This sword-swinging Metroidvania recalls Hollow Knight in the best way - Doomblade Quick Review

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PLAY IT OR SKIP IT?
Play it! Doomblade is a challenging but charming Metroidvania that gives off Hollow Knight vibes but manages to have a unique identity all its own. Stepping into the shoes of a tiny, tentacled creature known as Gloom Girl, I picked up an evil, sentient sword and set out on an intense adventure to take out the Dread Lords, otherworldly baddies who’ve wiped out the Gloomfolk and created a dystopian world. That adventure challenged my skills as much as anything I’ve played this year, but it was well worth fighting through to explore this wild, interesting world.
TIME PLAYED
As of writing, I’m seven hours deep into Doomblade, and my saved game says that I’m just over fifty percent complete. Presumably that completion percentage includes all the optional collectibles and such; in terms of progression through the story, I think I’m nearing the end at this point, but it’s hard to say for sure!
WHAT’S AWESOME
• Original but polished mechanics. Unlike many Metroidvania protagonists, Gloom Girl does not have a lot of grace or flexibility in her movements. Instead, she relies on the power of the titular Doomblade to fly through the air, slam down onto the ground, or smash into enemies. This makes for a method of both combat and traversal that feels distinct from any other game I’ve played in this style. The closest points of comparison is probably Ori and the Blind Forest, but Doomblade still feels like its own unique thing, and despite feeling so fresh, also comes across as extremely polished.
• World-building. Gaming has endless examples of virtual worlds where society has been wrecked by the greed and selfishness of some evil group of rulers, but very few of them have a look and lore that stands out as much as Doomblade. From screenshots and video alone, I thought the game’s art style was kind of messy, but it grew on me quickly once I was actually playing. Learning the history of the Dread Lords, the Gloomfolk, the Wilderwood, and the other areas of this world served as a great driving force for me. The game also strikes the perfect balance between a serious tone and light comedy; many of the lore tablets spread around the game world had me laughing aloud.
• Exploration. I’ve said it before, and I’ll say it again: Compelling exploration is the key to any good Metroidvania. Doomblade gets this, and while its world may not be the biggest of any I’ve gone through in this genre, it’s extremely memorable. I found myself able to easily keep track of specific places I wanted to return to once I got new powers that would allow me to unlock a path forward. And more than once I went to bed with the game’s map swirling around in my mind, thinking about where I should head when I played it the next day. There’s no better sign of a great game than that.
WHAT SUCKS
• Difficulty, sort of. Doomblade isn’t the hardest Metroidvania I’ve ever played, but it still has some pretty challenging scenarios. Boss battles in particular always took me multiple tries, and a few of the platforming sections had me swearing up a storm when I would hit a wrong button and lose progress. The difficulty is exacerbated by save points that can sometimes be a lot further apart than I wish, which meant when I failed near the end of a boss fight or lengthy series of jumps and dashes, I would have to make a long trek back to even restart it. I don’t think the difficulty should fully scare you away, but just know that you’ll probably have to push yourself in some areas.
💬 Are you ready to accept the cursed sword and journey through the strange world of Doomblade? Or is this one a little too weird for you? Share your thoughts below!
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