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BLADE CHIMERA

Started by RT-55J, Sat, 2025 - 01 - 25, 07:32 PM

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RT-55J


TEAM LADYBUG, the creators of the fantastic Touhou Luna Nights and the i-haven't-played-it-riffic Record of Lodoss War: Deedlit in Wonder Labrynth, have done it once again. They made another fantastic, highly-technical, sloppy-and-frenetic, dymaxion action game, and shoved it into a search-action world for maximum flavor and vibes.

I beat it. I liked it.

Now, I was kinda tempted to write a review or whatever, but I've been posting about this too much in other places, so instead I will leave you with this thing to consider:

In this game:

  • You play as a dude and the girl on his back
  • The girl provides an array of offensive, defensive, and platforming abilities
  • Some abilities can only be used at specifically marked spots
  • You collect puzzle pieces to open doors

CONCLUSION: Blade Chimera is a Banjo-Kazooie-like.

Anyhow, have a couple pictures of an inclined cable car for the road:

RT-55J

Recently translated interview with Team Ladybug and Kogi Igarashi (from back when Deedlit in Wonder Labyrinth was new):

https://playism.com/en/news/2025/0116/mv/

I especially like this bit:

QuoteLadybug: As a developer, I try to design games around the characters, and more recently, I try to give players a useful ability that would usually only be available near the end in other games right at the start of the game, and then design the rest of the game experience around that.
For example, in my last game Touhou Luna Nights, the player has the ability to stop time from the very beginning of the game. However, I adjusted the rest of the game with this ability in mind so that it was still challenging and players wouldn't become invincible because of the ability.

This design philosophy is quite apparent in Blade Chimera as well.