Blood Will Tell: Tezuka Osamu's Dororo

Blood Will Tell: Tezuka Osamu's Dororo

released on Sep 09, 2004

Blood Will Tell: Tezuka Osamu's Dororo

released on Sep 09, 2004

Blood Will Tell is based on the Japanese manga series Dororo, which was created by Osamu Tezuka. It concerns a hero named Hyakkimaru, who has had much of his body stolen by forty-eight fiends, and has prosthetic replacements. Along with his ally, the thief Dororo, Hyakkimaru must defeat all forty-eight fiends.


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Muito obrigado Cloud12817 por me mostrar onde estavam os fiends, se não nunca teria zerado.

O jogo é muito divertido, e a dinâmica de recuperar as partes do corpo e liberar mecânicas e habilidades é demais. Fiquei preso pela história, sente os personagens como se fossem meus amigos mas o gameplay é repetitivo e a movimentação meio dura.

Recomendo para todos mas não rejogaria.
Obs: para enfrentar o último chefão, pegue a The Sword of the Eighth Cloud, está no lugar onde enfrentamos Tahomaru, na segunda ida a fase.

A really solid beatem up/ boss hunting game that tells a sparknotes version of the Dororo story (I would recommend either reading the original story or watch the anime that came out in 2019.). Loses a star because of not only the dororo sections, but the last phase of the true fucking boss can go fuck itself with or without the twin blades.

"Blood Will Tell: Dororo" é um jogo de ação e aventura baseado no mangá clássico "Dororo" de Osamu Tezuka.

O jogo segue a jornada de Hyakkimaru, um guerreiro em busca de vingança após ter seus órgãos e membros trocados por demônios.

A narrativa intensa, combinada com combates envolventes e atmosfera única, oferece uma experiência intrigante aos fãs do mangá original e bem como a jogadores que desconhecem a obra.

"Blood Will Tell: Dororo" uma experiência memorável para os entusiastas do gênero de hack n slash, e apesar de não ser uma adaptação fiel, apresenta uma narrativa original e intrigante.

Blood Will Tell is a fun hack and slash game that has A LOT of boss fights. Some of the fights were the same boss you fought earlier but at a higher level that hit harder. You gain your missing body parts and chakra points that boost your stats instead of leveling up by fighting. By the end of the game, you are very powerful after defeating all the bosses and it is well needed for the final boss encounter. Some parts or levels were a bit annoying and I had to use some guides to assist me with a section but all in all, not rage inducing.

As far as any extra content, there isn't much you can do after you beat the game. You can try to collect all scrolls and swords in the game but some can be missed and are locked out of the story mode since you can only achieve them through Dororo's route. As far as I am aware, there is no way to go back and collect them unless you do a new game playthrough. A lack of a boss rush mode with so many bosses seems odd to be missing. Another nice feature would have been a new game plus that would have allowed you to try to collect all the missing swords and scrolls while having a new challenge.

There are so many swords to collect and some of them are really cool. They all have their own stats and features to assist you with your playthrough. I felt like even the power level of each sword did not matter since your stats were mostly handled by how many parts you have acquired in the game. Some of the best swords can be missed if you don't explore the maps.

Blood Will Tell is an all around great game. When the journey finally ended, I was sad that it was over, but was happy that I was able to assist both Dororo and Hyakkimaru in their journey to the end. If you want to try to collect all the swords and scrolls in one play through, I would highly recommend using a guide from the start.

A rare quadruple-A PS2 game. Where was Sega getting all of this money after burning billions on the Dreamcast? How many dollar bills was House of the Dead 2 sucking down?
This game has z-targeting boss fights with a sidestep dodge, so I automatically love it for that. It also has a ton of story; I think the 3D models and their dialogue scenes are impressive (undub for sure), but the amount of pre-rendered stuff mixed with text over slideshows is kind of a slog.

An intriguing adaptation of Tezuka's Dororo, both taking huge liberties and sticking remarkably close to the source material, alternately, just as it alternates fairly compelling gameplay to some of the most baffling and unbalanced stuff the genre had to offer at the time.

Regarding the story, it sure does a decent enough job of condensating the adventures of amputee ronin Hyakkimaru and child thief Dororo by retaining most of the manga's set pieces and merging multiple ones into single missions in the game, though some narrative decisions are puzzling to say the least. It's worth premising that while a number of adaptations have appered over the years, by late 2004 when the game released, the only material in existence was the original 1968 manga and its 1969 cartoon version. With this in mind, it's hard to figure out where some of the design calls made for the game came from; for instance, a throwaway line from the last few pages of the manga (in which Hyakkimaru explains he decided to spare the villain's soldies by disarming them using the dull side of his weapon) has been rewritten into a sworn oath to never use his blades to harm another human being, when in the manga he slices and dices people like it's nothing. This translates to a regular recurrence in which the player must defeat dozens of enemies using a severely limited move set. Even bosses must, on rarer occasions, be fought this way, which is mildly aggravating.

