Genji: Days of the Blade Review
Less massive damage than expected.
Version tested: PlayStation 3
I'm not sure if this is going to work out. Sure, it's beautiful - stunningly beautiful, in fact - but there's just so much baggage. For all her sultry good looks, I just can't forget that time when she stood there with another man - men! - in front of the world. All those words, all those phrases, they all keep popping into my head - and I know that she's always going to be associated with him, and with the words that they shared. It's just difficult to find perspective.
Especially when the other men are Sony studio boss Phil Harrison and SCEA president Kaz Hirai, and the words in question are "(historically accurate) giant enemy crab" and "flip it over and hit the weak spot for MASSIVE DAMAGE!"
They were all part of a cringe-worthy E3 demo that delivered Genji: Days of the Blade - a sequel to last year's relatively nondescript PS2 slash-'em-up - into a scabrous arms of people who wanted a PS3 poster child for all the wrong reasons. And months of ridicule, it seems, are pretty serious baggage to bring into any relationship. Even here at Eurogamer, where we try to keep an open mind, there was a little ribbing mixed with some sympathetic noises when Genji landed on my review list. With so many amazing games around at the moment, there was a distinct sense that we'd all just played Celebrity Blind Date and I'd ended up with Vanessa Feltz.
Sakura Sake

Heavyweight pummeller Benkei - not fat, big boned, and he'll smash YOUR face off if you suggest otherwise.
The comparison is immediately unfair - whatever failings Genji may have, it's hard to fault the looks of the game. The team at Game Republic has taken the beautiful artwork present in the PS2 title and adapted it beautifully to next-gen hardware and high definition. Natural and outdoors areas are particularly arresting, with foliage and water delivered in a stunning, dreamlike manner that almost renders the scene like a painting. During battle scenes you can see dozens of NPCs fighting far off into the distance, and the visual effect is dramatic and impressive, to say the least.
The playable characters themselves are also a pleasure to behold. Wonderfully detailed and animated with a smooth, fluid feel that really adds to the combat of the game, all four have had care lavished upon them. There's some lovely, subtle use of motion blur when one of them dodges or carries out a particularly rapid attack, which makes the whole scene look much more lifelike - and weapon effects are also noteworthy, with a vast range of different moves and attacks available. The game even highlights particularly good attacks. For example, hitting multiple enemies, dealing extra damage or simply clearing yourself out of a tight corner slows the action down to illustrate your skill in more detail with a slightly washed-out, film stock effect.
Admittedly, there are a few flaws brought about by all this graphical splendour, with the framerate a significant victim. While for the most part the game is consistently smooth, at times it descends into a jerky mess - particularly in cut-scenes (for some odd reason. Surely these would be the easiest bits to optimise?). Along with some peculiarly stilted narrative, including a situation where you're sure the game is about to drop you into a horseback segment only to instead show a brief in-engine cut-scene. It's details like this that give weight to the theory that Genji is a bit of a rush-job.

The game isn't shy about throwing loads of enemies at you at once, and the framerate normally keeps up admirably.
But Genji looks good. Unfortunately, that seems to be what the development team considered to be the most important element. The gameplay is comparatively neglected, and owes much to its PS2 predecessor - a game widely criticised on account of the fact it was so easy that you could complete most of it by just hammering the square button throughout. Thankfully that's not a criticism that you can level at the PS3 sequel, with a more intelligently pitched difficulty curve and a diversity of moves that actually matter, but there certainly are problems that linger.
Samurai Mania
In essence, you play as four characters in Genji 2: young swordsman Yoshitsune and his stoic tree-trunk swinging ally Benkei (who were the key characters in the first game) as well as token girl Shizuka, who swings around light blades on the end of chains, and Buson, a pike-wielding character who looks a lot like an enemy from the first game (for a rather good reason). Each of these characters has a fairly individual play style as well as a special ability of their own, which are used to solve a variety of puzzles. Shizuka can grapple to far away locations, Yoshitsune can run along walls, Benkei can break obstacles and Buson can, er, look a bit frightening despite having girly hair.
However, you'll probably end up playing as Yoshitsune a lot (especially at first), simply because he's the best balanced character. He's fast enough to counter enemy attacks, very mobile and quite powerful. Later in the game, other characters will become more useful, although by and large you'll still find Yoshitsune and Benkei to be the backbone of your force. An interesting aspect of Genji is that you swap characters in real-time (and yes, you switch weapons in real-time too, which is much less useful) by selecting them with the d-pad. So you could, for example, smash through an enemy's armour with Benkei and then move in with Yoshitsune to direct a flurry of fast attacks at his exposed weak point, before jumping backwards and selecting Buson, whose defensive powers are best, to avoid the counter-attack.
