You gamers lucky enough to reside in North America already know how beautiful and generally awesome Muramasa: The Demon Blade is, but over on the other side of the Atlantic gamers have still to discover its wonders, with the game not set for release until November 13th.
Don't despair though - we've hooked up with Rising Star Games to secure an exclusive interview and we wanted to give you the chance to get your questions answered! Our coverage so far has been pretty in-depth, but we know you're all hungry for more knowledge, so with that we're inviting you to submit your questions to Rising Star Games so we can grill them later this month.
You can send in your questions in any number of ways - use our dedicated Contact Us form, leave them in a comment here or, if you're really brave, send us a voicemail on our Skype account - NintendoLife, or 02081448216 from the UK.
We'll put your questions to Rising Star Games and get their answers in the next episode of the Nintendo Life podcast, due for release on November 2nd. What are you waiting for? Get those questions in!
What were your main inspirations for the art of Muramasa?
Though I kind of figure you guys already thought of that question.
How much research was put into this?
This interview is for reader's questions only, that's why it's so cool
Oh! That is sweet!
Were there ever any considerations for a true 2-player co-op mode?
Was inventing the 108 swords hard (considering such huge amount)?
If you could go back and change anything in the game, what would be changed and why?
>_> Hm, hope that stumps them
Will it ever get a sequel?
What didn't make it in?
Can you customise the controls?
Was there ever a point that the fantastic art of the backgrounds and scenery became too much and distracted the players from the character they control (leading to changes being made)? At times I experienced this watching demos.
What's the point of having two characters and giving them the exact same skill set?
What's the point of having dozens of unique special skills when (a) most of them are useless, and (b) almost all of them are weaker than the normal attacks (and don't add to your hit counter)?
What's the point of a "branching" sword tree when you really get almost no choice because of being limited by story advancement and yet having enough soul/spirit to buy all 3-4 swords available after each story point?
Can you please just re-release Odin Sphere optimized for a system that will eliminate slowdown?
How do you feel about the general criticism that the game length exceeded the gameplay potential?
And how do you feel about the consensus that the game is graphically superb?
Guys, Rising Star are the publishers of this one, not the developers, so it's unlikely they'll be able to answer any of the really in-depth development questions to your satisfaction. I'll send the suitable questions over anyway - that may not include yours, @FantasiaWHT.
Would you not have published this game if it had red blood (where applicable)? What is your feeling on the matter, does it add to or take away from sales, as the subject used to be a hot topic.
Ok, I would like to know exactly what a publishers role is in a game like this and do you get the opportunity to shape the content at all?
Also how do you feel about the heavy discounting of new games from the UK supermarkets and online? And do you feel the second hand business model can benefit consumers in the long term?
Fantastic questions you guys - keep them coming!
Are there any other games you have under construction at the moment?
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