the idea of importing the handheld iteration sound like an acceptable course of action. Let's face it: at this point, importing any new retail release for the Vita sounds like a plan because new releases for Sony's fledgling portable are rarer than hens' teeth, and publishers aren't exactly breaking their backs to get their games to Australia. I can understand why, mind you; but still, the game's showing a release date of "TBC 2013" on the EBGames' website and our friends across various ponds have been playing it for two to five months now!

Oh yeah, the game! Let's talk about that, rather than the business of releasing games Down Under.


I loved this game. Loved it. I can fully understand if someone didn't want to give it time to see the time of day or wanted it to burn in a fire though.

For one, it's mighty repetitive. When you're not mashing the square button for minutes on end, it's more than likely that you'll notice some familiar scenery. The two campaigns play from and to opposite sides of Genroku era Japan to attempt to break up the monotony, but save for a few enemy types that are unique to each, there are a lot of common experiences spread across 10 hours plus.

Secondly, it's repetitive. Save for one boss fight that takes the concept of "verticality" and turns it up to 11, you'll have seen all the different types of combat scenarios the game has to offer after about two hours of play. So, that means shitloads of lengthy boss fights, hundreds of often frustrating exchanges between high flying enemies, and just generally bashing shit until it falls over. If you're looking for "surprise" in the conventional videogame sense of the word, there is no turret sequence and you can't jump in a vehicle to "freshen up" the experience. This is a beat 'em up: you will beat shit up on a 2 dimensional plane. That is it.

It's a good thing then that bashing shit up in Muramasa Rebirth happens to be somewhat enjoyable. The range of attacks that both Momohime and Kisuke have at their disposable are varied, and generally have your chosen character darting from one side of the battlefield to the other with a flurry of strikes. Some of the more open arenas lead to some particularly satisfying battles where you can string attacks together and climb from tree to tree (or cliff to cliff), leaving bodies above, below and to the side of you. There are some slight RPG elements at play here, but none of the special, blade-specific Secret Arts will greatly affect how you play (on the standard difficulty setting, at least).

I probably should've mentioned this earlier, but this has to be one of the best-looking games on the Vita. Hell, it's one of the most visually-arresting games I've played this year. Anything from the most fearsome demon to serene shorelines are rendered by hand, and the animation quality is top-notch. The game's visuals are reminiscent of a kakejiku that's come alive. The greatest joy in this game comes from running through a vibrant Japan and catching Momohime and Kisuke's wry glance at you mid-flight: it's hauntingly beautiful.



The boss fights probably wouldn't be anywhere near as memorable -- and in some cases, bearable -- were it not for Murama Rebirth's memorable artistic direction. Some of these encounters encourage movement and require enough skill and timing so as to be satisfying, but the vast majority require you to a) mash the fuck out of the square button and b) push the analogue stick to the right. Sometimes, ten minutes of bashing your sword against a wall would seem a challenge if not for the fact the game is so easy on the eyes.

There are some other quibbles, like the finnicky positioning required to start a conversation with NPCs, the apparent ignorance of the developers regarding the Vita's touch interface (and how that could've remedied the aforementioned issue), and two difficulty settings that allow for either careless play or require judicious use of resources (where's my happy medium?), but they don't detract enough from Muramasa Rebirth's gorgeous veneer to warrant further discussion. I'm sure that most will appreciate it's beauty, however, I'm less convinced that all could see its charm. If you don't mind playing with one less dimension and have an itch for some swordplay, I'd recommend this without hesitation.