Like most genres, the always popular concept of Metroidvania has solid columns that become familiar. Things we expect and things we want. Because in many ways what we like is: to achieve things that define a genre itself, but that can then surprise us and entertain us with everything, from visual to the atmosphere. These two factors are what blade chimera can best. The graphics of the pixels, very simple, are pleasant, nostalgic and mix them with a cyberpunk aesthetics so that they fit very well. With the exception of some bored, pleasant halls, the environments are also very well adapt to the portable mode of the Nintendo Switch. It is an easy adventure in which you always have a good idea of what happens on the screen.
The story itself is simple: they play as ShinThis is a demon hunter who causes her to massage demons in different ways. The main mechanical component of the game is luxA demon that binds to them and which they carry in the form of a sword. You can not only use Lux as a weapon, but to defend, create projections or to repair objects, walls and bridges that enable you to get ahead. However, repair mechanics seems to be a bit superfluous, since a bridge, wall or other object, to reach a larger height than a symbol appears, in which this is possible. A button pulsation later and is created again. So it is not very subtle and the objects are so standard and marked on the screen. You could say that they are puzzles in their simplest form. The use of the sword in several different contexts gives an adventure a little variety that is otherwise quite monotonous, although it is carried out very easily. It seems more of an additional pulsation of a button than a real obstacle, but it adds at least a little variety.
The action of the game is very similar. The enemies give stomp from one side to the other or make small jumps or shoot different types of projectiles. Some leads are swallowed before exploitation, and this is offered to us together with some greatest bosses. In general, enemies are quite boring in terms of design and behavior and rather an obstacle than a challenge. You can simply shoot them until you die or use the sword to create a barrier through which you enter and be destroyed quickly. It is possible to regain the sword and then damage his way while he flies back to Shin. As for the bosses, the challenge and the delicacy are a little better and are also quite daring in their appearance and at least require a tactic to defeat them. With all the actions it offers, I would have expected a little more speed, emotion and challenge.
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There are other things, such as a very small skill tree, which of course rises when they kill enemies. You can also buy new weapons and elixire to relax, as well as the magical points it costs for the use of the sword. The actual progress and the possibility of overcoming certain obstacles are classically blocked according to a boss or reach a certain point of the card. It may be to maintain a passport or learn a ability to achieve a new area. In general, however, it is very linear with a clear way. There is also not much more to explore or discover, which makes the entire journey through the environments very monotonous.
Blade Chimera really doesn't do anything new. The map seems and feels familiar in its design, with blocked passages that you can only arrive later. Gives the feeling of having no content and being very classic. Most of it is liberated, but also not bored with regard to its gameplay. But there is the feeling that something unique is missing. The story practically does not exist, except for some dialogue paintings, and it is mainly the action and platform of the adventure that occupies the driver's seat. It's a shame that this part no longer offers a little more delicacy because it becomes something very similar: it crosses the rooms, jumps a little, shoots a little and then slowly moves into the next room. Despite the environmental change, it is repeated pretty quickly.
The presentation with pixels like natural, but unfortunately the music of the game is not very unforgettable, which affects a small impression. However, I like the response capacity of Shin's animations that cannot be reacted to with the ability at all. They don't react as well in the platform spruns as I would have liked, and the goal tends to fit a bit strange, especially if you have to face flying enemies. There is nothing here that really requires an incredibly adapted game control, but it is a bit frustrating to fail a jump, because control is a bit lazy or seemed because it blocks the goal in the wrong direction.
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In many ways, it looks like a simpler indie game that is not bad or boring at all. It is a bit too simple without surprising or offering something that seems directly exciting. It has an affordable price, so that the convinced fans of the genre can undoubtedly get a few hours of completely good entertainment.



