Blade Ballet Review
Earlier this month, I reviewed Chambara. It was a wickedly smart multiplayer sword-fighting game, but I struggled to see how it’s mechanics could be improved. I guess it’s only coincidence that I’m playing Blade Ballet a couple weeks later, as both games have very similar concepts. However, with it’s top-down and painty artstyle, does Blade Ballet swish at a faster pace? Here’s my verdict.
In terms of gameplay, Blade Ballet is what it’s name would suggest. You’ll be fighting other robots in a tightly knit arena, with nothing but sharp metals to call your wins. With a concept as simple as this, Blade Ballet can’t misconstrue anything or the issue of clunkiness arises. Thankfully, the developers have remedied this with a variety of smartly designed characters.
Story & Design:
Map design is another important aspect in a multiplayer game, and Blade Ballet doesn’t play with the concept of throwaways. Each stage makes a match feel even more unique, especially since some utilize specific skills. Because of this, Blade Ballet becomes one of those game’s that is easy to learn, but hard to master, a trait of some of my favorite competitive titles in recent memory.
Presentation/ Visuals & Audio:
Blade Ballet’s presentation is about as slick as it’s gameplay, with color selected in it’s appropriate bursts and fitting each character wisely. The only thing that falls short is that Blade Ballet doesn’t have necessarily enough content to match it’s price point, and the lackluster online mode doesn’t make up for this. In other games, this could be seen as a small negative, but the rest of Blade Ballet is so great that this almost feels criminal.
Blade Ballet is another great addition to the Playstation 4’s multiplayer library, but it’s brought down by an absence of more. This makes it the type of game I would put on at a party, but not anywhere else, when in reality, it deserves better.
Blade Ballet gets a 7/10 (Average)
We’d like to thank Dreamsail Games for giving us a code!
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