Gameplay
Transitioning fencing into a virtual form
You can’t have a Musashi in a game without the site of his most famous duel against Kojiro Sasaki. Ganryu Island is the most painstakingly drawn stage in the game.
The Tall Grass stage is a complete overhaul of a project from a year ago. It draws heavy inspiration from the classic samurai film Harakiri.
Right of Way began as a fencing simulator, but it has evolved into a tribute to 1950s and 60s Japanese cinema.
References to films like Seven Samurai, Yojimbo, and Sanjuro permeate the game. The “one-hit-to-win” mechanic isn’t just a gameplay choice; it’s an attempt to capture the “one-hit kill” tension found in the climactic duels of Toshiro Mifune’s filmography.
As a fencer and a fan of samurai media, the developer noted the striking similarities between the two:
This synergy creates a fighting game where the emphasis is not on practicing 50-hit combos in training mode, but on those quiet, intense moments where both players are within reach, and the first person to flinch loses everything.