Introduction

During the 32-bit era, I fervently consumed anything that SquareSoft had to offer. I spent much of this console generation exploring some of the deepest, most visually stunning game worlds of the time; nearly all RPGs, painstakingly crafted by this legendary company.

Considering I was only allowed to play video games on the weekend during the school year, I also spent much of my time gazing longingly at my instruction manuals and Game Pro magazines. Aback one of these manuals, Bushido Blade was prominently advertised, with nothing more than the title and some minor art. I knew nothing about the game, but my imagination ran wild as I wondered what epic adventure Square had in store for me next.

To my surprise, I later saw the game featured in one of my magazines. I discovered it was actually a fighting game that stressed realism and required brutally precise execution to avoid the inevitable one-hit KOs. Gone were wild, button mashing, multi-round fights and life bars that found ubiquity in the genre. Instead, these generic mainstays were replaced with tension-filled, yet brief, fights to the death.

I was excited to get my hands on the game, but never successfully acquired it due to competing demands from other titles on my fragile 7 year old mind. Lost in the ocean that is my backlog, Light Weight’s and SquareSoft’s epic Samurai simulation faded into the void. I would wander through life for years, not knowing the way of the sword.

When I finally acquired Bushido Blade, I was able to experience the way, and my life was forever altered.

Review

Visuals 7.5/10

Man the 32-bit era did not age well visually. I can almost count the polygons on the characters in Bushido Blade. However, I never judge a game’s graphics on current standards, rather I consider the power of the original hardware.

Even on this front however, the game is only slightly above average. There are much more visually stunning PlayStation 1 games. Not only does it not come close to the PlayStation’s later visual accomplishments like Tekken 3, Final Fantasy IX , and Gran Turismo 2, but it even comes up short against some of its contemporaries like Soul Blade, which offers a much smoother polygonal experience.

Despite not being a graphical masterpiece, Bushido Blade manages to use the environments to efficiently craft a world that is beyond what most fighting games have managed to create. The characters are varied and the environments consist mostly of open play areas, rather than confined stages. The setting contributes to the realistic tone of the game, providing environments that feel like realistic battle fields.

Despite the polygons not being the most polished on the PlayStation, the games characters are incredibly detailed and somewhat colorful. The attention to detail by the developers is also apparent in the realistic battle damage afflicting the characters as the fight wages on; when struck in the legs, they battle from a kneel and later have bandaged thighs. When struck in the arm they lose function in the injured limb as it hangs limply from the torso. When struck in the eye the characters have a bandage covering their newly renovated eye socket. This acts as a reminder for the hard-fought battles the player has endured, while simultaneously serving a dose of reality within the limits of the PlayStation’s capabilities.

Overall, the slightly above average visuals are remedied by finer details with regards to realism that help elevate these otherwise mediocre graphics.

Sound 9/10

Like many game’s published by Square, Bushido Blade has a very impressive soundtrack. The music perfectly fits the Samurai-oriented setting of the game, using traditional Japanese instruments, such as the shamisen, which yes I had to look up, the flute, and awesome hand drums.

The opening theme is fast paced and exciting, elevating the tension, before transitioning to a calming, zen-like finale. The pre-battle music of the selection screen and narrative screens in story mode, successfully create a sense of anticipation and mystery prior to battle, while somehow still feeling relaxing.

During battle, the game makes and interesting and, in my opinion, exceptional choice of using no BGM. The silence of the battles helps fuel the ever building tension of the fatal conflicts. The music during combat is the sound of shuffling feet, the collision of steel and the terminal grunts of a dying warrior. This helps create one of the most atmospheric fighting games of all time, when this silence is considered as an artistic choice used to work in tandem with the stakes of the battles.

The game also features voice acting. An English voice actor sets the stage for the events of the game, while all the character dialogue uses the original Japanese voice track with subtitles. In both cases the voice work is exceptional and fit the themes of the game well. It of course was always exciting back in this time period to experience quality voice acting, considering most was crappy and poorly directed.