When the game requires this kind of strategy from you, or rewards you for it, it's actually really good fun. Regular, well-placed save points mean that you're rarely penalised heavily for trying out new things, although admittedly these become a bit more spaced out towards the end of the game. As you progress you find that characters other than Yoshitsune become more useful, especially as they find weapons that balance them out a little better. Each weapon has a unique set of moves associated with it, so characters do evolve significantly over the course of the game simply by collecting new weapons. Interestingly, the weapons don't necessarily get more powerful, just different, so your starting weapons are still relevant by the end. Weapons can be made more powerful by spending points earned in combat; you'll rarely have enough points to upgrade everything, though, so spending wisely is required. Similarly your characters' hitpoints and a special ability called Kamui (which allows you to take out a large number of enemies by tapping keys as you're prompted for them on-screen) can also be upgraded using hidden items that you find as you progress. You'll need to do this selectively, though, since you can't upgrade everyone at once.

Winged nasties require a different strategy to other beasts. Also, look closely to spot a tiny enemy crab!
The problem is that the majority of the game's combat doesn't require this sort of strategy - instead, it's possible to simply switch to Yoshitsune and slash away until everything is dead. It's by no means as bad as the previous game in this regard, and there's something quite satisfying about the characters' move sets, but it's not enough to sustain you over ten hours of gameplay - despite the combat allowing for fairly omni-directional slashing and switching position mid-chain. Equally, the puzzles that the game throws at you are all relatively obvious in nature, and the whole thing is depressingly linear, overall. Despite creating a beautiful representation of mythological feudal Japan, Game Republic seems determined not to let you strike out on your own and explore. Even in the massive battle sequences, you'll be restricted to fighting in your own particular corner by invisible barriers, which would have been depressing and annoying in a PS2 game, but simply smacks of lazy design a generation on.
Another World
That's far from the only last-gen hangover lingering here though, like a mid-morning headache and a taste of tequila every time you burp [thanks Rob - Ed]. The single biggest flaw with the game is the camera. It's the one issue which drops it in our estimation from being a somewhat traditional but very pretty and enjoyable slash-'em-up, into being a game whose improvements over its predecessor are totally overshadowed by its problems. For reasons best known to themselves, the designers opted to stick with fixed camera positions rather than with a tracking camera, and that just opens up a whole can of worms.
The result is that oftentimes you'll be fighting enemies who are off-screen behind the camera - or worse again, trying to navigate jumps and obstacles you can't even see. Consulting the mini-map becomes vital, because you simply can't see who you're fighting or where you're going half the time. In boss battles, you'll sometimes find that because the boss is behind the camera, you can't see the animations that prompt you to defend against a powerful attack. And so you die, in the most frustrating, unforgivable manner a game can kill you - because of its own shortcomings and not yours.

Kamui mode is a clever way of clearing out entire rooms in one go - but it can get repetitive fairly quickly.
Does this make Genji awful to play? No, not as such. It certainly means it's a lot less fun than it should be, and contributes to shocking frustration at times, but it doesn't mean it's dreadful, and Genji certainly does have its moments. In fact, the infamous giant enemy crab is a particularly fine example: despite sniggering when he appeared, swinging Benkei's giant club into his skull-like visage smashed his entire damned face off. And I didn't giggle, I laughed out loud because it was cool. When you execute a stunning move with Yoshitsune, or "tag" a few enemies with Shizuka and then make them explode with a casual swing of your weapon, while they're behind you and you're looking into the camera, the game feels right and the designers' knack of delivering animations fluently and elegantly shines through.
Then, a minute later, you'll fall into a pit you couldn't see and get your head smashed into the ground by an enemy who's off-camera, and Genji's flaws will come flooding back. It's a real pity, in a sense; the only way that Genji could ever have shrugged off the ongoing ridicule was to be so fantastic that nobody cared about MASSIVE DAMAGE any more. Left in the development oven for a bit longer, with the awful camera fixed and some more freedom to explore and interact with the world, the basic ingredients could have been fantastic. As it is, Genji is undercooked. It's not terrible, but it's not good enough to rise above the baggage of ridicule hanging over its shoulder. The saddest thing, though, isn't that. It's not even the camera. It's that, as a game, Genji on PS3 is going to be remembered for a long time, by people who will never play it, because it features a historically accurate giant enemy crab, while those who do play it will soon forget that it's a competent, beautiful-looking, but terribly flawed action game.
6 / 10
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Comments (47) Latest comment 5 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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edit: well actually that's not as bad as I had expected
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Awaits quips of:
"(visually average) giant enemy crab" and "review it over the weekend, and hit the weak spots for MASSIVE DAMAGE!"
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http://ww w.kotaku.com/assets/resources/2...
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@Blerk - same here I was expecting a slightly lower score form EG. Maybe they are feeling charitable
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Missed potential eh?
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Or the fact that a feature of the game is "real-time weapon change".
I don't see why real-time weapon change couldn't be implemented in a GB game to be honest, but Sony have claimed it's a next gen 'feature', so who are we to argue?
PS3 lineup, hmmm. Why shouldn't I spend £300 less and get a PS2 again?
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No you're not the only one. I don't even get what is THAT funny about RIIIIIIIDGE RACER.
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ok...
"The game isn't shy about throwing loads of enemies at you at once, and the framerate normally keeps up admirably."
er.. so what is it?
