Genji Preview

It's on PS2 and PS3, but what's it like?

Yoshiki Okamoto's a bit of an enigma. Here's a man who abandoned a job at Capcom after 20 years because of a desire to do something new ("it was very difficult to start a new title with a team capable of creating a brand new, really excellent title," he says when asked why he left), only to spend the next two years developing, of all things, a hackandslash set in feudal Japan.

Now Sony Europe's poised to publish Genji - the game he couldn't make before - and he's in buoyant mood, joking with reporters and needling producer Bill Ritch, poking him indignantly every time he looks away when he should be translating. It's always nice to see a happy developer, and that he clearly is, but with just a month to go until the game's European release date we thought we'd best have a look at why.

"The gameplay is very simple, so that everybody who buys the game will eventually be able to see the ending," he tells the jetlagged journos. "We obviously want the gamer to get to the end so they see the whole story." And it's obviously been a challenge - but the solution, judging by our demo session, might just be ingenious.

Cornered at a hilltop temple by Heishi clansmen, hero Yoshitsune stands indignant, strands of beaded hair hanging loosely from behind his furrowed brow over silken robes. In a flash he's mobile, landing blow upon blow and leaping balletically out of the way of anything that swings in his direction. It looks like a fairly traditional third-person sword-fighting game, with a fairly traditional hit-counting combo system - except, "it's all done with one button". Simple, timing-based action. On top of that are special attacks - again very simple - and then Kamui.

Kamui's the simplest element, and could also be the most entertaining. Build up enough power and pull the trigger and the whole spectacle's suddenly bathed in a sort of violet haze, and as Yoshitsume is set upon in slow motion you're given a split-second to respond with a stab of the square button. Done correctly, Yoshitsume brushes the falling blow aside; square again and he responds with one of his own; another square at the right time and he spins out of the path of another enemy, slicing him across the back as he does so. And on it goes. Genji seems to understand that the real spell of martial arts films is the faultless dance-like elegance of the combat - and so it lets you replicate it.

Some stages give you the option to control Benkei instead, and he's a lot bigger and slower, but has an enormous club-like weapon and reach to compensate. Should you find it's not compensation enough to save you from the locals, you'll have to try again - but Game Republic's thought about that too, and designed an experience points system that builds up regardless, so you should find yourself stronger the next time you take on that scenario. For those at the other end of the scale, the game grades you based on your performance. It's also possible for the more skilled fighter to rip the talons off boss monsters and have them forged into superior weapons.

Equally important to Game Republic is the aesthetic, inspired by films like Hero. Okamoto-san and his team had that film and its vibrancy very much in mind when they started out, and wanted to avoid the hackandslash cliché of dark and shadowy encounters. So much so that the leaves in each area will be a slightly different colour. One section we saw - a boss encounter with an enormous, tiger-striped monster with blades extending from its forelegs and a scorpion-like sting, somewhere along the line between a stick insect and jungle cat - took place in a gorgeous sun-kissed clearing in a forest, all greens and yellows speckled with everything in-between.

As you may have noticed, Genji also featured on the PlayStation 3 trailer reel at the Tokyo Game Show. Okamoto-san argues that it's not at odds with his stated aim of making new games; "I just want to create a new franchise, and release a brand new project into the marketplace. We don't think it will go into the higher numbers," he says. As for the PS3 game itself, "[it] will take place three years after this story ends," will draw some characters from this game, and will be tweaked. It'll probably also be informed by the reaction to the PS2 Genji - of which we'll be offering ours sometime in the next few weeks.

Until then, it's worth thinking about this: Demons and shamisen are never long from our consoles in this job - you might say they're the Nazis and marching drums of eastern games development - but they're often slow to excite. By flattering the player quite so much and focusing on what it can do afterward, Genji makes a different impression. It may not succeed - and indeed it'd be churlish of us not to point out that some early reviews suggest it hasn't - but it ought to be fun while it tries. It's certainly enough to put a smile on Okamoto-san's face.

Genji is due out on PlayStation 2 in Europe from October 21st.