Overall, Bushido Blade provides a treat for the audiophile by coupling Shinji Hosoe’s thematically appropriate music with the power of silence.

Gameplay 9/10

Bushido Blade offers something that has rarely been replicated in a fighting game, one round fights to the death. It is this mechanic that catapulted this game to a high spot on my list of best 3-D fighting games of all time.

The level of tension that builds during the fights is truly spectacular. Should I strike first, or see if the enemy will make the first move? During an enemy onslaught should I side-step, parry and counter, or try and strike quickly before the attack animation completes?

This Single Deathblow mechanic eliminates the need for button mashing by forcing precise and well-timed hits. The game does have an impressive list of combos that are incredibly helpful in piercing enemy defenses, but the fight could just as easily end with a single button press.

It is the balance between depth, stemming from the intricate combo system, and simplicity, via the one-hit deaths, that give Bushido Blade a high level of accessibility, while still providing enough meat for even the most hardcore fighting fans.

The player can attack with High, Medium and Low attacks mapped to the Triangle, Circle and X buttons, respectively. Each of these attacks can be executed from three stances: High, Medium and Low.

To add even more depth, the game provides eight weapon types and six characters. A katana, a naginata, a broadsword, a hammer, a short sword, a nodachi, a saber, or my personal favorite, the rapier, can be combined with any character, allowing for a high degree of customization. Each character is proficient with a few of these weapons, but can use any of the eight.

It is the combination of character, weapon and stance that determine the combinations at the player’s disposal and truly make this game’s mechanics shine.

Aside from pure combat mechanics, the game also allows running, jumping, climbing, and throwing sand/dirt/snow in the enemies face. This opens up the levels for exploration and makes valid a number of strategies: the player can run and gain a better tactical position, climb and take the high ground, or break the code of Bushido and nastily blind the opponent with sand, using the new opening to deliver the single deathblow.

Despite the one-hit death mechanic, it is not the only way to win. A single deathblow must strike in the head torso or upper leg and land cleanly. Other hits act to disable the opponent instead. For example, the player can take out the enemy’s legs, leaving them nearly immobile, kneeling on the ground. This forces the player to make the first move, but also puts the enemy at a significant disadvantage. The enemy’s arm can also be disabled leaving it hanging uselessly at their side, limiting the available attacks. It is even possible to attack from the ground when knocked down, allowing for sneaky strikes at the enemy’s legs. One thing the player must keep in mind is that these same misfortunes can fall upon them as well, as the opponent is just as capable of disabling them.

To compliment theses spectacular mechanics the game features Story Mode, Versus Mode, Slash Mode, Training Mode, POV Mode and Link mode.

Story mode opens with an explanation of the plot by an English narrator, telling the tale of the 500-year old Meikyokan dojo and the society of assassins, known as Kage, that dwell there. It takes place in the modern day, exemplified by the helicopter pad and lone gun using enemy, despite the Feudal Japan motif.

One lone assassin, whoever the player selects, escapes, dissatisfied with a change in leadership. By leaving, the warrior has broken the dojo’s code and must be eliminated by the other members; refusal to pursue the escapee carries a death sentence. The player must survive the onslaught and put an end to the underlying evil that is truly controlling things behind the scenes.

Story mode progresses like most fighting games, one fight after the other. Where Bushido Blade differentiates itself however, is that the player can freely roam the levels by running away. This is particularly important in the first level outside of the castle, where the player has the option to run away through an incredible expanse, crossing bridges, climbing cliffs, and leaping through mud, with the chase finally terminating by escaping down a well. I had no idea this was even an option the first time I played the game, and am amazed that such an option exists in a PlayStation fighting game.

The single deathblow mechanics hold true for the entirety of the story mode, making every battle truly tense. Each victory is abbreviated by a small cutscene, which usually involves mourning the death of a former comrade or forceful extraction of information from the more maleficent enemies. These cutscenes add a layer of emotional depth that is often absent from the genre, resulting in many victories being bittersweet.

