Sakura Samurai: Art of the Sword

Sakura Samurai: Art of the Sword

released on Nov 16, 2011

Sakura Samurai: Art of the Sword

released on Nov 16, 2011

Leave button mashing behind. Sakura Samurai: Art of the Sword is about precision swordplay, battlefield finesse, and martial-arts style. As the heroic title character, you’ll travel a world rife with cherry-blossom beauty—and deadly danger—to rescue the legendary Princess Cherry Blossom. Her kidnapper has set dozens of blade-wielding henchmen in your path, and you’ll have to exercise your best battle senses to defeat them and save her. Learn to predict your foes’ moves, deftly dodge their attacks, and create opportunities for devastating counterattacks. Start with the Sakura Sword, a little health, and some basic training from your water-spirit guide. Make your way from battleground to battleground fighting wave after wave of increasingly cunning enemies. Fight through huge castles to duel epic bosses. And don’t forget to stop at small villages along the way to get help, gear, encouragement (and distraction) from the quirky townsfolk. Prove that you truly are the Sakura Samurai!


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A solid and short game with a simple premise. I'm definitely doing new game+ in the future

I was immediately surprised by how good this looks; the 3D effect on the menus and art are particularly great. The core mechanics surprised me too; the z-targeting based sword combat scratches that Zelda/Soulsish itch for me.

Reflex trainer 2013, grind coins to upgrade your sword so you can rush to the end.

I thought this game was pretty cool and liked how so much of it was steeped in the Japanese setting. The different locations were really neat, especially when I noticed that the world map lined up with how each level looked. It was a little hard to get used to the rigid nature of some of the combat, though, and that was my biggest problem with the game.

I've tried to play this like 5 times and I always get bored after reaching the first castle

In my original review for Sakura Samurai, the game symbolized, to me, how Nintendo's curation had become too loose, leading to the 3DS store having way too many low-quality games in it that weren't worth anybody's time. Fast-forward to the Switch, and the shovelware on the Switch eShop makes the one from its predecessor look like gold, so I might have been on the wrong side of history there: at least, Sakura Samurai was a finished product that offered a degree of cohesion. That's the best defense I can muster for it, though.

The game follows the eponymous Sakura Samurai, a fledgling warrior who receives the title from a Kappa they encounter one day, with the creature also tasking them with rescuing a princess, who was taken... some time... by someone...? The details are hazy: the game isn't quite clear about what happened or how many people care, and just sends you on your merry way. This handwave-y style of storytelling isn't that uncommon, with many of Nintendo's first party games, for example, having been employing it for decades. The difference is that those games have the gameplay to back it up, while Sakura Samurai...

To call the game simplistic would be generous: it has one gimmick it stretches over the course of a couple of hours, and that's it. Each stage is a sequence of stand-offs against enemies in which you can attack with the A button and dodge using B + Circle Pad. Going on the offensive is not an option: the game forces you to play passively by having enemies block all your attacks if you try to strike first. Instead, you must wait for them to attack, dodge, get a few hits in, rinse and repeat. This goes for every enemy in the game, from punchbag grunt to final boss.

It's action gameplay distilled to its most flimsy essential, too barebones to sustain a game alone. It feels nifty for the first fifteen minutes; by the first hour -- that is, entering the game's second half -- you'll have grown bored of the mechanic already. And then, in that latter half, enemy tells start becoming confusing, or worse, the same gesture is shared by different moves. The experience is somewhat padded by the existence of special moves that require you to grind a few special stages, as well as the need for money for consumables, but it never leaves that very basic framework it's built on and thus only further contributes to the feeling of repetition.

Bottom line, if you played fifteen minutes of Sakura Samurai, you've seen what it has to offer, and you might as well not do it. It's a relic from the 3DS that's not worth revisiting.