Muramasa Revenant Blades Is a Handheld Metroidvania Dream
The best moment in Nintendo Everything’s 90-minute Muramasa: Revenant Blades preview isn’t a boss kill — it’s the part where the writer takes a wrong turn, wanders to the far end of the overworld, gets repeatedly flattened by over-levelled enemies, and then runs out of demo time trying to walk it back. That’s a handheld problem before it’s anything else. Metroidvanias live and die on how gracefully they handle the session you didn’t plan for, and the Switch 2, Switch, and PC release penciled in for February looks like exactly that kind of game: a 2D Devil May Cry with a map, a combo counter, and a blade-swap button you’re supposed to hammer mid-combo.
For anyone who skipped the Wii original in 2009 or the Vita’s Muramasa Rebirth in 2013, the pitch is simple. The original’s hand-painted art is intact, six playable characters are planned (two in the demo), dozens of craftable blades each carry unique attributes — and they break, so hoarding one is a mistake — and the whole Genroku Legends DLC is bundled in alongside updated localization and brand-new English voice work. The build that got demoed ran on PC. Nobody has said a word about what either Switch version targets.
4K on PC Proves Nothing — It’s the Switch 1 Build That Decides This
The demo ran at 4K on PC, which is the least useful data point in the entire preview. Muramasa is a sprite game: hand-painted backgrounds, layered parallax, big readable character art. That workload scales with resolution and memory bandwidth, not with the shader throughput a 3D open world devours. The original shipped at 480p on Wii and 960x544 on Vita. There is no technical reason a 2D hack-‘n’-slash from 2009 shouldn’t hold a locked 60 on Switch 1 at 1080p docked and 720p handheld — and if it can’t, that’s an engineering decision, not a hardware ceiling. Castlevania: Belmont’s Curse is the cautionary example: a 2D action game that landed at 30fps on Switch while hitting 60 everywhere else.
No performance targets have been published for either Switch build, so treat the Switch 2 version as unconfirmed until someone actually measures it. What I’d want verified first isn’t resolution — it’s frame pacing and input latency. The preview makes clear this is a game about swapping blades mid-combo, cancelling into dodge rolls, and dash-slashing across the screen before a cooldown bites. That’s a genre where a wobbling frame rate hurts far more than a soft-looking background, and it’s the number that will decide which version you should buy.
The Wrong Turn at Albuquerque Problem: Metroidvanias on a 20-Minute Train Ride
Here’s the design detail portable players should care about most: in the demo, there was no traditional life system. When Momohime hit zero health, the build dropped her back to the area before the fight. If that carries into the retail release, Muramasa becomes a genuinely commuter-safe Metroidvania — you can throw yourself at a multi-health-bar ogre-monk boss four times on a train ride and lose nothing but a minute of progress. Don’t assume it does; demos routinely sand off failure states. But it’s the right instinct for a game this sprawling, and it’s the opposite of the punitive checkpoint design that makes so many Metroidvanias miserable to play in 25-minute slices.
The preview also flags how hard the map carries its weight: labelled zones, a current-position marker, and a minimap that stays out of the way on a 6.2-inch Switch 1 panel. That’s the unglamorous stuff that determines whether a Metroidvania actually works handheld, and it matters more, not less, on a small screen where a wrong turn costs you a whole session. The boss itself — multiple phases, repeated deaths, a dodge-roll tutorial learned the hard way — is exactly where suspend-resume stops being a spec-sheet line. Sleep mid-fight on Switch, resume two seconds later on the bus, and a 40-minute boss becomes a commute rather than a commitment.
Muramasa Is Already a Retro Handheld Staple — Just Not Legally
Until February, the only ways to play Muramasa are a Wii disc or a Vita cart, and neither platform is getting new hardware. The good news for the emulation crowd is that the Wii build sits near the light end of Dolphin’s Android workload — big 2D sprites, modest texture demand, no complex shaders — which is why a Snapdragon-class Android handheld like the Retroid Pocket 5 has been the cheapest route into this game for years. Vita3K is the messier option: compatibility across that emulator remains patchy, so don’t buy hardware assuming Muramasa Rebirth will boot cleanly and stay stable — if you’re shopping for the hardware itself, our roundup of the best emulation handhelds is a safer starting point.
That’s the real argument for the remaster on portable hardware: it stops being a project. A native Switch 1 or Switch 2 build means no per-game tinkering, no hand-rolled save states, no resolution hacks — a supported version with the Genroku Legends content already in the box and English voice acting that didn’t exist in 2009. If the Switch 1 build holds 60, buy it there; a Metroidvania this prone to 90-minute detours wants instant resume more than it wants pixels. If it ships at 30, hold out for the Switch 2 version or a Steam Deck report before you commit. Either way, February is when Muramasa finally becomes a portable game you can just play.