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Sword of Asumi

PC (Microsoft Windows), iOS • 2015

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Quick resume

Take on the role of Asumi, a new warrior for the people of Edo. As Asumi you must root out a rebel from within a prestigious samurai academy. Now the assassin must walk in the light for all to see.

Global score

72/100

Genres

Adventure, Indie, Role-playing (RPG)

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    Pros

    • Multiple endings and replay value
    • Interesting story and characters
    • Good soundtrack and music
    • Meaningful player choices
    • Romance options including lgbtq+

    Cons

    • Short game length
    • Some spelling and grammar issues
    • Limited character development
    • Inconsistent art quality
    • Lack of voice acting

    Motivations

    • Autonomy

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    • Competence

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      "The game involves uncovering information and making strategic decisions, requiring some skill and thought, though gameplay is mostly reading and choice selection."

      Capsule for Fatal Twelve Fatal Twelve

      "Includes quizzes and some skill-based choices, but gameplay is mostly reading and selecting options."

    • Competition

      Game with the same Competition vibe

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      "Focus is on personal progression, intimacy building, and story; no evidence of ranked or direct player-vs-player competition."

      Capsule for Seed of the Dead: Sweet Home Seed of the Dead: Sweet Home

      "Focus is on personal story progression and romance, with no evidence of player-vs-player or ranking."

    • Continuation

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      "Multiple endings and replayability encourage repeated playthroughs despite short length."

      Capsule for Family Man Family Man

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    • Cooperation

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      Capsule for Summer Pockets Summer Pockets

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    • Creativity

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      3

      "Customization options for characters, including outfits and colors, and creative combo building allow for player expression and experimentation."

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      "Players customize choices, romance paths, and some character appearance (via DLC), enabling creative expression."

    • Domination

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      "No evidence of exerting control over other players; interactions are mostly narrative-driven."

      Capsule for Half-Life 2 Half-Life 2

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    • Escapism

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      "Players immerse in a fantasy world with extensive exploration and story, providing distraction from real life."

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      "Players immerse in an alternate reality with fantasy elements, romance, and detective story for distraction."

    • Expectation

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      "Players engage voluntarily for entertainment and story experience without obligation or external pressure."

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    • Experimenting

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      "Multiple choices and endings encourage trying new options and exploring different outcomes."

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    • Exploration

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      2

      "Some exploration of story branches and character routes, though environments are limited."

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    • Expression

      Game with the same Expression vibe

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      "Character customization and cosmetic DLCs allow for personal expression."

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    • Fantasy

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      "Set in a stylized feudal Japan with samurai, demons, and mythical elements; imaginative fiction strongly present."

      Capsule for Shigatari Shigatari

      "Set in an alternate-history Japan with samurai assassins and secret missions, strong fantasy elements."

    • Fellowship

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      "Some community interaction in multiplayer, but mostly individual play and limited social connection."

      Capsule for Warhammer® 40,000: Dawn of War® – Winter Assault Warhammer® 40,000: Dawn of War® – Winter Assault

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    • Growth

      Game with the same Growth vibe

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      "Players learn story details, puzzle solutions, and game mechanics through play, but limited skill development."

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    • Health

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      "Sedentary gameplay typical of visual novels with no physical activity."

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    • Idle

      Game with the same Idle vibe

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      "Requires focused reading and decision-making; not designed for background or idle play."

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      "Requires focused reading and decision making; not designed for background or idle play."

    • Intimacy

      Game with the same Intimacy vibe

      3

      "Includes romance options and meaningful character interactions fostering emotional connection."

      Capsule for Lake Lake

      "Romance options and character relationships provide emotional connection opportunities."

    • Leadership

      Game with the same Leadership vibe

      -4

      "No leadership or group management elements; player follows narrative without directing others."

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    • Progression

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      "Progression through story milestones, achievements, and unlocking endings."

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      "Progression through story, unlocking endings, achievements, and character relationships."

    • Relaxation

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      3

      "Generally a calm, reflective experience with moments of tension balanced by soothing music and atmosphere."

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    • Sensation

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      2

      "Enjoyable visual and auditory elements with anime art and music; not overly intense sensory stimulation."

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    • Status

      Game with the same Status vibe

      -4

      "No social status or recognition systems; achievements are personal."

      Capsule for Maneater Maneater

      "No social status or recognition systems; achievements are personal."

    • Story

      Game with the same Story vibe

      4

      "Strong narrative focus with multiple endings and character-driven plot."

      Capsule for Twin Mirror Twin Mirror

      "Strong narrative focus with multiple endings and character-driven plot."

    • Strategy

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      "Some planning in choices and quizzes, but mostly straightforward decision making."

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    • Thrill

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      2

      "Some suspense and mystery elements but overall low risk and tension."

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    • Value

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      3

      "Generally regarded as good value for price, especially on sale, with replayability from multiple endings."

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    • Violence

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      3

      "Includes thematic violence such as executions and beheadings as part of the story."

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    • Survival

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    Analysis

    A very typical example of its motivational profile. Motivations that often define this kind of title include Intimacy, Survival, Violence, Competition. Here, the score leans higher than usual among comparable games on Violence, Survival, Thrill.

    How to use the graph
    Similar games map

    Each dot is a game. They are arranged from the same motivation profile as in the “Motivations” section below. Closer dots usually mean more similar reasons to play (exploration, competition, relaxation, etc.)—not that one game is “better” than another.

    • Larger dot with a light outline: the game you are viewing.
    • Colour: groups of games with comparable motivation patterns (statistical clusters).
    • Hover a dot to see the game name; click to open its page.
    • Scroll or double-click the chart to zoom out and see more games.

    Why don’t the axes read like a score? This view uses t-SNE: it only keeps who is close to whom. The scales are not “good to bad” or hours played—they separate groups on the map. Read distance between dots, not the axis numbers.

    Last update: 30/04/2026