![]() With disagreement encapsulated in daily newspapers and the representative shopkeepers getting into skirmishes, these tensions contribute granularity to Katana Kami’s main storyline. A running trait of the Samurai series, you’ll seek to glean advantage by selling arms to the Post Town ronin, Akadama Clan, and Kurofu Family. But sadly, that won’t quite be enough to cover a ballooning loan payment.Īs such, you’ll also play a duplicitous role, profiting from the friction between three rival clans. Hacking-and-slashing foes is the way to earn dividends. Like a real-time Mystery Dungeon game, you’ll be balancing health and vitality, as well as an inventory that feels perpetually petite. Journeying down into the nearby Ipponmatsu Cave is the most obvious. Solvency for the smith is rooted in two pursuits. Either way, Acquire doesn’t front-load the exposition, ensuring players aren’t overburdened with a crowd of characters. Or he’s just an opportunist, where the compensations of rescue are an alluring wife. Maybe he’s obeying a loitering code of honor. Echoing Way of the Samurai’s branching dialog systems, you have control over the protagonist’s motivations. Once the aggressors leave, the lead offers to help. Due to his unpaid debts, the iron worker’s daughter is taken as collateral. Katana Kimi’s opening showing our wandering warrior discovering a blacksmith facing a crisis. While some were lucky enough to emerge as bureaucrats, others like the game’s protagonist didn’t make it into society’s upper echelons. Like the inaugural entry, the game is set amidst the Meiji period, when samurai lost their class privileges. ![]() If you were lucky enough to have played any of the four Way of the Samurai games, Katana Kami will likely rekindle several salient memories. For a moment, it looked like Acquire has abandoned historical Japan, the context that had played a substantial role in the success of their Tenchu, Shinobido, and Way of the Samurai properties. Although a PC port eventually emerged, the Chiyoda-based developer had been pursuing new ideas like 2011’s Akiba’s Trip and four years later, Aegis of Earth: Protonovus Assault. While Acquire’s Way of the Samurai games didn’t seem creatively dormant, the series’ last entry was originally released in 2011. Smaller, and therefore less expensive to create, spin-offs can take more risks, potentially bringing vitality to a stagnant series. From Hyperdevotion Noire: Goddess Black Heart’s reimaging of Hyperdimension Neptunia as a tactical role-playing game to Dragon Quest Builders’ voxel-based constructions, these off-shoots are often beguiling. But spin-offs sporadically scale things back, pushing the property in daring, new directions. Traditionally, franchises grow with each successive iteration.
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