Alex writes: "There’s a strong visual identity to Katana Kata on Xbox and a clear idea here of using weaponry to create varied combat situations. Unfortunately, inconsistent fighting mechanics and a lack of player control really hurt the overall grind, as its moment-to-moment gameplay is more aggravating than awesome."
Dave writes: "Katana Kata, what a wonderful phrase. It means “a way or form of memorising and improving combat moves”, in this case with the Katana blade. It helps to display where Katana Kata’s interests are: this is a game that wants you to fail, and fail again, until its swordplay becomes so fluid and natural that it forms muscle memory. "
I like the idea of a 2D Metroidvania with this kind of measured combat.