I must have been the only person who happened to like Genji on the PS2, so maybe i will like this one too? That didn't review that well either did it?
Anyway, i'm waiting for HS!
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4 would be better IMHO.
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To be honest, a few of the the other reviews I've read really seem to be hammering the game without explaining why. Genji is the game people love to hate - it got ridiculed so much after E3 that writers seem to think it's expected of them to absolutely slam it. Fact of the matter is, it's actually quite good fun; a vast improvement over the first Genji title, and definitely really enjoyable when it gets going. No question that it's horribly flawed and feels very rushed and in places, misguided - but considering how forgiving some sites out there tend to be with their review scores, and how harsh they've been on Genji by comparison, I can't help but wonder if they're reviewing the game, or reviewing the game, the YTMND videos and Sony's entire corporate strategy.
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The framerate *normally* keeps up in combat - it handles multiple enemies really well. It's in cutscenes, and when you do stuff like breaking a load of bits of scenery at once, that things slow down to a crawl.
If you liked the first Genji, you'll really like this. It's gorgeous looking, and the gameplay is a real step up from Genji.
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Oh come now disc, surely anyone truly impartial can see the comedy value in that bespectacled twit nervously babbling marketing speak (e.g. real-time weapon change). As for the bit where the 20ft Crab leaps into view just after he has explained how historically accurate the game is, if you don't laugh at that then you're dead inside.
The only reason I can see someone not finding this funny is if they love Sony too much to laugh at them.
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Other than that, another middling review for Genji, which is no surprise, really...even minus the crab controversy, you could tell from the E3 presentation that this was likely to be a "same old gameplay, new graphics" game. It was silly of Sony to give this such a high profile, because it just plays right into their competitor's hands, especially Nintendo's. I'm sure they're thanking their lucky stars that at least Resistance seems to have come through for them.
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Have to say, aside from the stuttering framerate in cutscenes and so on, I didn't encounter a single bug while playing through the game. My issues with it were design problems, not actual bugs of any description.
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Yeah, and I have to say, I don't recall the bit in Genji Monogatari where the characters knocked the face off a giant enemy crab either. Although I'm sure Hikaru Genji probably managed a real-time weapon change during one of his enormous range of bumming exploits!
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Erm... Yeah!
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But frame rate issues and camera problems! Why should I be spending £400+ for a new console again?
/shiny graphics of course
Ahh, I see.
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Ten years after getting excited about it on PS I am expected to get excited about it now and be willing to spend nearly 500 to play it.
No THATS funny.
Nextgen? Nextbentover and royally given it more like
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THanks for all your comments, its been great reading
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If you're not trying to push a platform as a developer you are doing something wrong. The best developers always push for the best whether first party or not.
I can't believe people still have problems with camera systems, it's inexcusable IMO. Over 5 years of developing 3D console games people have had and they still manage to screw it up release after release.
If I had a company doing 3rd person games, i'd make damned sure I had people working full time on camera systems, not scheduling 4 weeks for someone to have a go at it from scratch every time...
I guess it's one of those things, when it works you don't notice where you spent all the money, people prefer to spend on giant crabs and crap high detail characters...
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[link url=http://www. 1up.com/do/feature?cId=3155393
]http://www. 1up.com/do/feature?cId=3155393
[/link]
"According to Sony, the next generation wasn't supposed to begin until PS3 arrived. So why is it, then, that all these PS3 games look just the same as they do on the Xbox 360?"
They have the videos and screenshots to "prove" it
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"If you liked the first Genji, you'll really like this. It's gorgeous looking, and the gameplay is a real step up from Genji."
Exactly what I was looking to hear. Loved the first game (probably one of the most overlooked PS2 titles that I can think of, and so pretty), can't wait for the postie to hurry up and get me the second.
Also, re: harsh reviews, the 'it's cool to attack Sony and the PS3' factor seems to be hanging over into the launch title review scores in general, as far as I can see.
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I agree with you more competition from the big two is healthy for the industry. I purchased a PS3 and I must say while I had my doubts the machine looks very nice and has a quality feel to it. I was thinking of ebaying it but decided to keep it and i'm glad I did.
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And that giant crab thing... I still find it funny.
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But at times it feels like the joke is overused when it's adapted like this.
Is this a real-time promotion and will this cause massive-damage to MS?
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The 360 version of Tiger Woods has a ghost tree in t. It is clearly teh last-gen. Cannot compare with the might that is teh PS3. EVAH!!!11!1
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It's often! Oftentimes is redundant, and not proper English.
What next? "Eurogamer honors Best of 2006"?
This country is going to the dogs.
*sips port*
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I had to study a lot of Japanese history as part of my university course, and I've always been a little irritated that we didn't cover that particular incident in Japanese history on the course. It might have helped me to stay awake during the lectures.
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Well to be fair the giant crabs didn't have a major part to play in Japanese history. They mostly kept to themselves just like their normal sized cousins. To say they were involved in a major incident in Japanese history is like saying that our own historically accurate GIANT BADGERS had a significant role in the outcome of the Battle of Hastings.