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Showing posts with label Vanillaware. Show all posts
Showing posts with label Vanillaware. Show all posts

Marvelous USA is Proud to Announce Muramasa: Revenant Blades for PC and Consoles!

TORRANCE, Calif. — June 9, 2026 | Following a thrilling debut in the Nintendo Direct livestream, Marvelous USA is pleased to announce the triumphant re-emergence of Muramasa: Revenant Blades, an elevated revival of Muramasa: Rebirth, releasing on Nintendo Switch™ 2, Nintendo Switch™, PlayStation®5, and Windows PC via Steam. This marks Vanillaware’s long-awaited debut on PC, and the first time the game will feature full English voiceover – alongside new localizations in multiple languages. Currently in development, the game is scheduled for release in early 2027.


Originally released for the Wii in 2009 and PlayStation Vita in 2013, the Vanillaware x Marvelous 2D action-RPG has been refined for modern hardware with support for up to 4K resolution, new combat and weapon systems, as well as additional modes and gameplay options. Muramasa: Revenant Blades will also feature original protagonists Momohime and Kisuke alongside Okoi, Gonbe, Arashimaru, and Rajaki – all originally introduced in the PlayStation Vita version – allowing players to experience all six unique storylines in any order they choose from the start.

Deep in Japan’s past, a great conflict erupts over the ownership of fabled and powerful samurai swords forged by the legendary Senji Muramasa. These swords grant their owner both incredible power and a madness that can be sated only by blood. As various factions clash over these mythical weapons, demons and evil spirits drawn to the bloodshed rampage across the land. These fables explore the fates of six diverse characters whose lives are thrown into chaos by these revenant blades.

Physical pre-orders will be available soon through the Marvelous USA Online Store and participating retailers as a standard edition on PlayStation®5 and Nintendo Switch™ for MSRP $49.99; and on Nintendo Switch™ 2, which features the full game on the game cartridge, for MSRP $59.99. A Limited Edition will also be available for pre-order for MSRP $89.99 and $99.99 respectively, containing a copy of the game, a collectible art book filled with Vanillaware’s gorgeous artwork, a limited CD soundtrack featuring select tracks from the score composed by the renowned Basiscape, and a 10”x14” byōbu folding screen featuring even more stunning Vanillaware visuals. Details regarding digital editions on console and PC will be announced at a later date.
 

Key Game Features

  • The Ultimate Muramasa: A brand-new localization, including English voiceover, provides immersion like never before. Plus, all six stories are available from the start, confirming this as the complete version of this unforgettable tale.
  • Fluid and Frenetic Gameplay: The side-scrolling, hack-and-slash action has never been better with updated controls, over 100 swords to forge, and dozens of skills to upgrade, master, and customize.
  • Breathtaking Beauty: Muramasa’s fantastical world has been meticulously upgraded to gorgeous 4K, bringing characters, maps, and animations to vibrant life with stunning clarity.
  • Reforged and Refined: Variable gameplay styles and new modes give players more ways to play this classic adventure, and to appreciate the game’s magnificent art and animations from a fresh perspective.
 
Muramasa: Revenant Blades is developed by Vanillaware Ltd. with global publishing partnerships with Marvelous USA (the Americas), Marvelous Europe (EMEA) and Marvelous Inc. (Asia). Scheduled to launch in early 2027 for the Nintendo Switch™ 2, Nintendo Switch™, PlayStation®5, and Windows PC via Steam, this title has not yet been rated by the ESRB.

More information about Marvelous USA products can be found at www.marvelous-usa.com. Fans can also check out the latest videos from the Marvelous family of titles on YouTube and get updates by following on Instagram, Bluesky, X, and Facebook.

About Marvelous USA

Marvelous USA, Inc., is a wholly owned subsidiary of Marvelous Inc., which is a publicly traded company listed in the Prime Market of the Tokyo Stock Exchange. Headquartered in Torrance, California, Marvelous USA publishes PC and console titles from its parent company including the renowned STORY OF SEASONS, Rune Factory, and DAEMON X MACHINA series. Additionally, Marvelous USA provides operations and marketing support for the organization’s growing arcade business unit in the West.

