At this year's Tokyo Game Show, many found
Muramasa: The Demon Blade to be one of the prettiest, and also one of the simplest, games on display. Given that developer Vanillaware's spiritual predecessor
Odin Sphere was far from simple, I've heard theories ranging from this being just for the TGS demo to the company wanting to move in a different direction for their Wii debut. I recently had a chance to catch up with producer Yoshifumi Hashimoto to get to the bottom of this and get an update on the game.
1UP: One of our criticisms of the Tokyo Game Show demo was that the combat felt too simple because it only used one button for melee attacks. Do you have any plans to change or evolve the combat in the final version of the game, or are you trying to keep the overall control scheme simplified?
Yoshifumi Hashimoto: The controls are still evolving. You perform attacks with one button, but depending on the distance and which way you move the analog stick you will be able to change the type of attack. Also, the more you play, the more action and [moves] you'll discover. So even though it's the same button, I think players who have been playing a lot -- compared to players who haven't -- will use totally different [moves] and attack methods.
1UP: Given that the TGS demo was mostly combat-based, what kinds of role-playing game aspects can we expect to see?
YH: You're right, the TGS demo was a more encounter-based version and we haven't been able to show the RPG aspects yet. In the final product you'll be able to talk to the villagers, take on quests, and [participate in] other dramatic aspects of the game.
1UP: In a previous interview, you mentioned that you were considering using the motion sensor in the Wii Remote. Have you come to any conclusions about if or how you might use motion controls in the game?
YH: We're still considering using the motion sensor in the Wii Remote. We'll probably think about it up until the last minute in order to determine what will make the game more interesting. In the end, we're aiming to make the game as fun as possible.
1UP: The TGS demo featured a scene that was clearly based off the iconic "Great Wave off Kanagawa" woodblock print. Are you aiming to include more iconic imagery from Japanese art in the game, or was that just a splashy, eye-catching segment for the TGS demo?
YH: Rather than thinking of it as being based off of iconic Japanese art, our intention was to make the game have a clear "Japanese" feel to it. Regarding the scene itself, of course that will be in the game -- it's not just a special segment made for TGS. Our main goal is to make an enjoyable [fantasy game] that not only Japanese players will enjoy but players from other cultures as well.
1UP: Japanese myth is known for its abundance of fantastical creatures. Are all of the enemies and characters specifically based on Japanese mythology, or are you coming up with some of your own as well?
YH: That will be something to figure out by actually playing the game. Of course, people who understand Japanese mythology may enjoy the characters a bit more, but I hope all players will enjoy finding out more about the creatures [they encounter on the journey] that make them think, "I wonder what that is?" We are really taking our time and effort to make every enemy, every blade of grass, with a deep attention to detail.
1UP: Can you share a secret that no one knows about the game yet?
This is still a secret but...In the game there's a tea house and you'll be able to eat traditional Japanese snacks like "Steamed bun" and "rice dumpling." We are currently working on special dot animations that will make these items disappear little by little as you eat them. We wanted to add these types of surprises, even for when you are just resting for a little while.