Platform:Â PlayStation 5
Developer:Â SHIFT UP Corporation
Mode:Â Single-player video game
License:Â proprietary license
Composers: Keita Inoue, Oliver Good
Genres: Role-playing video game, Action-adventure game, Fighting game
Publisher:Â Sony Interactive Entertainment
The Korean firm Shift Up is working on a “Character Action” game called Stellar Blade, and they have big plans to make it a smash blockbuster. It features EVE, one of the most exquisite, seductive, and wonderfully sculpted heroines ever created.
A guy by the name of Adam saves EVE from certain death after an unfortunate interception at the beginning of the game. They go off on a mission to find and destroy the Natyiba, who is threatening them. They make new allies along the road and support Xion, the final stronghold of mankind, as it makes its way back to a thriving metropolis. What kind of experience is offered by this somewhat contentious game? Read our review of Stellar Blade to find out!
The plot isn’t really thrilling; it’s a retelling of a dystopian nightmare that takes place long after mankind has been wiped out. Plot points are advanced by deserts, decaying cities, building sites, sewers, and more sewers. There may even be one or more laboratories.
The game’s curvaceous, sensual, and very roBUST combat elements and visual assets are its primary draws. At face value, EVE is without a doubt the epitome of the female heroine character design.
appealing, likeable, stylish, and astoundingly animated thanks to the director’s wife’s use of cutting-edge motion capture technology, which replicated every movement of the character from head to toe. Inside, EVE isn’t much to say about when it comes to the finer aspects of character development, even though it looks fantastic.
But some of that is fixed if you spend time on Xion’s side missions. For example, you’ll learn that she will flatly refuse assignments that appear morally dubious.
From the pure comedy of her saying, “Yeah nope not doing that one, too sketchy,” to the missions that can be chosen from the contentious “R-Shop” mission board becoming completely inaccessible, it made me laugh. It was an earnest attempt by the creators to give her some playful, quirky personality.
I was perplexed when I first saw this. I reloaded the game to see whether I made a mistake because I had never seen my playable character decline a task in any other game before. A little while later, I realized that it was just a simple joke.
Character action dominates the gameplay as a whole. flawless passes? Verify. flawless avoidances? Verify. retaliatory strikes? Verify. Eve’s capacity for counterattacking develops into a stand-alone capability called Pulse. It makes use of flashing colors to indicate to the user which counterattack input to hit in order to start the dazzling sequence in which EVE completely dominates the enemy with her sword and flexible physique.
Combat, the curse of all action games, essentially consists of spamming your favorite combos when you’re not having fun baiting the enemy into these counterattacks.
The player eventually grows weary of making the same movements over and over and looks for new methods to liven things up. Because EVE is limited to just one melee weapon—the blood edge—which is never changed, this never really happens in the Stellar Blade.
Other than finally being able to shoot from your tiny flying robot companion, there are no other weapon kinds to be found. You’ll likely spend the most of the game using the same combos.
Beyond counterattacks and combo spamming, an attempt is being made to add some depth to Stellar Blade fighting. As you attack, you’ll be able to unlock a unique gauge that will let Eve utilize some really devastating weapon talents. My particular favorite is the one that will let her do many really powerful thrusts, which are ideal for quickly lowering the health bars of tanky enemies.
Additional improvements made through the use of the skill tree available at camps improve not only your active weapon skills but also your counterattacks and combinations, giving you a little boost. enhancing your ability to perform sneak attacks, dodge windows, and drone ranged strikes, to name a few.
The skill tree system seemed roBUST at first, but it’s actually rather easy to gain skill points by killing foes and investigating corpses. Learning all of the talents eventually doesn’t take too long.
Selecting branched-out skills does not prevent the player from learning the other path, thereby eliminating any possibility of gameplay replayability. Additionally, consumables that are readily available can be used to reset EVE’s talents.
The map design does try to offer the player a sense of exploration and discovery, even if it’s a rather linear experience. This becomes particularly accessible if you arrive at the desolate region somewhat early in the game. Discovering new areas and depths in the environment yields benefits like upgraded weapon skill and health gauges, new exosuits, and parts to equip.
Beyond that, the game’s treasure frequently falls hollow because EVE is still limited to using only one weapon. But in some uncommon circumstances, the player will be rewarded with brand-new, sultry attire and schematics that are only decorative and should not be confused with exosuits. More loot thus equates to more spoils.
The tampering that occurred within the game itself may be the largest problem of all, rather than the game itself. The artistry was compromised and certain clothes were censored. This is completely unacceptable and kept the game from being what its developers had intended.
A pitiful, stupid choice made by a sleep-deprived Sony executive also resulted in the word “crime” being put on a wall that formerly said “HARD” adjacent to the “R-shop.”
The game was supposed to be even hotter, even though it is still quite sexy. That being said, it’s only a semi-final, not a heavy one, so perhaps eliminating the term “HARD” makes sense.
A common comparison that many players may make between Stellar Blade and Nier Automata is one. And when I make the comparison, I can’t help but think that the latter is better. The vastly greater customizability of 2B kept Automata interesting.
Various weapon kinds, in addition to altering her gameplay mechanics by swapping out her chips with an amazing treasure hunt system, allowing you to customize her to fit your own playstyle. This is what I wish Stellar Blade had more of, since it made the game feel new from beginning to end.
While the music in both games is amazing, Stellar Blade stands out for having a great score and a variety of songs that are very appropriate to listen to while commuting to and from work. It’s still a struggle to compare EVE directly to 2B, but my choice would love to live there.
Stellar Blade is the poster child for Korean game design; it captivates the player with amazing reveal trailers, incredibly alluring characters, and amazing graphics and effects.
At its core, a milquetoast experience inevitably emerges from all the glitz and glamour, and Stellar Blade is sadly no exception to this Korean tradition in game design. Lies of P, which came out last year, is a far better example of excellent Korean action. Nier Automata is a better option if you’re still in the mood for a hot female heroine.
Stellar Blade may be the game for people who just want to gaze in awe at a Korean goddess and aren’t interested in the finer points. The game aspires to be a masterpiece, but it falls short in that regard. SHIFT UP isn’t a bad place to start, but the next time, don’t filter anything.
Review Overview
Gameplay – 90%
Story – 85%
Aesthetics – 92%
Content – 88%
Accessibility – 80%
Value – 90%
Overall Rating – 88%
Excellent
Summary: “Stellar Blades” is a captivating action-adventure game set in a rich sci-fi world. With its fluid combat system, compelling storyline, and stunning visuals, it offers an immersive and engaging experience. The game provides a substantial amount of content and diverse challenges, making it a worthwhile investment for fans of the genre.