Nintendo Switch is a trademark of Nintendo

Article by: Susan N.
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ATLUS and Vanillaware Announced Unicorn Overlord back in September

New Tactical Fantasy RPG Launches March 8, 2024 for Nintendo Switch, PlayStation 5, PlayStation 4, and Xbox Series X|S
 
IRVINE, Calif. – September 14, 2023 – Today, ATLUS and Vanillaware announced their new tactical fantasy RPG Unicorn Overlord, set to launch on Nintendo Switch, PlayStation 5, PlayStation 4 (digital only), and Xbox Series X|S on March 8, 2024.

Watch the Unicorn Overlord announcement trailer here.
 
From the creators of 13 Sentinels: Aegis Rim™, Dragon’s Crown™, and Odin Sphere™, Unicorn Overlord shines in combining overworld exploration and an innovative battle system in the iconic Vanillaware style. Traverse the vibrant world, cultivate a grand army with over 60 uniquely designed characters, and grow your renown throughout the five nations in this unique epic fantasy experience!
 
In addition to a Standard edition, a *Collector’s edition of Unicorn Overlord will include the physical Unicorn Overlord game, a Premium Edition Box, 16-bit BGM Soundtrack CD (two discs with ten tracks on each), a 132-page artbook and an original card game featuring 239 cards, tokens and markers.

The Collector’s edition will also include the ATLUS X Vanillaware Heraldry Pack, a pre-order DLC, which lets you customize the Liberation Army’s flag with emblem designs from Odin Sphere, Dragon’s Crown and 13 Sentinels: Aegis Rim.
 
Add Unicorn Overlord to your wish list now on the My Nintendo Store on Nintendo.com. More pre-order and wish list information coming soon.
 
For more information on Unicorn Overlord, visit https://unicornoverlord.atlus.com.
 
*Limited quantities available for Collector’s edition.

About ATLUS

ATLUS delivers unforgettable, story-driven gameplay experiences to enthusiastic and dedicated fans around the globe. Established in 1986, ATLUS features a portfolio of beloved and long running game series including PERSONA™, which has sold over 16.8 million units worldwide, and the legendary SHIN MEGAMI TENSEI™. ATLUS games are published in the west by SEGA of America, Inc. with its principal office in Irvine, California. Learn more about ATLUS at www.atlus.com.

About SEGA of America, Inc.

SEGA of America, Inc. is the American arm of Tokyo, Japan-based SEGA CORPORATION, a worldwide leader in interactive entertainment. Established in 1986, SEGA of America publishes innovative interactive entertainment experiences for console, PC, mobile and emerging platforms. In 2020, SEGA ranked #1 among Metacritic's Annual Game Publisher Rankings. Its globally beloved franchises include Sonic the Hedgehog™, Like a Dragon™, Virtua Fighter™, Super Monkey Ball™, and Phantasy Star Online™, along with ATLUS' Persona and Shin Megami Tensei series. Since its debut more than three decades ago, Sonic has become a pop culture icon featured in dozens of games, TV series, and movies. SEGA of America has offices in Irvine and Burbank, California. Visit www.sega.com.
 
ⒸATLUS. ⒸSEGA. All rights reserved. SEGA is registered in the U.S. Patent and Trademark Office. ATLUS and the ATLUS logo are registered trademarks or trademarks of ATLUS Co., Ltd. SEGA, the SEGA logo and UNICORN OVERLORD are registered trademarks or trademarks of SEGA CORPORATION. All other trademarks, logos and copyrights are property of their respective owners.

     

    Article by: Susan N.



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    GrimGrimoire OnceMore - Switch Review



    GrimGrimoire OnceMore by developer Vanillaware and publisher NIS AmericaNintendo Switch review written by Richard with a copy provided by the publisher.

    Estimated reading time: 5 minutes


    Those of you who remember the era of the PS2 may recall a somewhat niche title called GrimGrimoire. A title that I felt didn't receive as much attention as it should have, GrimGrimoire is now getting a remaster: GrimGrimoire OnceMore.

    The story of GrimGrimoire follows a young girl, Lillet Blan, who has received an invitation to the acclaimed school for magic run by the famous wizard Gammel Dore. Housed in the tower formerly owned by the deceased Archmage, Calvaros, there are still many secrets hidden in the walls. Lillet excitedly takes to her studies, opening her first grimoires and delving into her magic studies. Unfortunately for her, only five days after starting, a horrible tragedy occurs and Lillet awakes five days ago on the eve of her induction into the school. So it begins, as Lillet strives to figure out what's happening in the tower, and to solve the mystery of her looping through time, hopefully while saving the others in the tower.