Comments (16) Latest comment 6 years ago

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  • Genji #1 6 years ago

    Oh, the cheek of it all!
  • jiveguy #2 6 years ago

    I bet its shit, or good. I'm not going to commit to anything on this yet, cause I'm cool like that. I'll wait for the general consensus and go along with it and be able to back up my "I told you so" with this comment. I am a eurogamer regular.
  • drumbaby #3 6 years ago

    It's not bad at all. Based on the Jap' import I'd give it a 7, mainly because I'm missing out on what looks like a very well crafted story. Not the game's fault, obviously, but I'd be more charitable towards it if I knew the intricacies of the tale.

    The combat is good, but suffers from slightly strange directional control, which I'm guessing comes from an awkward compromise in fusing a very Onimusha-esque ground based blocking system to the DMC acrobatic airborne style. The moves are responsive, but pointing the warrior in the right direction sometimes doesn't feel 'right'.

    Kamui is interesting. You re-set the combatants to their original position, and they all assume a defensive stance in readiness for a fresh bout of swordplay. You then get one chance to time a strike as they attack, and so hopefully unleash devastating damage...on everything on screen. Kamui's very rewarding when you get it right, but for a large part of the game isn't actually essential to winning some of the battles. The game is sometimes a little too easy. It also leaves you open to huge damage if/ when you mis-time and feck up...but get it right and your senses are in for a treat!

    Graphically it's stunning. More on the backgrounds, as the characters, although brilliantly animated, are lowish on the detail front. The sound track and effects are wonderful...Dolby Pro 2, and as clear as a bell.

    I'll finish the Jap' version and see how I feel about playing it again come the PAL release, but I'll more than likely be involved in Devil Kings by then...So I may wait for it to drop in price.
    Edited by 1 at 20/09/05 @ 09:38
  • gaijin #4 6 years ago

    @jiveguy

    uR teh s4rc$5m f4nboi! jus c0s th1s 1sn't M1cr)s$ft!!! r4mp4nt pl4tf0rm b14s r0xx0rs!
  • Talha #5 6 years ago

    What does 'r0xx0r$' mean anyway?

    /hangs his ignorant head in shame
  • gaijin #6 6 years ago

    Talha - the etymology is dubious. 1337s corruption on 'rocks'and/or "rockers" I guess... one for the young people to answer...

    young people?

    YOUNG PEOPLE?

    /realises he's not down with the kids after all
  • #7 6 years ago

    it's a shite game eurogamer, it's just ona sony machine.

    ign know the truth ;)
  • Stickman #8 6 years ago

    Apparently the '-xor' on the end of stuff means 'very' or something similar, ie. U sux = you're not very good; U suxxor = You're REALLY not very good.
  • gaijin #9 6 years ago

    ok, I get it! so, like, good gravy would be oxo, and really good gravy would be oxxor?

    proper nang!
  • #10 6 years ago

  • Thamuhacha #11 6 years ago

    >it got a poor 7.0 on ign.

    I can't see the gun toting, space marine and gangbanging loving US journos liking it that much.
  • #12 6 years ago

    curiously, the very thing EG praise, the gameplay, is what let it down badly.

    they said it was antiquated, and not really much fun, with little replay value.

    lovely graphics though.
  • Genji #13 6 years ago

    Oh yeah, 7 out of 10 is really poor.
  • #14 6 years ago

  • #15 6 years ago

  • jiveguy #16 6 years ago

    gaijin: My sarcasm is cross platform.
  • Grunk #17 6 years ago


    I Would have thought it would be really easy to start a new game "with a team capable of creating a brand new, really excellent title"

    just goes to show eh??
  • drumbaby #18 6 years ago

    My take on Genji is

    < Onimusha but > Bujingai
  • gaijin #19 6 years ago

    jiveguy - that's good to know. But will it offer a genuinely different experience on next gen, or will it just be *shinier*? I can also foresee some difficulty mapping sarcasm succesfully to the Rev controller. Not enough buttons to push...

    :-)
  • Feanor #20 6 years ago

    But Bujingai had Gackt! ;)
  • PeterCrane #21 6 years ago

    Looking forward to easier games where you can actually reach the end without insane amounts of repetition or impossible bosses. Most people (80% or so) according to Sony research never complete the game they bought. I welcome the idea of games you can actually finish in a reasonable amount of time.
    Edited by 2 at 20/09/05 @ 20:06