Yasha: The Legend of the Devil Blade Review
Blog Andrew Joseph 14 May , 2025 0

When it comes to some type of action Roguelike, repetition is part of the process. It's not a bad thing in nature, but rather Yasha: The legend of the Devil Blade commits the basic sin of not strengthening the byproduct of the liar doing the same thing over and over for a compelling Yuanyuan speech or hiding it under an interesting character, which is an interesting story you can't wait to hear. Instead, it has several attempts to drama and humor that have been hit more than it has been hit, and its decent combat and fun weapons are put down by a weaker monster and a room with weaker level design.
The “Legend” part of the title is literally, and Yasha’s story is told and told in three campaigns with different playable protagonists. Each story mixes characters from certain key characters almost like a theater troupe that performs multiple shows with the same actors. For example, the elders inherit from the village elder to the adoptive father, and in these three stories, they turn to the kind king. But this idea is perhaps the most interesting thing about these stories. Otherwise, they fill the edge with some shabby metaphor, such as those who were shrouded in mystery or good soldiers in the past, just hoping to hold on to the honor of their patrons when certain annihilations. The problem is not just that they are not super original – reused structures can still make novels entertained. It's all three filled with as much (or more) mediocre writing as any compelling conversation. The bad attempts of self-reflection and humor quickly declare their welcome, the stories are welcomed in three attempts and meaningful stories.
Yasha's structure doesn't convey the story well, either. It tries Haves– A method of having conversations between boss fights at the end of three phases of each dungeon run, but neither memorable moments are created between the chosen characters and their enemies, nor good, or even coherent reasons to move forward. Finishing the run will change this chapter, everything will be done again, with almost no structural changes. Between two trips through gloves, it is said that in the village of the people who are struggling to protect, talk to a large number of town residents, rather than a funny person. Neither the essence of rinsing nor repetition is in the story already in the middle.
For his own reasons, each hero stands out in his journey to pursue that mean fox demon, who has been spreading his dark influence and causing chaos throughout the land. These journeys led them to cut down and shoot their own way at the same three locations: a crab-infested beach, a forest full of demons and rage wildlife, and a cold castle stuffed with enemy soldiers, all collected along the way. With the stage layout, the diversity of enemies and spawning patterns are the same on every journey through the dungeon, so they are largely static and predictable. The monster may be stronger when it reaches the next chapter, and the room is different in shape, but that's all.
The areas are beautiful, but not very dynamic, only the last castle area has destructive wall and floor traps that can hinder your progress beyond the monster itself. This does help you get some muscle memory and learn the best way to challenge from running to running, but most battles feel trivial in standard difficulty. I was only challenged by the last few bosses, whose health pool is so big that you can’t kill them so aggressively that they don’t even have a chance to hurt you.
Although Yasha is very easy, it can still be fun due to the lively combat and each of the three playable character controls. Each fighter combines lightweight attacks to conquer enemies while using dash and parries (successful parries can be turned into a big damage counterattack) to keep alive. Shigure's sword swing balances the aggressiveness and defense strategies that rely on these counters, which is completely different from Sara's all-mid double-waving style, which is from the overwhelming enemy of a naturally authorized dash attack or Taketora's patient patient foe, which creates long distances while making the Representative powerful while also giving themselves a powerful choice. Everything is basic, but crispy and crisp. Like a good, onion-flavored potato chips.
There are about seven options for each character's weapon selection, and you can make any two options on your trip through the dungeon. They are very different from each other, and whenever you use certain types of attacks, they burn with swords or get stronger… But across characters, you will start to notice that they don’t deviate too much – for example, all three fighters have versions of that fire, or those weapons that become stronger. And, when most enemies are so simple that they don't need too many strategies to defeat, there isn't much encouragement to try more interesting weapons, such as an interesting bow and arrow that can mark the enemy and bring every subsequent shot home.
The only real randomness in Yasha is in the various soul ball powders that grant weapons indoors for each enemy, which grant and alter their abilities, as well as amulets that can increase statistics you can buy from the store owner. The former is where almost all my brain power is spent, trying to guess that new abilities may work with the abilities I already have, or whether it is good enough to give up my original plan altogether. I spent most of my runs on all three fighters, focusing on one particular building, just to defeat the last boss’s frustrating power rise, as many of the features are similar between many of the weapons in each character’s weapons. As the saying goes: If it is broken, don't fix it.
After each run, win or lose, you can spend some passive abilities in combat to enhance your damage and health, or give you bonuses when certain conditions are met, such as rewarding attack damage, and less than half of HP. Whether you choose to invest in these talents or use these resources to upgrade your favorite weapons, the next time I fall down a rabbit hole, I always feel very strong. No one really changed the way I performed, but they made everything I planned to do better than last time.
When you complete the character's story, you will gain the ability to add modifiers in future runs that seem to make it more difficult. This does add more impetus to any given run earlier and gives you access to special items that allow you to upgrade your weapons further, but after typing the main campaign into buttons, I quickly pushed myself to the limits of the game. In about 21 hours of three characters, I saw the same area and enemies many times, and I just didn't want to travel more through the Demon Gate.