    GrimGrimoire Oncemore is an interesting game, as it's sort of split between Visual Novel-esque storytelling, with battles between. Battles are what I can only describe as a sort of "side-view anime Starcraft", if I had to make a comparison. Essentially, battles are a sort of tower defense/reverse tower defense sort of deal. You'll generally start out each battle with at least one rune and a few gatherer units. You can send the gatherer units to crystals around the map in order to harvest mana. Mana can then be expended in order to summon more runes, upgrade runes, or summon units. Each fight usually has you either surviving a set amount of time, or destroying all of your opponents' runes.

    Runes come in four types: Glamor, Necromancy, Sorcery, and Alchemy. Each rune type is effective against one type and weak to another. You can summon new runes for a mana cost, as well as upgrade them to allow you to summon more unit types or to improve the capabilities of your summonable units. Here we come to one of the improved aspects in the Remaster: the skill tree. In order to unlock new units and bonuses, you need to purchase upgrades to the associated runes, and then upgrade them in-fight in order to receive the benefits.
     
    Something you will notice pretty quickly about GrimGrimoire is that there is a bit of repetitive nature to the fights. While you will get a bit of variety in the beginning as you are unlocking more runes, once most of them are unlocked, battles feel pretty similar to one another. The upgrade tree helps add some freshness that is sorely needed. As you complete stages you will earn coins to spend on upgrades. More coins can be earned by completing bonus objectives issued at the start of the fight, or by completing the trial stages.

    Trial stages will generally restrict you in some way, or give you specific win/loss conditions. More trials become available as you progress through the story, and can both be a nice break from the story missions, as well as a good source of coins for the upgrades. Another cool addition is that whenever you clear a stage, trial or otherwise, you get a piece of artwork. For story stages, these are some really pretty full size images that were really nice to see after completing a battle. The trials have some interesting themes and layouts, so I highly suggest checking them out if you do pick up the game, although they aren't strictly necessary in order to complete the game.

    GrimGrimoire isn't a particularly long game, with my playthrough coming in at just about 17 hours total play time, including the trials. That being said, the game offers three starting difficulties of easy, normal, and hard, with a hell mode unlockable for story missions upon clearing the game. What it does have is a great cast of voice acting, including one of my top 5 favourite evil laughs in gaming, cute animations for the monsters you can summon, as well as a nice background music soundtrack as well as fitting and well-drawn visuals. While Vanillaware isn't able to showcase the full extent of it's art in GrimGrimoire, you certainly do get the distinct taste of it.

    Now, for those returning veterans who are familiar with the original, there are a few things new you should make note of. First up, the skill tree system I mentioned. The difficulty rating also seems to be largely revamped, including access to Grand Magic, which can be cast at default once per battle, and can serve one of four functions, such as reversing time, healing units, a large scale attack, or giving you a mana boost. Additionally, and a function that made me squeal in joy, is the ability to fast forward in-battle. Yeah, that's right, instead of waiting literally 2 minutes for mana gathering/unit movement, you can speed up time to zoom through those annoying waiting periods. The visuals have also gotten an upgrade so it no longer looks like a PS2 game.

    Now, I would like to point out that despite the fact I mentioned the stages get a little repetitive, that doesn't mean they're all the same. Depending on your play style, each battle can be very different, as you may prefer one unit type to another, or make units based on enemy weaknesses. The stages are also constructed in different ways, as some units may be able to pass through floors and walls, but others cannot, meaning you have to set up bases and organize how you're utilizing your units. While it doesn't help much that the backgrounds are mostly the same, a lot of the time you'll most likely be too focused on the fights rather than what's behind the stairs.

    Overall, I have to say that GrimGrimoire Oncemore is a great remaster to a wonderful title from the PS2 era. With a number of greatly appreciated improvements, such as the ability to speed up time in battle or the introduction of Grand Magic, it adds that extra oomph for those who have played the original, as well as reducing some of the more aggravating mechanical aspects for newcomers. With a great story complemented by equally great voice acting, GrimGrimoire Oncemore is a great RTS title for you to enjoy.

