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Insanity’s Blade Review

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A number of titles have been Frankenstein’s monsters. Taking ideas, or mechanics from a variety of games, and combining them to bring something new to the world. It happens in everything, as any great idea has the potential to be improved upon, or repurposed for something else. Sometimes this gives us something glorious. Other times something banal, and uninspired. Sometimes something completely terrible. But a lot of times we’ll see something great trying to break out of some shackles.

PROS: Soundtrack. Graphics. Character design. Borrowed elements are good ones.

CONS: Glitches. Performance issues. Annoying bugs.

CAVALCADE: There’s a line of large, and obscure references on display.

Insanity’s Blade is a pretty cool game. Right off the bat, its cinema screens, and characters will remind you of Golden Axe. Begin playing, and the movement will possibly bring out memories of playing Rastan. Some of the enemy designs, backgrounds, traps, and weapons will bring about memories of the first four Castlevania games. The loot you pick up, and the rising coffins then make you remember Ghosts N’ Goblins. If all of those references weren’t enough for you, the dagger throwing, and climbing may even remind Commodore fans of First Samurai (an obscure game that was also ported to the Super NES.).

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All of these elements do work well together too. Stages have elements of all of these games. But connected in ways that flow well. One may see this, and figure it would feel disjointed. And they very easily could have. But fortunately, everything was well researched by the level designers in this regard. Moreover, many of the stages have branching paths. So it gives the game a little bit of replay value, as you can opt to take different routes on a second play through.

Also great is the inclusion of two-player arcade co-operative play. You can also opt to play either a story mode, or an arcade mode. Both of these are basically the same game, but the arcade mode reduces the story bits, and the mandatory side quest stages that I’ll get to later. Quite honestly, there are a lot of things to like in Insanity’s Blade.

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As you may already know, Insanity’s Blade is an action platformer. So again, you’ll be going through stages in the vein of early Castlevania titles. Expect pixel-perfect jumping. Floating heads. Spiked walls. Pits. The most brutal retro Konami stuff. There’s even some Mode 7 like effects that take you right back to Super Castlevania IV. But as I said earlier, there are plenty of other games it takes inspiration from. You’ll have the same movement speed, and jumping arcs of Rastan. You’ll start out the game with a mere punch, the ability to grab enemies, and a jump button. But you’ll find over the course of the game, you’ll get to shoot knives.  Think Shinobi.  (For an interesting twist, these can be disabled in the options menu.). Blowing up enemies drops coins, and money bags seen in Ghosts N’ Goblins as I said before. Pick up all of the money you find because hidden in every level is a shop castle that rises from the ground. These shops have weapon, and health upgrades in them. You’ll want them because like Magician Lord, the better the firepower, the longer you’ll live. The thing to remember is once you go inside them, they won’t come up again until you lose the level, and have to start over. So don’t go in them until you’re sure you have enough gold to afford what you want.

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Beyond the shop weapons, are weapons you’ll get on your quest. There’s a couple of swords, a Castlevania whip, among others. These are usually dropped by bosses, and tie into the game’s storyline. Bosses are another point in the game where I was reminded of First Samurai. Because like that game’s bosses, these are large, weird, and take a ton of punishment. Of course they also continue the look of all of those mentioned 8-bit, and 16-bit era console, arcade, and home computer games.

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The storyline is a bit simplistic, but works for the game fine. You play a character named Thurstan whose family is killed in an attack on his village. So he goes on a revenge mission looking to kill off the hordes of monsters responsible. He’s joined by a dwarf named Finn who gets roped into the adventure. Things get a bit weirder when they happen upon a sorceress, but I won’t spoil the story for those who haven’t played yet. It does what it needs to do, and according to the developer, was adapted from a graphic novel. Between the cinema screens, and labels you’ll be greeted with a map where you can choose either the next stage, or a side mission. Side missions usually have boss fights you need to do as they give you items required to complete the game. Other times you’ll face a gauntlet of enemies, or rescue some NPCs. The game also throws in a classic shoot ’em up stage near the end of the 16 stage adventure. There are plenty of things on hand for those who loved all of its influences.

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Playing through Insanity’s Blade though, you’ll find there really is a great game trying to break free of some small problems. Which is a shame because what is great, truly is great. The problems are two-fold. On my system which isn’t the latest, and greatest but is still well above the system requirements I ran into slowdown. This is the biggest issue. The game will randomly become jittery, and sluggish before going back to normal. It doesn’t make things unplayable, as the slowdowns are but a hiccup in the grand scheme of things. But when they happen during a tricky jump, or a trap you’re trying to avoid it can be very annoying. The game also doesn’t have an option to turn Vsync on or off.

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The second problem I ran into were a number of graphical bugs, where a background tile appeared where a foreground tile should have been. Also, as great as the visuals are some characters blend in with the backgrounds, and you won’t see them until after you’ve taken damage. This especially sucks when it happens by a pit, or other trap, and the knock back pushes you into said pit or other trap. I also had a couple of random crashes to the desktop. Again, nothing common enough to make the game unplayable, but still enough to grate.

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Be that as it may, I still had a good time playing through Insanity’s Blade. It’s now been out a while so I don’t see the hitches being resolved. But hopefully their upcoming Battle Princess Madelyn avoids these problems as the new game seems to have the same vivid pixel art style, and action platforming in mind. I also forgot to mention Insanity Blade’s soundtrack which has both an 8, and 16-bit option for its chip tunes. It’s pretty solid, and while it doesn’t reach the lofty heights of the NES Castlevania Trilogy, it does go along with its action fairly well. There are also a number of secrets hidden throughout the game, so it does give you another reason to go back, and replay it from time to time.  It’s a fun game. It’s just got a couple of quirks that keep it from being as memorable as the titles that inspired it.

Final Score: 7 out of 10

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