Just finished playing "Full Metal Daemon Muramasa". Amazing visual novel with an anti-war theme (though that's oversimplifying it). Here's my full review on the masterpiece:
Bleeding Ideals: Full Metal Daemon Muramasa’s War on Boyhood Heroism
“This is not a story of heroes. There is no place for heroes here.”
So begins
Full Metal Daemon: Muramasa, and it’s not bluffing. This isn’t a power fantasy. There are no chosen ones, no redemptive arcs tied with hopeful bows. What you’re entering is a moral crucible, forged in war, soaked in guilt, and polished with philosophical despair. And it’s delivered in the form of a visual novel—a medium too often mistaken for glorified dating sims, when in truth, it can punch harder than most traditional games, films, or literature if wielded right.
Muramasa wields it like a cursed sword.
For the uninitiated: visual novels are a uniquely Japanese blend of literature and digital media, combining narrative storytelling with artwork, music, voice acting, and sometimes branching choices. They’re a staple in Japan, responsible for iconic titles like
Clannad,
Steins;Gate,
Fate/stay night, and
Higurashi no Naku Koro ni—many of which went on to become beloved anime. But where most aim for tears, thrills, or romance,
Muramasa dives headfirst into existential horror, moral relativism, and cultural dissection.
And it doesn’t stop at tone. While most visual novels rely on static character sprites and background art,
Muramasa takes the unorthodox path of integrating fully-rendered 3D battle sequences. These moments—seen through the cockpit view of a tsurugi (the mobile suit armor of this universe)—don’t just add flair; they redefine the genre’s visual language. With dynamic models, responsive HUDs, and cinematic framing, these battles unfold with a sense of velocity and brutality that’s rare in the medium. You won’t find that kind of immersive choreography in
Fate/stay night or
Steins;Gate—those stories may stir the soul, but
Muramasa grabs it by the throat and throws it into the dirt.
In staying true to its feudal aesthetic,
Muramasa also includes yet another unique feature: samurai strategies. This isn’t your typical mecha slugfest. The battles—brutal, weighty, methodical—are samurai duels in spirit and structure. Every confrontation unfolds like a chess match of steel: slow, deliberate, contemplative. Two warriors study each other, waiting. In traditional swordsmanship, the one who strikes fast often dies first—and
Muramasa builds entire encounters around that quiet tension. It’s why the visual novel medium works so perfectly here: it can afford to linger, to let silence draw tighter than any string of dialogue. When the blow finally lands, it
means something.
That precision isn't accidental.
Muramasa was penned by Narahara Ittetsu, a scenario writer and Ko-ryū kenjutsu expert—trained in the ancient schools of Japanese swordsmanship that predate modern kendo and descend from battlefield doctrine. He didn’t just write about warriors—he
was one, in discipline and philosophy. Released in 2009 by Nitroplus to mark their 10th anniversary, this was Narahara’s swan song. And he went out not with sentiment, but with steel: a 50-hour philosophical onslaught disguised as a visual novel, a narrative war crime against conventional storytelling that slashes into morality, identity, and the hollow myths of heroism.
In today’s media landscape, heroism has become a sanitized commodity—particularly in the recent 'phases' of the MCU, where moral complexity goes to die under a mountain of quips, CGI rubble, and billion-dollar branding deals. Heroes strut in spandex, trade banter mid-genocide, and dispatch evil with just enough property damage to justify a sequel. It’s heroism shrink-wrapped in moral clarity, pre-approved for the family-friendly demographics, and delivered in digestible arcs of redemption and empowerment. The heroes stop the bad guys, save the day, smile for the post-credits scene, and vanish into the next franchise slot. We consume them, applaud them, and move on—unquestioned, unchallenged, and unbloodied.
Muramasa spits on that kind of virtue heroism. Set in an alternate 20th-century Japan—specifically Yamato, a real-world province twisted here into a grim dystopia—it imagines a world where virtue is a lie you bleed for, not a slogan you wear. In the year 1940, Yamato lies in the shadow of defeat after being crushed by the Western coalition known as the League of Nations during World War II. The country was then swiftly handed over to foreign control—not with bombs, but with signatures. The occupying forces installed the Rokuhara Shogunate as a convenient puppet government, a regime that had already betrayed its homeland during the war to curry favor with the victors. Now, under the League’s silent approval, Rokuhara rules unchecked—draping itself in the banners of samurai honor and tradition while crushing the people under a heel lacquered in ritual and tyranny.
Amid this uneasy stalemate between foreign occupiers and domestic traitors, rumors begin to spread—whispers of a third player entering the board. A silver demon, descending from the skies. Ginseigo, the Silver Star: an armored god of war wrapped in myth and slaughter, cutting down civilians and soldiers alike with no allegiance and no pattern. Wherever she appears, reason disintegrates, and so do the minds of those nearby. Her power awakens something primal—rage, madness, violence—ripping open the darkest instincts buried in all of humanity.
