Unlike easter-eggs or features one has to discover outside the game in some way like cheat codes or devices, there is a cool trend toward hiding things 'in plain view' in games. Take for instance the language discovery through 'primers' in
Final Fantasy X where you gradually learned (through some effort) how to read the Albed language. Well, starting as a new samurai in
Way of the Samurai you have some basic attack skills. As you experiment, you will periodically learn new skills. You'll be informed that you 'created' a new move, and it will be added to the list of possible moves for that sword. And when I say 'that sword' I really mean it. Over 40 swords can be found during the game, and each of them has a completely unique set of possible moves. If this sounds overwhelming, it isn't. You really just find a sword in the hand of an opponent, strike him or her down and take the sword. From there, you can customize the sword by fighting with it, and further customize it by taking it to the local blacksmith who will offer to strengthen it or improve certain qualities.
The game engine, for what it may lack in developing the finer details of graphical niceties, is killer during combat. The amount of detail that goes into controlling your character during combat extends to a push-pull motion you can use during a lock-up of swords. Learn your enemy's style. Is she aggressively attacking all the time? Pull back during a skirmish and watch her overextend, setting you up nicely for a killing blow. Or, are you fighting a weaker enemy? Give a push and watch him stumble back, again setting you up nicely. It's possible to stumble over bodies in combat, throw objects, climb and use the environment strategically. The elements of a winning third person fighting game are all here in spades, but the non-linear development of the plot and also the character's sword technique is a brilliant addition to the genre.
Saving is a little obscure, and since this really is a one-sitting experience by and large, you'll find no manual save points and only a few automatic saves. So, one of the more confusing pieces of the game is making sure you can take a sword with you on future occasions. The blacksmith has something to do with it, but it's way too subtle. A real fault in documentation and maybe in the design, but a dark corner in an otherwise brilliant game. Anyone who likes the idea of a samurai game but hasn't found the balance of action and story quite to their liking in previous offerings will probably fine Way of the Samurai very much to their liking. It's one great game.