One slightly annoying aspect of the Story Mode is the Code of Bushido. To win, the warrior must fight honorably. If the player strikes an opponent in the back, throws sand in their face, or does other things that would cause an honorable retainer to shed a tear, the code of Bushido has been violated. If the code is broken, the player is faced with a Game Over screen containing a quote politely informing them of their being a piece of shit. This is absolutely awesome in theory, but sometimes it seems to trigger randomly and is incredibly annoying, especially if it occurs in the game’s final stages. This inconvenience detracts from the gameplay enough for me to deduct an entire point from the score, of what I would otherwise consider a perfect fighting experience.

Upon completion of the game and following the way, the player is treated to an ending cinematic that gives insight into what has really transpired. There are two endings per character, one normal, and one “perfect” ending. I was able to complete the game with every character and unlock their normal ending, but only successfully completed one perfect ending in the week I spent reviewing this game, as it is a somewhat convoluted process followed by literally back-to-back flawless victories. Despite this, even the normal endings are pretty cool, especially that of Black Lotus.

Aside from the Story Mode, there is a classic Versus Mode that is exactly what you would expect; truly the highlight of the game. Minutes turn into hours, and friends quickly turn to enemies when battling, as players attempt to swiftly cut down the opposing warrior. Each match feels different, ranging in length from just a few seconds to several tense minutes.

A link option is also available that permits linking of two consoles to play versus POV Mode, a first person mode that puts you behind the blade. This mode is actually pretty well executed, is available in single player action versus CPU, and is enjoyable, but Bushido Blade’s magic really lies in its standard 3rd person gameplay. Despite this, it is definitely an interesting change of pace that should be worked in sparingly to keep play sessions interesting.

To help struggling players, and hardcore fighting fans that want to master the minutiae of Bushido Blade, the game also provides a Training Mode. This mode replaces steel with wood and permits an endless practice session. It should be looked into after settling down with a particular character to maximize effectiveness.

Finally, there is Slash Mode; an endless onslaught of one hundred consecutive enemies. Battles are fought in a narrow dojo hallway and carry the same single death blow rules. This mode provides extra incentive, by making available a secret character if the play can complete the 100-man gauntlet without falling once. It is a hell of a challenge, and I did not complete this challenge for this review. I did however, complete it in a past playthrough and have to say it is one of the greatest, most fulfilling gaming accomplishments of my life. I won’t spoil who the secret character is, but they are only available in multiplayer mode, and for damn good reason.

Overall, Bushido Blade offers one of the most unique fighting experiences in the history of the genre. The single death blow mechanic has rarely been imitated and is sorely missed. I cannot stress enough how essential it is for Bushido Blade to be part of any collection.





Resources

Move List

A useful combo list by RuGal posted on Gamefaqs. Using this in Training Mode can help give a competitive edge in multiplayer and in general.

Unlock Secret Character

Defeat all 100 enemies in Slash Mode without dying. Settings must be Hard difficulty and Low Roll Out Rate in the main options menu (Should be the standard settings, check to be safe).

How to Get the Perfect Ending

Using L1 run away from the underpass towards the trees. DO NOT LET THE ENEMY HIT YOU IN ANYWAY. There will be a grayed-out corridor that looks like a glitch; Keep running, the game is merely loading. It will then transition to a new screen, a bridge.

Escape across the bridge and climb the small cliff at the top of the screen. Climbing is accomplished by running towards a climbable obstacle and pressing R1 and R2. If you fall off of the bridge continue to run the only available way and climb back up; if not proceed to the next screen.

Continue forward until you see a bamboo forest on the left, climb up and proceed to a narrowing section to proceed to the next screen which is outside the castle. There are two paths to take, but I suggest that you jump off the wall down into a muddy area.

Your character will now be coated in mud. Continue to run into the next area. Then proceed forward out of a moat and towards large steps. Literally climb the steps and you will arrive in a major open area. The exit is caddy-corner where you entered the area.

You will see a well barricaded off. Jump in.

To achieve the perfect ending you must have followed all these directions and must continue to beat the rest of the game WITHOUT BEING HIT IN ANYWAY.

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