Metroidvania via sword in a dark plant-filled world

May 10, 2023 10:44 GMT  ·  By

All attacks are movement but not all movement is an attack. In fact, it’s a very bad idea to touch a creature without attacking it. But target someone and our heroine will launch toward it, strike it and then do a little jump, giving players enough time to land on a solid platform or launch yet another attack.

Creatures don’t stand a chance against such a nimble foe with a powerful blade. Those who don’t die are stunned, serving as stepping stones to reach new areas and move across seemingly impossible gaps.One bad choice can spiral into lost health and hasty overcorrections and death is never too far away.

I dashed to a ridge that was just a little out of touch, got hit by a ranged opponent while getting ready to try again, then fell on another creature. It’s back to the checkpoint, thinking if this is the right path or if I should try the same approach with better planning and more composure.

Doomblade is developed by Muro Studios and published by Iceberg Interactive. I played a preview version of it on Steam on the PC. The title has a good Metroidvania structure, powered by one unique mechanic linked to the weapon from the title.

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The heroine of the adventure is Gloom Girl, who starts off attracted by the subtle whispers of an artifact called the Doomblade. The item is searching for a suitable vessel to get vengeance over a group called the Dread Lords (they should have secured the weapon better to ward off such efforts).

This world is filled with flesh-eating plants and dark shrines that will give the sword some of its power back. Because this is a Metroidvanbia-style experience, all areas are interconnected and as gamers pick up more abilities they will open up new places where they can fight and explore.

The unique element of Doomblade is that exploration itself is centered on the weapon. Place the target on an enemy and click and Gloom Girl will move in a straight line toward it. Chain a few of these attacks together and the character will move across a level, avoiding other opponents and their attacks or environmental hazards.

It’s not easy to do that, especially when the air is filled with enemies and projectiles. But when it goes right it is very satisfying. Gamers will unlock new powers as they travel the world, making Gloom Girl even more mobile.

Boss fights push up the difficulty but checkpoint placement is good and frustration didn’t become a problem. All Metroidevania elements are present and engaging but it’s the main mechanic that will make players fall in love with the experience.

Doomblade’s world manages to be both threatening and colorful. Because every enemy is also an opportunity for movement, it is good that it’s easy to see creatures and make snap decisions while Gloom Girl is in the air. There were a few moments when the screen is so busy that it was hard to have a clear idea where projectiles were. The soundtrack is good, with a decent mix of tracks, and combat sounds squishy and deadly.

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Conclusion

Doomblade’s idea of platforming via weapon attack is a solid one and the preview version shows how easy it is to grasp and how hard it can be to execute it very well. I often knew the sequence of maneuvers that I wanted to do but a slight imperfection scuttled by plans.

The modern Metroidvania resurgence means that any game in the genre needs to have a unique element to keep players engaged. Doomblade has that on a mechanical level and I want to see more of its world when it launches.

A preview key was provided by the publisher

Doomblade Screenshots (16 Images)

Doomblade key art
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