Brave Fencer Musashi

released on Jul 16, 1998

150 years ago, the legendary warrior known as the Brave Fencer Musashi saved the kingdom of Allucaneet from the evil Wizard of Darkness. Now, his spirit is reincarnated in a young, rather short-tempered boy. Fillet, the princess of Allucaneet, summons the reluctant hero to the palace and gives him the powerful sword Fusion, which he needs to defeat the evil Thirstquencher Empire. It soon turns out that the Empire is after another legendary sword, Lumina, so Musashi's first task is to get it before the bad guys do!.. Brave Fencer Musashi is an action game with strong RPG elements. Controlling Musashi, the player explores the pre-rendered backgrounds from third person view (similarly to Final Fantasy VII), visiting towns, talking to NPCs, etc. There is a day/night cycle in the game, which is manifested in the schedules of NPCs and/or monsters, as well as Musashi's fatigue level, which increases if he doesn't sleep enough. Musashi uses the two swords, Fusion and Lumina, to fight his enemies. The two swords have different properties: while Fusion behaves more or less like a traditional melee weapon, Lumina needs to be imbued with various elemental items in order to unleash powerful attacks.


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did yall who say this was a masterpiece ever finished the game ?

my god this is a crazy polarizing game, for every great there are 2 terribles.

pro : night and day system based on time
con : a time based quest system without the ways of making you skip the waiting, some missions will make you wait almost 20 minutes because people are sleeping.

pro : an immersive style, your character needs to rest
con : if you get tired mid quest, get ready to stare a few minutes at the screen while musashi straight up takes a nap in front of you.

pro : npcs react to time and day.
con : same problem with the time, the town can be blowing up but they will take their sweet nap and give you the mission in the morning, the npcs will also lock you into their dialog without you being able to skip it, that means sitting through a 20 second dialog box every time you go buy some C-drink to heal.

pro : zelda style, exploration is the key
con : who said you need to know how to design a zelda game to make one ? just throw a bunch of missions on random places and let the player search the entirety of the map, even if some missions are time based, i'm sure that will sell our latest guide magazine (and apparently it did )

i could go on, combat being simple buttom mashing, you being able to take enemy powers to progress but having to sit through almost 40 seconds of a dialog box explaining to you how the power works regardless if you've seen that dialog box 100 times already.
the game has secrets, but not in the metroidvania sense that you get stronger, no no the secrets are for story progression, who makes these ??
the last boss is also a joke, know his patterns and you can cheese him by attacking before he can go to the next animation.

but, despite all that, what carried it for me was the extremelly charming cutscenes, voice acting, fun npcs and puns, lots of them, this game has some amazing personallity under this cryptic monster of a guide selling design.
this is a example of a game that i wish had a remake to iron out these mistakes and make a 10\10 experience, because the style is already there, but its not that it lacks foundation, its that the foundation is poor and might break any time, most of the reviews treat it as such a masterpiece yet a lot of them say things like ''best game ever, never beat it tho''

An amazing PS1 game that is silly and fun. Combat is simple yet enjoyable. There is a surprising amount of exploration you can do for how small the maps actually are. This game also has a great soundtrack.

I'm gonna be completely honest about this game, I LOVED IT, but it has a BIG problem. It's difficulty design...
Hear me out, this game has long ass dungeons, some of them are criptic and you have to figure out yourself how to beat them. Nothing problematic for sure, BUT, you literally have 1 save point, the inn.
So, the developers expects you to wander around most of the dungeons, like a decapitated chicken, busting your brains out figuring what to do or getting annihilated with the difficulty of some other dungeons, being because of some op enemies or because poor plataforming, and if you die YOU HAVE TO START FROM THE INN ALL OVER AGAIN.
And I know that the checkpoint chests exists, still they are pretty far away from some difficult dungeon parts, and if you die you'll have to start slightly closer than in the inn.
And talking about criptic, how the hell are you suppose to know how to beat the final boss? I had to look it up and there's no way someone could beat that without a guide.

Like I dunno to which audience this game aims, you would think it would be for childrens because of the goofy and cute dialogue and aesthetic, but then they kill you with it's brutal game design.

Still, even after all this rant I still enjoyed and loved this game, it has a lot of possitives too, from charming characters, to unexpected twists and really good mechanics for it's time.
If you love classic action RPGS and specially if you love Squaresoft games, then I recommend it to you, if I wasn't trying to be objective this game would be a 4 to me.
But if you play it, please, do it with save states and a guide if you respect your time.

