7 BLADES
Original Release: Konami, PlayStation 2, 2000
An odd fusion of beat-em-up and platformer that was among Konami's first releases for the PS2
7 Blades (PS2, Konami, 2000)
Where to Buy: eBay
How to Emulate: PlayStation 2 Emulation Guide
Review by: C. M0use
7 Blades was the last of Konami's kinda odd crop of "launch year" releases for the PS2, which contained absolutely none of their big-name properties (unless you want to count like the 13th Beatmania game and the Gradius 3 & 4 port package). It almost seems like a continuation of their "Soul of the Samurai" game for the PS1, but it breaks from that game's world and story to instead create a loose adaptation of the 1990 samurai flick "Zipang."
So this game is all kinds of weird. It basically recycles the core engine and characters of an obscure late-life PS1 release (though it doesn't appear to have been developed by the same team), it's based on a similarly obscure Japan-only film from 10 years prior that already had another very loose video game tie-in (Kabuki Quantum Fighter), and though it was near-launch in Japan it didn't get an English localization until about a year later in the PAL regions. US players would have never heard of it because it was never released here.
It turns out a good chunk of this is explained by Konami seemingly giving free reign to Zipang director Kaizo Hayashi to make his first (and what would end up being last) venture into video games, another odd element as from what I can gather he had some success in Japan exclusively with over-the-top "tokusatsu" action flicks (think Kamen Rider or Power Rangers style) but was still kind of a cult figure even there. Now I'm all for autuers and bold experiments like this, but this one just didn't quite work out.
It's overall not a terrible game, and has some interesting qualities, but the main problem is the gameplay is just painful at times. But the first thing that jumps out at you is the graphics. The game reportedly began development in the late PS1 era, but was shelved for a while as they couldn't get the little 64-bit champ to handle enough enemies on-screen. Like a number of other early PS2 games, it really looks like they took existing PS1 assets and just kinda gave them a clumsy coat of paint, coming out with something that looks more like a not-particularly-impressive Dreamcast game.
The graphics are at least passable, though. The main problem is really the gameplay. But let's set the scene first, since there are two playable characters and the experience differs somewhat between them. The game opens with you in control of Gokuraku, a cocky Haohmaru-like punk samurai whose big gimmick is he totes around a cartload of different weapons that I guess are for different moods and scenarios. Anyway, you'll soon be able to choose to continue playing as him or switch to his gun-toting female associate Oyuri, each of whom has their own quest with a number of unique levels.
This leads to some genre confusion as playing as Gokuraku makes the game a straight hack-em-up with his melee weapons, while Oyuri has more run-and-gun and platformer elements with her higher speed and better ability to jump. But I opted to class the game as a "beat em up" as Oyuri's levels still lean towards "gun fu" closer-range fighting with your weapons and a lot of avoiding melee attacks, it kinda feels like a combination of Tomb Raider and a brawler. The two have their own mostly unique quests but do criss-cross and fight together for at least parts of certain levels.
Anyway, Gokuraku throws the gameplay problems into sharp relief. He's slow and clumsy, and you're constantly surrounded by enemies that are tough to fend off with your lethargic skillz when they're mobbing you from every angle, plus you're often getting picked at by range attacks as well that are very difficult to avoid. I really found Gokuraku's branch of the game unplayable, and can't tell you much about it as I bailed on it pretty early.
If you get any enjoyment from this it'll be from Oyuri's branch, which is not only more playable just due to her agility and range attacks but is also just kind of a wild ride comparable to Resident Evil 4. I mean, it's nowhere near that game's quality in any aspect, but just the general horror setting with a constant string of out-there and unpredictable developments.
If anything redeems the game it's these over-the-top elements, which reflect the style of the Zipang source material (which was played as a straight samurai hack-fest for the most part but incorporated lots of goofy jokes and anachronistic stuff like dragons and villains with mecha armor and machine guns). The dialogue is a little more rough and amusing than usual too, it really sounds and feels like an entertaining budget kung-fu movie. But the gameplay will constantly test your patience, even Oyuri's superior branch is plagued with little fiddly issues like a lock-on feature that sometimes refuses to cooperate.
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