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For Weebs (like me): Rise of the Ronin


Clephas

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Rise of the Ronin is an open-world game that covers important events from 1853-1868 from the perspective of a ronin (masterless samurai) of the fallen Kurosu-han (fictional).  This period of history is often called the 'Bakumatsu' (TL: The End of the Shogunate) or the events leading up to the Meiji Restoration beginning with the opening of Japan (signing of unequal treaties) and ending with the surrender of Edo to the Satsuma-Choshu forces.  Your character is one of a pair of twins (you can choose male or female) who has a chance encounter with Sakamoto Ryouma before he enters Yokohama, and much of the central story is told from your outside perspective interacting with important individuals in one of four periods of the time: The anti-foreigner movement and Ansei Purges, the rise of the Anti-Shogunate movement, the breakout of open conflict in the streets of Kyoto (the Ikeda-ya incident and the first Choshu Rebellion), and the Boshin War.  

What I didn't like

There were two major issues I had with the game, not having to do with the gameplay but rather with the story.  The first was the blatant favoritism of the scenario team toward the anti-Shogunate side of things.  The second was the blatant historical inaccuracies that were just plopped in.

To be blunt, from the very beginning, you are encouraged (and not subtly so) to side with the Anti-Shogunate (Tobaku in future mentions) forces.  It is at its most blatant in the prologue and first chapter, where your main character's homeland is destroyed by the Shogunate (Bakufu in future references) after a failed assassination attempt on Admiral Perry.  In the first chapter, you meet a lot of famous and interesting figures in the Tobaku's historical membership, Sakamoto Ryouma, the silly drunkard Katsura Kogoro, the gambler Takasugi Shinsaku, and the idealistic young hero Kusaka Genzui, and for much of the main story you are basically following the major points of Ryouma's journey, even as you go off to do side-quests and the like along the way.  In addition, the main Bakufu characters are a Geisha with a creepily subtle approach to things and an old man who seems like he'd order your death without a blink if he felt like it.  

The problem is that this deliberate placing of extremely likeable and idealistic characters on one side and a slightly creepy group on the other makes it natural to just choose the Tobaku side from the beginning.  While later chapters introduce more interesting characters on the other side, such as Katsu Kaishu, the Shogun Yoshinobu, and the Shinsengumi, you are still encouraged at key points to take the side of the Tobaku, and it isn't even subtle.

The second issue, historical revisionism, is actually tied in with the issue above.  Two key points that I need to stress are the enthronement of Yoshinobu and the death of Kondou Isami of the Shinsengumi.  

The former, the enthronement of Tokugawa Yoshinobu as Shogun, is something that - in actual history - didn't occur until August of 1866, whereas in Rise of the Ronin he is already Shogun in 1858, when Yoshida Shoin is executed.  This might seem like a minor revision, but considering how it was the internal disorganization caused by his predecessor's illness and inability to rule that led to Ii Naosuke having the power to order the Ansei Purges that martyred a lot of Tobaku philosophers and activists, the only reason I can see to treat his character the way they did was to make him seem incompetent, thus leading to more favorable impressions of the Tobaku side in comparison.

The latter is less of an issue, except as a convenience for those who wanted the story wrapped up neatly in the second Edo chapter.  However, losing Kondou early in the sequence of events (since he was still active after the surrender of Edo), was a somewhat questionable decision.  I will admit that the event itself was incredibly emotional to watch in video, and a certain mission involving the Shinsengumi survivors afterward was equally so.

What I did like

The gameplay is the first thing that comes to mind.  There are so many different ways to fight your battles in this game, from utilization of its nine different main weapon types (including bare fists), to the varying combat styles (particularly in the katana and nodachi styles), to the use of the hang-glider and horses to get around.  The mini-games are interesting without being intrusive, and they include hang-gliding courses, target-shooting with a rifle, horse-archery, and mock fights in the dojo with NPC unique characters, all of them for prizes.  

For side-quests, you have collection quests for each region:  treasure chests, Usugumo Dayu's cats, cleansing of violent ronin, and taking pictures of scenery.  I should note that the cats and dogs in this game are ridiculously cute and a constant source of easy items that can at the very least be disassembled for upgrade parts.  Completing all the quests in an area of a region gives you a reward that helps you advance your character or your bonds with NPCs.

Your home, a small longhouse that is on the edge of town in each region, is a good place to meet random friend NPCs and interact with them without going to them.  It is also the place where you initiate pilgrim dog and cat service missions, both of which are a steady source of income without effort.  You can redecorate it with your favorite weapon, a picture or scroll, and six curios that attract different personality types amongst the NPCs you've met so far.  In your house, you can also put together an ensemble through the redesign feature that lets you look less like a murder hobo.

Story-wise, there are a ton of extremely emotional moments.  This was a period of Japanese history that was full of heroes on both sides, many of them tragic and glorious at the same time.  The fact that it is possible to save three major tragic heroes from their fates (Sakamoto Ryouma, Okita Soji, and Takasugi Shinsaku) earned points with me.  The battle of Toba-Fushimi is a perfect illustration of why the samurai caste was doomed, as men with swords fought against others armed with rifles, gatling guns, and cannons.  Being able to fight this battle and other key scenes from both sides without replaying the game from the beginning made the story as a whole come to life.  Though I was a bit annoyed that your efforts don't make any difference in the final result (I love it when historical games let you break history), but the personal story was decent enough, in the end.  

Conclusion

Rise of the Ronin is one of the better open-world games I've played, making others like Assassins Creed seem stale and boring in comparison.  This might be because I'm a weeb and tired of AC's stale plotline, though.  The story is impactful and emotional in a way purely western-made games never seem to manage for some reason, and it showed off why Team Ninja is one of the better game developers out there.

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