
Murasaki Tsurugi is an explosive puzzle game. While this is a sequel to Murasaki, you can fully enjoy the game even without having played the previous title. Compared with the last game, this one is even more refreshing and fun to play.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Korean
Engagement
Hours played at review time, across 38 reviews with recorded playtime.
Reviews
背板稍微多了些
Murasaki Tsurugi has a few differences from it's predecessor. The blocks won't damage you if you collide with them unlike in the first game. The second major difference is the tonal difference. The first game has a more melancholic tone whereas this one is more energetic and whimsical. Like the first game, this game has an amazing soundtrack and art style. Buy this if you like that game or shmups in general.
Somehow the music is even better in this sequel! Attack patterns and enemy waves got more intense to make up for the blocks no longer hurting you, so it feels more frenzied and only a bit less tactical.
ブロックに当たってもダメージを受けなくなったり、ブロック起動中もショットが打てるようになったりと前作よりも制限が少なくなってスピーディーなプレイ感になっていると思います。 その分敵の段幕が増えたり早くなったりしているので「難易度が下がってしまった」ということもないように思います。 前作をプレイしなくても楽しめますが、プレイ済みだと楽しめる小ネタが入っています。あと今作は前作のような丁寧なチュートリアルがないようなので、前作をプレイした方がシステム的にも取っつきやすいのではないかと思います。 ゲームシステムのオリジナリティと楽しさ、凝った演出や素敵な音楽、魅力的なキャラクターとシナリオは今作も健在です。やっぱりカタテマ作品は良い……。 余談ですがやりこみの難しさも相変わらずなのでコレクションを埋めるのが一苦労です。というか出来るかな……。
Very different from a typical shmup, it's all about getting good trick shots and bullet cancels. The main gimick is that your shots will destroy bullets, 1 to 3 hits for most bullets. You can only have one shot on screen at once, so the other mechanic, the blue orbs and red talismans. These will bounce away when you hit them, and explode 2 seconds later destroying any bullet caught in the explosion. If the bounced item hits an orb or talisman of the same color, it'll explode when the first one does and amplify the effect, 5 items will generally result in a screen clear. This makes doing trick shots, waiting for optimal patterns and bullet density, and waiting for enough talismans/orbs to spawn very important for both scoring and for survival on some patterns. There are bombs, you have to hold the bomb button for about a second to trigger it, and unlike CAVE shmups or Touhou, you do NOT appear to gain invincibility so be careful of any bullet that doesn't get cleared by it! There are optional challenges on each boss, when certain dialogue happens it'll spawn red blood, picking that up will get a cut-in and a special attack to beat before going back to the main boss fight. These challenges are required for the true/good ending, but are optional if you just want to reach an end. The true ending is really fun, lots of creative patterns, lots of challenge. Overall the challenge is really approachable in the base game. I'm normal at best in most Touhou games, and I was able to get this cleared with the true ending with one character and both bad endings on the other in about 3 hours. The clear mechanic and your powerful bombs make it pretty easy to survive. That said I couldn't find any way of a slow movement/focus mode, so you'll need to be precise with your movements on the hardest/densest patterns. The only really difficult part is figuring out what to do with the ridiculous chapter 2 opener, and some of the patterns during the true ending route. Everything else can be figured out in only a few runs if you have any sort of shmup experience. Make sure to check the collection for achievements and specific challenges to work toward, this is also where a lot of your lore is exposed. The storytelling is a bit tough to follow, but it's translated well. Overall it's worth a pick, especially since on sale it cost a huge whopping $2 US. It feels like I'm stealing it with the quality of the game at that price!
demon music box
무라사키 1이랑 번들 왜 안만드냐구
Es incluso mejor que el otro
아오 아카
I haven't even played the game yet. I was simply stunned by the longing, distant mountains, and the peaceful melody that played at the end of the world. All while on the title screen.
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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