    Score: 8.5 / 10
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    Dragon's Crown Pro - PS4 Review


    Following Vanillaware’s port of the spiritual sequel to Odin Sphere subtitled Leifthrasir from PS3-4, Dragon’s Crown has received the same treatment and is also being released on Sony’s newest platform under the Pro subtitle. With many small upgrades under the hood, we are invited to rejoin the visually satirical mighty and magicked cast as they adventure for the titular treasure known as the Dragon’s Crown.

    The revamp, titled Dragon’s Crown Pro is interesting because, unlike Odin Sphere, nothing has changed. There are still the six characters available which personify their classes with wonderfully exaggerated physical proportions and each still have their own skills and their equipment restrictions. There are no new modes. There is no new content. But it does one thing that many other re-releases do not: Dragon’s Crown Pro is not only revamped on the newest system and performing absolutely smoothly compared to the PS3, but both the PS3 and the Vita versions will be forwards compatible!

    For those poor souls who do not already own this fantastic title here’s what you can expect.

    Starting off inside a pub, as all good adventures do, you can choose from one of the six available classes. There are two full melee classes, two that concentrate on skill rather than might though they are just as strong (in nerd speak glass cannons) and finally there are the spellcasters. Each is labeled for their respective difficulty level to use with the Knight being the easiest and the Sorceress, aka the Necromancer as she raises the dead, as the toughest to use. Once you’ve chosen your class, name, colour palette and a message seen by players who can resurrect your dead, magnificent corpse in their own worlds to use, it’s time to grab your thief and head out.


    Visually Dragon’s Crown is just as pretty to look at as a re-release now as it was when it first came out in 2013. What really aids the visual presentation however is the power under the hood of a PS4, and in my case, a PS4 Pro. Because of the added system power you no longer experience the slowdowns caused by having too many enemies or effects on screen other than the occasional boss dying animation trying to catch up because you killed it too fast (cough).

    All of this power also contributes to the splendor of one of the most enjoyable facets of this title which is the stellar art that is used for the graphics. Dragon’s Crown isn’t made of some quickly thrown together sprites but instead serves your eyeballs a much more refined, hand-drawn style. Character models as well as the variety of enemies and locations are all amazing to look at whether it’s the first, second or hundredth time that you pass through a location. Regardless of their eclectic gameplay styles over the years, Vanillaware truly know how to craft a unique visual landscape. However, don’t let the shiny look fool you, this game isn’t some functionless piece of modern art.

    Just because it’s amazing to look at, doesn’t mean that Dragon’s Crown isn’t a hell of a lot of fun to play. While each class has their own specialties, they all share certain game elements in common such as their movements, the dodge mechanics and the item utilization. At its core, Dragon’s Crown is a brawler that uses RPG elements in the character leveling and skill point mechanisms that allow for a variety of customizations. Characters can be completely different in the beginning but through skill points they all unlock the same options by the end. If you get bored of cleaving mobs with a sword like Braveheart you can whip out your sneaky, stabby daggers for the final boss! You’ll have more than enough skill points for both the character specific and the common trees so you’re not stuck to the style of play you started with.


    Where things really get interesting in combat is in the showdown between might versus magic. Each melee class has a powerful ability in their arsenal that can be used by throwing their weapons at enemies or into the ground. These hail mary blows or shockwaves can turn the tide in even the worst case scenario, especially if you are under leveled. The only issue with using these abilities obviously is that you just threw your weapon. It’s a good thing that you have a set of fists and feet because you are going to need em!

    Once you’ve thrown your weapon or have had it unceremoniously knocked out of your hands, you’ll see a cooldown for where your steel hit the ground. While that timer runs down you’ll have to brawl the good old fashioned way which is almost as effective as if you had a weapon. While you do less damage it does not mean that you are useless (at least not this time), just that you have to be a bit more strategic while waiting to get your weapon back.