And into this apocalyptic theatre steps a so-called savior: a man clad in the titular crimson mecha armor called "Muramasa" as he hunts the Silver Star across the land for reasons of his own. His name is Kageaki Minato—a soft-spoken cop on extended leave, wandering the backstreets of Yamato like some quiet protector. Normally, this is where the story shifts gears. The hero takes up his blade, gathers his allies across a broken land, and fights to reclaim his nation from tyranny. There’s even a young, bright-eyed idealist—Yuhi Nitta—who fits the mold: stubborn, passionate, full of dreams about gung-ho justice and standing up to the system, the kind of kid who’d headline a hundred shounen anime as the beacon of hope.
But this is
Muramasa. This is
not a world of heroes.
For you see, Kageaki’s mobile suit isn’t your typical Gundam. It isn’t a sleek symbol of justice, nor a machine to turn the tide of war. It’s a cursed relic—
Muramasa, both the name of the armor and a heavy echo from Japanese history. For those familiar, the name carries blood. Sengo Muramasa was a 16th-century swordsmith whose blades were infamous not for their craftsmanship alone, but for their bloodlust. Feared as cursed, his swords were said to drive their wielders to madness, pushing them to kill friend and foe alike. So much so that the Tokugawa Shogunate banned them outright, believing them to be tools of chaos—
blades that demanded blood.
That’s the legacy Kageaki straps to his body, for this Muramasa is no different. With every evil he cuts down, the armor exacts a toll: an innocent must also die. This is the Law of Balance—a doctrine etched into its crimson steel, binding Kageaki to a path where morality is nothing more than arithmetic in red. And that, dear reader, is where the true, blood-slicked brilliance of
Muramasa shines—especially when stacked against other visual novels, anime, or the moral comfort food that is most Western media. Here, there’s no clean divide between hero and villain. No shining line separating Artoria Pendragon from someone like Gilgamesh. Even so-called “antiheroes” like The Punisher feel like tame Twitter debates by comparison—a moody man with a gun and a sob story, politely murdering people the audience already agrees are bad.
Narahara, however, draws a hard line, and it’s carved into flesh:
there is no justification for murder. No matter how noble your reasons or righteous your rage, killing is killing. The moment you raise the blade, you are guilty, for every villain believes in their own cause. Every so-called monster has someone who loves them. To kill them is to sever that bond, and to keep killing is to keep the cycle spinning. As Kageaki learns,
“To slay a man is to destroy one good and one evil. The balance must be paid.” And as his mother once warned him:
every villain is someone’s child, someone’s parent, someone’s lover. Kill them, and all you create is the next avenger.
And that ideology bleeds through every second of Kageaki’s arc, crystallized in his iconic summoning incantation as he dons the cursed armor of Muramasa, delivered not as bravado, but as resignation:
“Where there are demons, I slay them.
Where there are saints, I slay them.
Mine is the way of the sword.”
It’s not a declaration of power. It’s a eulogy for morality.
That said,
Muramasa doesn’t just leave Kageaki to shoulder the curse of moral calculus alone—it surrounds him with a kaleidoscope of perspectives on justice, each warped by background, trauma, and belief. The cast isn’t just “colorful”—they’re ideological fault lines in motion. Villains speak with conviction. Allies clash more over philosophy than tactics. Everyone, from warlords to street kids, has a reason for swinging the sword. And through them,
Muramasa lays bare the terrifying truth: ideals are only as pure as the hands that wield them—and blood stains everything the same shade.
No one embodies this better than Ayane Ichijou, the self-declared champion of justice. On paper, she’s everything the genre worships: a fiery high school girl with fists of fury, a heart full of conviction, and an obsession with protecting the innocent. She charges into danger with unshakable certainty, swinging the banner of justice like it’s a birthright. But
Muramasa doesn’t reward certainty—it interrogates it. The so-called “Hero Route” is not a path to glory, but a philosophical crucible, pitting Ichijou’s black-and-white worldview against Kageaki’s blood-soaked moral ambiguity. She wants to save the world. He knows what it costs.
Together, their route becomes a duel of convictions—two swords drawn in the dark, neither side fully understanding the weight of what they’re carrying. If Kageaki is what happens when guilt corrodes the soul, Ichijou is what happens when ideals run unchecked. Her journey isn’t about triumph. It’s about confronting what’s left when righteousness loses its halo.
