Way of the Samurai/YMMV

Everything About Fiction You Never Wanted to Know.


  • Crowning Moment of Heartwarming - The best Amakaze ending in the second game.
  • Demonic Spiders - Ninjas, Suspicious Persons, Ronins, Killers, and generally NPCs that has a face-covering look that roams in the night. Especially the Samurai Hunter in the third game.
  • Game Breaker - Especially in the second installment. Gaming the sword enhancement system via Save Scumming, careful choices of which attributes you improve on which particular sword, and smart usage of Title Appraisal will get you swords that can absolutely demolish all comers even on the hardest difficulty levels. The third game is very similar in this respect.
    • Arguably, the Vegetarian title in the third game falls close to this, as it can be abused to unlock everything that can be unlocked from Samurai Points in under 20 minutes, getting 700-plus of them on each 1-minute-fifteen-second "run" through the game.
    • Not to mention the forged weapons in the third game. The best weapon you can acquire can have a maximum of 50 Attack (and as low as 30) before upgrades, which is powerful enough that a lot of minor enemies will die in just a couple of hits. If you're smart enough to loot corpses like it's going out of style, you can very easily make weapons with an Attack rating which hovers around 80 or 90 with very little weight. And since the moves available to your character while Dual-Wielding and Ninja Dual-Wielding are entirely unrelated to the individual skills in the weapon, there's nothing stopping you from creating absurdly powerful blades to dual wield.
    • In 2 dueling style swords have good damage and easily linked attacks (Plus the most prominnent sword in the style, Zannkimaru, has insane range), but suffer from high blade stress and difficulty in getting a hit in with their easily blocked blows. The title "God" (gotten by keeping a sword on your person long enough) halfs blade-stress, while the style eventually learns a quick shoulder slam that stops opponents guards and keeps them frozen long enough to hit (it can even be used on recovering foes to infinitely combo them).
    • Hairando sword, with full move set. Two chainable, unblockable throws that will make you near invincible. Not very exciting, but useful for quickly getting those late night swords with low drops, without much risk of dying. Plus, it's cool to stab your enemy in the heart and then snap their neck whilst flying through the air.
  • Goddamned Bats: Pickpockets. Draw your sword and inevitably get dragged down in a multi-party melee (due to offending bystanders who has a good chance to be ronins or other samurais), or lose your hard-earned cash.
  • Moe - Osei in the third game is very much this. So much so that the developers took note of it and included a suit of armor with her picture and name on, Itasha-style in the DLC package.
  • Player Punch - A lot of bad ends are like this. Of particular note is one in the second game in which The player fails to protect Sayo during the riot at the Amahara festival. The town doctor berates him/her for it and tells them to get the hell out of town, which s/he does. Flash forward to the player sitting on the roadside, crying his/her eyes out while eating a rice ball.
  • This Is Your Premise on Drugs - Samurai Western.