    Spellcasters on the other hand, will never lose their wands or their staves because they seem to be smart enough not to use them as projectiles. Because of this though, their skills in close ranged combat are not as effective and they rely more on the charging of spells and on the power of limited usage tomes for incredible feats of magic. These tomes can either be bought from the local wizard or learnt by using skill points in order to obtain and power up the spells that you want to use (stay in school kids). The difference between these methods of acquisition is that anything bought from a vendor will have limited uses per dungeon and a set number of times they can be restocked while the spells bought with skill points will recharge after and be ready to go for the next time you enter a dungeon. This removes some of your reliance on the local wizard and his fickle inventory. Melee characters also have this ability though their skills are typically used less since they rely more on simply clocking people in the face.


    Where these skill point spells and abilities truly come in handy is in the setup of your various bags for adventuring. In the beginning of the game you will make frequent trips to the town where you can repair your weapons and sell your loot. As you progress, new areas are available in the combat zones opening up the world and prolonging your time in the field. Like a longer trip to the mall this forces you to carry more bags to hold your replacement gear and all the pretty stuff you pick up. Different routes contain different bosses and enemies to fight as you make your way to them so bringing weapon options and following the boy scout rule becomes essential.

    At the end of each of these routes you will find a boss, a big bad, the mack daddies of evil. Not all the bosses are created equal though. The Monty Python Hare, while devastating in his own right, is nothing compared to the pissed off Red Dragon that you just woke up after punting it in the face with the challenge of “come at me bro”. The ability to choose your route and the eventual boss you must face is one of the shining points of Dragon’s Crown giving it a “pick your own adventure” feel. There are eighteen bosses to conquer before facing off against the final boss. They get tougher and tougher with every difficulty scale because where would the fun be otherwise?

    This replayability factor is not just found in boss selection, it also surfaces in the sheer amount of quests that can be taken on that not only grant skill points for every character present, but also provides artwork that makes for incredible wallpapers either on your PS4 or your PC… or both. Quests can be anything from kill xth amount of a mob in a certain location to unearthing plans that happen to be hidden behind a wall that you have to blow up with a bomb. Don’t have a bomb because you don’t have a Dwarf with that skill? Then you better hope that you made the goblins drop one as you were raiding their fort.


    There are a few other elements that make Dragon’s Crown stick out in its class. For one, when it was released it featured a couch coop experience in a time where the idea of people playing the same title in the same location was viewed as taboo or so 1990s. It was online or nothing. Slight exaggeration but you get the idea. Players could actually get together in the same room and play together as long as there were enough controllers for the four of you, they could *gasp* socialize! Additionally, just because one person took a character / class, it didn’t mean someone else couldn’t. If you all wanted to be four Amazons, go for it. Three Elves and a Dwarf? Why not? It was entirely up to the players which significantly decreased the rate of ruined friendships as everyone got to play what they wanted and the loot is character specific.

    Dragon’s Crown Pro is a prime example of what a couch co-oped remake should be like. The amazingly designed system is just as good now as it back back in 2013 and because of the newer hardware it runs even smoother. If you already have it? It’s really up to you but fans of the title will want to see this masterpiece in its new glory. For everyone else, Dragon’s Crown Pro is exactly what a Brawler should aspire to be with plenty of customizations and amazing artwork to go with it.


    Game Information

    Platform:
    Sony PlayStation 4
    Developer(s):
    Vanillaware
    Publisher(s):
    Atlus
    Genre(s):
    RPG
    Side-Scrolling
    Dungeon Crawler
    Mode(s):
    Single Player
    Multiplayer
    Other Platform(s):
    Sony PlayStation 3
    Sony PlayStation Vita

    Source:
    Provided by Publisher




    Article by Pierre-Yves
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    Odin Sphere Leifthrasir - PS4 Review


    Odin Sphere Leifthrasir is the reworking of Odin Sphere which originally launched back on the PS2 and essentially put Vanillaware on the map. They’ve made other titles but even with those and Dragon’s Crown, Odin Sphere was a classic that can now be re-visited with improved visuals, combat, and inventory management.

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    Muramasa: The Demon Blade - Wii Review

    We do not write about the Wii real often anymore, but there are still plenty of good games out there for the system, and every now and then it is nice to take a look back at some of those we have had a chance to play recently, but not had the opportunity to review in the past. Muramasa: The Demon Blade was a title that caught me completely by surprise. I was able to look at the images on the box and determined it was a pretty game, and the concept sounded entertaining enough, but I wound up enjoying it a lot more than I originally had expected to.


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