Samurai of Hyuga Book 3
By Devon Connell / @MultipleChoice








☆ (9/10)
Going into Samurai of Hyuga Book 3, I was cautiously optimistic. I’ve enjoyed the series overall, but the previous entry left me with a handful of lingering frustrations: pacing hiccups, mechanical opacity, and the sense that the story hadn’t quite reached its full potential yet. Book 3 feels like the moment where everything finally clicks. Connell has a little bit of everything here: a focused narrative, steamy romance scenes, strong emotional stakes, and leans fully into the series’ darker, more introspective side, delivering what is easily the strongest and most confident installment so far. It feels far more confident in what it wants to say about violence, guilt, and whether someone like your ronin even deserves redemption. “Jesus Christ” is all I can say after finishing Samurai of Hyuga Book 3. All my problems with the previous book has been washed away (mostly!).
Pros:
Emotional rollercoaster. I thought this series was going to be a fun romp in the countryside, where I bed pretty maidens and kill bad dudes. But oops, am I the bad guy? Kind of, yes. Your ronin goes through a mini-arc, which sets them up for an ever bigger one. I have to keep it vague, but you see a different side of your ronin. You see their tenderness and care for a certain group of students, and this plotline has such great pay-off. Because who could ever believe a dirty, lowborn, murderous ronin could have love in their heart? Which of course made (MAJOR spoilers) my two students’ deaths hurt even more LMAO). RIP to my ronin, but I believe in #charactergrowth through trauma.
New detective mechanic! Not only is your ronin a shogi player of … questionable skill, now you are also a detective! Of again, questionable skill. There are two different options given to you when opening the game: an “input text” option or a “choice” option. I was surprised at how fun the “input text” option was! For example, you will be (light early spoilers) investigating a dead body. You must type in five key clues to investigate, like “body” or “blood.” This was simple enough, with a wide variety of answers being accepted. You can also ask your companion for help. I appreciated how all the information was given to you on the same page, so you could go back and reread for context clues. I had a blast with this investigative gameplay, as it’s unique and not too difficult. My only critique is that it’s a pretty sudden change for the ronin, who can’t read and is … rather stupid ngl. To some, this gameplay mechanic could come out of left field. There’s no hints of this in Book 1 or 2.
Romance. I find it interesting how Connell does romance. Usually, IF (generally) has a lot of romance, and each book balances all ROs. So, for example, if you go into town, you can choose Option A, B, or C. But Connell does the opposite. Instead, each book is dedicated to one RO, it seems like. Book 1 was set-up, Book 2 was Momoko, and Book 3 is Toshie and/or Kohaku. It’s tough for people who have their heart set on one character, but I really love this design choice. Each character gets their own screen time, and it makes the ronin seem more like a character in a novel, instead of a blank slate. It’s not for everyone, though! I, however, will happily flirt with every available woman. Oops.
Action scenes. No one does action or fighting scenes like Connell. I don’t know how to describe his prose because I honestly don’t read a lot of action books, but … look at some of Ghost of Tsushima’s gameplay. How a samuri slowly flicks his katana handle up, waits, stares, then waits some more. Then a quick slash. And the enemy falls to their knees, gargling on his own blood. Connell has that vibe, that samurai vibe. I literally felt like a samurai. Connell lingers on posture, timing, and intent, then delivers violence in clean, sudden strokes. It’s beautiful, in a super gory way.
Better story structure and pacing. THANK GOD the structure has improved from Book 2. The narrative picks up right where it left, and all my lingering questions and frustrations were answered. I’m so glad Hatch and the ronin made up, and the second demon was handled elegantly. Your ronin is back on the move, actually doing things. You have a new goal and new conflict. The ending is a light cliffhanger, more open-ended than abrupt like last book’s. There’s also more groundwork laid for the books ahead. Honestly, I wouldn’t have minded Book 2’s linearity if it was meshed together with Book 3 instead of being a separate entry.
New romance? Ayo, is there a new RO I spot in the wild? RIP to Momoko, Junko, and Toshie, now Kohaku is my new best friend.
Mixed:
Amnesia plotline. I have a love/hate relationship with this trope. To give Connell credit, he pulls off the plotline pretty well. The angst is clear and impactful, as your ronin forgets their bad memories, like their sword and Jun/ko, However, it did bug me that the ronin kept asking their companions for the truth, and everyone avoids answering of
plot and angst.
Thankfully, the issue clears up by the end of the book, but … out of the frying pan into the fire, so to speak.
Cons:
Opaque stats. This is probably my biggest con. The past two games had this issue as well, where your attunement is based on your choices. Problem is, it’s been three books and (1) I still don’t know what attunement is and (b) generally, what choices raise or lower attunement. To me, a lot of the choices feel like flavor text, like replying in a conversation. I was a bit surprised when I failed some dialogue checks, and that attunement was tied to them. In general, I don’t mind stat-heavy books, but there are a lot of major scenes that depend on your traits and attunement. One scene that bugged me was a duel. You have four choices: move left, right, forward, and back. All had a trait associated with them. That, to me, felt less like strategy and more like guesswork. No spoilers, but there’s 5 tests you can pass at the climax at the game. I passed one and couldn’t figure out why/how.
Would like a glossary. Minor nitpick, but there’s a lot of Japanese words—which I appreciated, as it gives the text culture! However, there’s quite a lot of specific diction after three books regarding swordsmanship, food, regions, titles, etc. A glossary and character sheet would be nice.
We are not the “toughest ronin around.” Respectfully, the ronin spends more time getting their ass kicked then doing the ass kicking. And I fear it’ll get worse! Obviously, a major part of the Hero’s Journey is their low point, but man. This low point is going to be a long time, I feel like.
Where’s my shogi and haikus? 