![]() Through these, you can get a sense of steady progress while your weapons are still weak and you're still getting used to the way the game plays. At set floors, you'll have boss battles and challenge rooms you're required to beat before allowing you to progress, but also allowing you a way out of the dungeon without having to reach the end. You go from floor to randomly generated floor, defeating enemies, and picking up weapons and items. Well I say mysterious dungeoneering, but this isn't a Mystery Dungeon game, instead a more action-oriented isometric dungeon crawler. With the day over, the second part of the game gets its limelight: mysterious dungeoneering. Maintaining this balance is ultimately an optional challenge, but it's an incredibly satisfying one all the same. You want to incite war, but without necessarily shutting out any one group-war sells swords after all. You want them to hate each other, but not you. There's a certain intricacy to be seen in how you best utilise the three clans. If you play things just right, you'll get a lot of customers coming in for a few days. To mend broken bonds with the clans, you can always send them a ham if you happen across one in the dungeon, but most of the time I just wrote them off as collateral damage and kept the hams for myself. You lose out on items, upgrades, and much more if you're not careful. Each of the clans happens to run a small market stall outside the blacksmith, and if you get on the wrong side of them, they'll stop selling to you entirely. It feels like a bizarre addition to a game like this, but it's one I find remarkably amusing. The small Post Town generally requests one or two swords each order, but the other two clans can go as high as 25 of course, you can always send more swords, or kit out the clan you dislike with fakes. When you start, none of the clans are particularly fond of Dojima's smithing skills, but accept he's really their only choice. You see, each new day brings new orders for swords. ![]() ![]() ![]() Through Dojima's smithery, you can upgrade your gear, making it easier to venture further into the dungeon, but really this is secondary to the fun you can have messing with the three clans. Then, when you're done, you make use of the newly acquired resources in the day around the blacksmith. You explore the dungeon by night, completing quests, collecting bounties, and gathering items. To pay off the debt, you have several aspects to manage: the blacksmith itself, the balance of power and tension of the three neighbouring clans, and the mysterious dungeon that only appears at night. To that end, his daughter is taken as collateral, and as an upstanding citizen it's up to you to see her returned safely home. As you walk closer to the blacksmith, you see an altercation: Dojima the blacksmith owes money, and it's a not-insignificant amount. You have a blacksmith, a tree, and three paths leading to different territories. The game opens with you arriving at a small mountain pass. These are two of my favourite things in any kind of game, and to see them melded together is always a joy. What drew me in wasn't the brand, though I'm sure it might for existing fans, it really came down to two factors: random dungeons and fun sword-oriented combat. Now I'm not acquainted with the Way of the Samurai series-I may even go as far as saying it's not a series I'd heard of before playing this game.
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