Developer: Muro Studios
Publisher: Iceburg Interactive
Genre: Indie game, Platform game, Fighting game, Adventure, Metroidvania
Platforms: PC
Where to buy: Here!
Price: $14.99
Metroidvania is a genre that is super common in today’s market. However, we get a good handful of creative, fun games out of the mix, which I ether adore, or dislike. Without a complete bias to the genre, it is one of my personal favorites of recent. So I can get a strong feel of what is bad or what is good from them. With recent ones like Hollow Knight to set a tone for the new generation of strong candidates. How does Doomblade swing itself around in this world you may ask. It swiftly comes in, and does some cool ideas. Requiring precision, and simple navigation in a fairly large over world to explore. Bosses to smack around to. However this movement comes at a cost, at least with my end for controller use. At times activating objects became a hassle, when I was not namely trying to as I make jumps across small chasms. With objects like a notice board preventing me to move, as if the slightly hair of pressing up as you move around with the analog stick triggers this to activate over, and over. Aside from that, being able to toggle enemies by pressing RT(Right Trigger) on my gamepad I was able to progress fairly well. Along with smash-able pots, and power ups to allow you to shift around. Keyboard and mouse also felt good with the game, with no sense of jank(ok, maybe a tiny bit more on that in a moment). As most precision platformers, I never think of using a keyboard normally. As for me and Jumping usually means a gamepad. Or if a older PC game I usually used a Joystick. As PC users clinch their fists in rage at that remark, I remind them to, home computers originally, and even til now offer controllers/joysticks that were/are meant for gaming. Aside from FPS game, that is always more subjective with preference, much like the controller argument.
Doomblade looks absolutely beautiful. To the intro of your Gloomling to the wonderfully hand drawn ruins around you, down to the shroomy’ abandon mineshafts, all exploding with personality. The soundtrack to is fantastic. With suttle tones of intensity, and even sorrow. Brooding down to the minor detail to the level spans. dozens of enemies within the game to feel perfect to their areas as you push through. Traps, to feeling well slipped, and sometimes cleverly unnoticeable. Combining to the games theme and background. Of course with the games speed, the game’s framerate is steady and smooth.
In Closing:
Doomblade maybe what we seen from a few games, however, those happen to be the really good ones. It offers speed, fun, and plenty of quirky story telling. Whether through its environments, or through NPCs throughout the game. Upgrades felt powerful, and soothed my early on woes for navigating. Building you into a Gloomy bad ass! Well priced, and plenty of fun, specially for Speed-runner fanatics out there. Who also like a decent backtrack here and there. Grab it!