![]() Dare I say, I still prefer it to Ocarina of Time at least. Granted, the game came nowhere close to matching the impact of Ocarina of Time, but at least we got a solid adventure game out of it. Square, not wanting to be knocked down from its pedestal at the top of the gaming world, needed to counter such a landmark title with one of its own.īrave Fencer Musashi was the answer. Deep within the halls of Nintendo, Shigeru Miyamoto and his team of video game wizards were deep in spinning out yet another life-changing video game. In 1998, the whole world was talking about The Legend of Zelda: Ocarina of Time. For Mario Kart, it dropped out Chocobo Racing.Īnd it doesn’t take Sherlock Holmes to see what Brave Fencer Musashi was looking to counter. The result was a barrage of unique games that emulated classics of the era with the company’s own RPG twist and production values that only Square was capable of.įor Resident Evil, it produced Parasite Eve. For Metal Gear Solid,it made Vagrant Story. For SEGA’s dominance of the SHMUP genre, it developed Einhander. In 1998, the company was still soaring high after its success with Final Fantasy VII and smack dab in the middle of this weird experimental stage where it tried to break into absolutely every genre and counter every large hit other companies were putting out. ![]() To understand the brilliance of Brave Fencer Musashi, you need to have a little context of Square at the time. IGN: Do you think Musashi himself would be happy with the games that you have created in honor to him? Square-Enix: Yeah, we hope so anyways.As marvelous of a game as you could ask for IGN: Will there be any multiplayer modes in the game? Square-Enix: It'll only be single player for this game. IGN: How many levels might be in the game? Square-Enix: We'll have about 20 to 30 levels in the game. IGN: How many enemies can be on the screen all at once? Square-Enix: About 30 in total. Is there anything that will convince older fans of the game to play through it? Square-Enix: Basically the atmosphere between the first Musashi and the second Musashi, so we believe that fans of the first game are still going to want to play this game. ![]() IGN: The first game had some really unusual humour to it, and with the cel-shaded look, you guys seem to be targeting a younger audience again. IGN: Did you learn anything from your collaboration in terms of teamwork or how to make your games better? Square-Enix: As we were recording with the Surf Coasters, they pressed a driving atmosphere, so that translated to our work in the game. IGN: How has the collaboration between the Surf Coasters and Gainax been so far? What have been some of the difficulties that you have experienced? Square-Enix: We didn't have too many difficult issues with the company they were all very easy to work with. To return to his original world, he has to save this different world. IGN: Could you tell us a little bit about how the storyline in the game? Square-Enix: The main story is that Musashi is summoned to a different world. IGN: Would you be able to combo special techniques together? Square-Enix: No, you won't be able to do that in this game. But we have plans to add more, of course. IGN: How many techniques will Musashi be able to learn throughout the game? Square-Enix: We will have about 20 techniques in the game. It's has more of an action title this time. IGN: Will the day and night cycles from the first game be in Samurai Legend? Square-Enix: No, not in this game. IGN: Can we expect to see characters such as Kojiro returning to the series along with Musashi? Square-Enix: We have some of the returning games in this title, but we can't name them right now. ![]() IGN: Does that mean we might see a different style Musashi in a different game, or would you keep it for a new game? Square-Enix: Nah, we can't think about that right now. IGN: Could you explain the reason for changing the art design of Musashi so drastically from the PSOne game to the sequel? Square-Enix: To fit the current age audience that we would like to show the game to. Square-Enix: We have been thinking of releasing a new Musashi before, but there was some kind of business issue that didn't let us do it, but now we have the change to make it. IGN: First, why you has Square-Enix decided to make a Musashi sequel now, so many years after the first Musashi game on the PlayStation.
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