If Ichijou is justice blinded by conviction, then Captain Kanae Otori is justice abandoned—cold, clinical, and reduced to revenge masquerading as duty. Where Ichijou sees the world in black and white, Kanae stares into the grey until it smiles back. She doesn’t believe in heroes. She doesn’t fight for righteousness. She’s in this for retribution—and she’s terrifyingly honest about it.
A noblewoman turned GHQ officer, Kanae slinks through the story with a coy smile, a hidden arsenal, and a personal vendetta simmering just below the surface. Where Ichijou clings to the hope that her ideals can purify the world, Kanae is past hope—she’s here to punish it. Her route,
Nemesis, isn’t about justice. It’s about aftermaths. Regret. Emotional wreckage. It’s a love story built on mutual damnation, where absolution isn’t offered—it’s demanded at gunpoint.
Together, Ichijou and Kanae form the visual novel’s most potent moral dialectic: the innocent fury of belief versus the cold logic of revenge. Neither wins. Neither saves anyone. But
Muramasa never cared about saving. It’s about showing how far we fall when we try.
And that’s just a sample, barely scratching the surface of the character arcs.
We haven’t even touched on Hikaru, Kageaki’s sister, whose presence lingers like a ghost, haunting the protagonist like a living curse. Or his father, Akitaka Kikuchi, a solemn guardian watching his son with restraint and unsaid regret. Then there’s Chachamaru Ashikaga, the third heroine and the wildest of the three—an unpredictable force of chaos wrapped in puppylike glee and blood-soaked authority, wielding her power in the "Conqueror Route" with a child's laughter and a tyrant’s hand.
Even Muramasa—the armor, the curse, the name that looms over everything—has a soul of her own. She’s not just a weapon. She’s a character with a past, a guilt all her own, and a role to play in the cyclical nightmare of revenge that fuels the entire world. She doesn’t get a redemption arc; she gets a burden, and a direction: forward, always forward, into Ginseigo’s path, into her own damnation.
Of course, even a work as exacting as
Muramasa doesn’t walk away unscathed. Its inclusion of sexually explicit content—particularly scenes of assault—remains its most divisive element. Not because they’re constant (they’re not, barely 5% of the entire work with its three scenes), but because
some are framed in a way that feels uncomfortably close to hentai. CG art that should evoke horror is instead staged with angles and composition that look pulled straight from an erotic playbook, clashing hard against the narrative's intended gravity.
At its best,
Muramasa uses this brutality to underline the collapse of humanity, forcing the reader into an unflinching confrontation with the dehumanization and power. At its worst, it risks undermining that message by presenting its ugliest moments with the same visual language used to titillate. That remains the masterpiece's most glaring Achilles' heel, but when it's such a small portion of the game that's also wrapped around by such an impressive storm of writing, philosophy, and raw emotional force, it becomes less a fatal wound and more of a scar—ugly, visible, and unforgettable, like everything else
Muramasa chooses not to look away from.
Finally, readers be warned: this is a
long visual novel—70 hours, give or take. Some of that’s due to the dense political conversations and samurai duels that unfold like slow-burning chess matches. But most of it comes from the sheer scope of its ambition.
Muramasa isn’t content to tell one story; it tells three, each with its own thematic spine, ideological warfare, and moral fallout. It’s a little shorter than
Fate/stay night, maybe, but it
feels just as heavy. The language is elevated, the ideas don’t hold your hand, and the weight stays with you.
Thankfully, the official release includes an appendix to help decode the jargon—and you’ll need it. But don’t go looking for this on Steam; it is instead available on the JAST website. Despite being one of the most philosophically rich titles in the genre,
Muramasa is nowhere to be found on the biggest storefront in gaming. Too controversial, perhaps. Or maybe just too
unmarketable. After all, it’s a visual novel—something Steam’s gatekeepers and much of its user base still scoff at.
“Not real games,” they mutter, dismissing a literary medium just because it doesn’t beg for clicks and twitchy mouse reflexes. But that’s the irony, isn’t it? A story about the emptiness of heroism and the cost of moral convenience, banned for refusing to be convenient.
Final Thoughts
Full Metal Daemon: Muramasa isn’t just a narrative experience—it’s a weaponized rejection of modern storytelling comfort. It throws out the rulebook and carves its own path with a blade forged from feudal aesthetics, vertical kanji-lined text, and cockpit samurai duels rendered in dynamic 3D. Every battle plays out like a chess match with steel—slow, precise, lethal—where the first to strike often loses. And beneath the clashing metal and elevated prose lies a thematic assault on boyhood heroism itself. This isn’t a power fantasy. It’s a surgical evisceration of it. Muramasa doesn’t ask if war is justified—it sneers at the question. There are no justified killings, no righteous blades, only cycles, only blood, and only the deafening silence that follows once you realize that the sword you cheered for… has no side but death.