It is clear that the violence in the game was considerably watered down compared to the manga which, in spite of Tezuka's childish artistic style, is shockingly brutal, both in its depiction of graphic violence and the themes, since no one in it is spared cruel fates, not women, nor the old and infirm, not even children. The game tones this down considerably, having little to no blood on display and changing the story so some characters who were slaughtered in the manga now are saved by the heroes. The villains are also sensibly less fiendish and callous, having more of a semblance of honor and more intricate character arcs than in the source material.

///Spoilers follow///

The game also takes it upon itself to daringly fill some of the narrative gaps left by the original story, for instance what the demons have done with the 48 body parts taken from Hyakkimaru, though the answer to that might appear a tad cavalier to some: the idea that the demons used the parts to make Dororo is not only a hard pill to swallow, but also makes no sense at all, since with that premise Dororo should be losing body parts as Hyakkimaru regains them, and that doesn't happen. The game's writers cleverly used the character of competing ronin Saburota (an average human in the manga) as red herring to convince the player he was the person put together with the stolen body parts, only to later reveal it wasn't so. One must appreciate the effort of trying to tie Dororo and Hyakkimaru together a bit more than they were in the manga, especially at the end when the latter needs to reject the offer to slay the former in order to regain his final body part the easy way, instead opting to leave and return years later to rejoin a now grown-up Dororo for a final battle. It's good stuff, even though it doesn't make a lot of sense (not that the manga did either).

///Spoilers end///

Playing it fast and loose with the source also spills over to the gameplay: Hyakkimaru no longer limits himself to his signature blade arms, as he now also packs a machinegun hand and a rocket launcher hidden in his leg, both of which are straight out of 004's repertoire from the Cyborg 009 manga, which is not by Tezuka, but looks close enough to be easily mistakable. These are used in combat to target distant enemies but also as navigation tools, to open new previously blocked paths.

Particularly praiseworthy is the adventurous manner in which the game designers simulated Hyakkimaru's gradual reacquisition of his senses: for instance the game simulates his blindness by starting in black and white and remaining so for a good couple of hours and simulates the lack of a central nervous system by precluding access to a controller rumble options for about half the game. Incredible brave choices from a bygone era of gaming in which risking the player to be put off the game due to the perceived lack of a basic feature was still acceptavble risk on the development studio's part. It really is quite unique in what it does in this regard.

Perhaps the biggest issue with the game lies in how unbalanced it is: since there are 48 demons to hunt, most of which hidden and optional, and since each one grants a significant stats boost when killed, the thorough player will quickly end up with a grossly overpowered Hyakkimaru, who will make comically short work of most bosses, even the strongest ones. "Comically" not even being an exaggeration: we are talking a few seconds to take down even endgame bosses, so much so that you might not even see their move set. By contrast, the secret final boss that is unlocked after slaying every demon in the game is so ridiculously difficult and ends with such a stupidly punishing QTE (only doable with one particular hidden sword) that it violently clashes with how easy the rest of the game is. To break up the pace of the combat-heavy game, you will periodaclly switch control from Hyakkimaru to Dororo who, mostly unarmed, will have to sneak around and try to avoid confrontations whenever possible, even though there are a few bosses who are fough as Dororo alone. Needless to say, these sections aren't the h9ighlight of the game: they serve as a much needed antidote to monotony, but you'll be glad when they are over.

Another problem lies with the controls, which aren't at all bad when it comes to the actual fighting, rather the issue is the camera: instead of a simple orbital camera, something that by 2004 had already become an industry standard, we are stuck with a Nintendo 64-style burron to align the camera behind the character, while the right analog stick activates some kind of first person mode that has little to no use in both exploration and combat. It's archaic, and makes you wonder whether the game started out as a PS1 title before being moved to the PS2.

There is a lot to like in Osamu Tezuka's Dororo (or "Blood Will Tell" if you were dropped as a baby), despite its problems. This is a game that holds up surprisingly well even 20 years later, provided you possess a degree of tolerance for PS2 jank. If that describes you, you will be rewarded with an engaging story that complements the original manga fairly well as an alternative and expanded take with some design decisions to match the narrative side that you are unlikely to find anywhere else. Just be sure to grab the fanmade undub version which restores the original Japanese voice acting, since the English one is beyond bad.