One small extra rant WITH SPOILERS:
I don't get why they choose to put those loser thieves as bosses instead of Bubbles, Gingerelle and Roothrick (although I enjoyed Topo's fight).
Like Jon saved those guys from poverty, why would he risk their lives? wasted potential...

I... Remember this being a lot better?
Playing it now just kinda felt like ass.


Just as 1987 and 1988 seemed to be the peak years of sidescrolling action/adventure games in the vein of Zelda 2, 1997 to 1998 seemed to be the peak of 3D action/adventure games in the style of Ocarina of Time (though I use both Zeldas here as simple examples, as Nintendo certainly didn't invent either genre). Konami had Mystical Ninja Starring Goemon, Nintendo had Legend of Zelda: Ocarina of Time, Capcom had Mega Man Legends, and SquareSoft had Brave Fencer Musashi. Though it's in a similar genre to those other three games, there is a decidedly SquareSoft twist to the formula, as you would certainly expect from them. This was another game I got relatively far in (about halfway through) as a kid, but I ended up putting it down and just never going back to it for some reason or another. This time I was determined to see the game to its conclusion, though, and in the course of about 13.5 hours, I beat the second game based (extremely loosely) on Miyamoto Musashi I've played in the past six or so months XD

The story takes place in the Yakuinikku kingdom, where while the king and queen are on vacation, they find themselves under attack by the Ru Koaaru Empire. In dire straights, they decide to use the princess's magic to summon the legendary hero Musashi, who had saved the kingdom from the king of darkness over a hundred years ago. Upon his successful summoning, however, they find that he's a bit more pint-sized than they imagined him to be, and with a pretty smart mouth as well. Even though the princess ends up getting kidnapped, Musashi sets off on a mission to save her (even if it's mostly only to let him return home to his own world) by finding the five seals of the five rings (a reference to the real life Musashi) and defeating their five guardians. Very much like Mega Man Legends or Mystical Ninja, this game's story is mostly here to be entertaining, and while it might not be quite as memorable as Mega Man, it still manages to be pretty good fun and packed with silly puns and larger than life, buffoonish characters. It does a fine job of setting the stakes and making the world itself a compelling place to explore and fight in.

And fight in this world you absolutely will, as this is an action adventure game! Unlike Ocarina of Time or Mega Man Legends, however, this is a top-down game more like a traditional 2D Zelda rather than a 3D Zelda. There's enough jumping and platforming to put it firmly into the 3D genre rather than the 2D one, but the overall design philosophies veer harder towards something older despite it coming out in 1998. Not that that's a bad thing, as Musashi uses his two swords (another iconic bit referencing the historical figure) to do various combos and deal out magical attacks using the seals you've broken. There's even a system of hurling one of your swords into an enemy to absorb its power to give yourself a special magic attack! There are also the many villagers and workers in the castle who've been kidnapped and hidden in crystals for you to find out in the world. Not only will they be grateful for you saving them, but every one you save increases your magic meter a little, and some will even craft you special upgrades or teach you new combos~.

However, for whatever Musashi has in flavor and style, it also ends up having quite the amount of baggage trying to juggle and balance all of those different pieces. While the game is solidly enough put together, it's often too focused on gimmicks or just too poorly signposted, and it gets in the way of the adventure and the fun. There are some really annoyingly difficult vehicle sections, a hell of a final gauntlet to the final boss, a money system that's almost useless because there's almost nothing to buy, a really annoying day/night system with almost no meaningful purpose, and some really awkward platforming puzzles you're forced to do several times to pad out the playtime. That's only naming the bigger problems off the top of my head, but that's not even an entirely exhaustive list. This game is most certainly a PS1-era SquareSoft product in how it's entertainingly written and has ambitiously designed systems, but it's also a SquareSoft production in how just how much of that stuff tends to trip over itself as a result of its ambition.

The presentation of the game is very good, as one would expect from a SquareSoft game of this era. The characters are colorful and easily recognizable despite their small sizes, the enemy design is memorable, and the music is quite good too. None of it is my favorite in particular of a SquareSoft PS1 game, sure, but it's all very well done and none of it feels like it's only their B-team effort or anything.


Verdict: Recommended. There's a lot to enjoy in Musashi, but there's also a lot to complain about. This is definitely more along the lines of "cool but significantly flawed" that Mystical Ninja: Starring Goemon is than the sort of timeless classic that Mega Man Legends is. If you're into retro 3D action/adventure games, than this is definitely one you should check out, as Musashi definitely does more right than it does wrong despite all its problems. However, if the awkward nonsense that retro games are so often full of bother you to a significant point, then you are likely going to not enjoy your time with this game very much and will feel your time well wasted as a result of trying it.