Stellar Blade™

Stellar Blade™

BOBTOMAS Jun 2 @ 4:46am
4
“Stellar Blade” Demo: 5/10
Story: 3/10
The narrative follows the usual storytelling conventions, set in the typical apocalyptic setting. The story elements can be described as a copy-and-paste of features found in similar games such as NIER, AI-LIMIT, CODE VEIN, Stalker, Metro, and WARFRAME.
The cybernetic technology that defines the story strongly resembles the graphic concept already expressed in WARFRAME.
Stylistically, the protagonist appears to be a perfect fusion between the graphic style of WARFRAME and the Korean game Scarlet Blade.
The android protagonist, EVE, has no need to showcase exaggerated anatomical features that jiggle like gelatin puddings. EVE walks and runs with the elegance of a runway model, which starkly contrasts with her role as a soldier rushing to save the world.
Certainly, the stylistic approach of NIER: Automata with the android 2B is preferable in terms of movement fluidity and combat mechanics.

Gameplay: 3/10
Seriously, a disaster.
The parry system works, but it turns the game into an incredibly slow RPG where balancing parry phases (shield) and attack phases (sword) becomes disadvantageous.
The dash/dodge system makes the game more dynamic and action-oriented, but there are significant issues:
1. Dash/dodge feels like a lottery that favors enemies.
2. Most of the time, dash/dodge activates randomly.
3. Even pressing the button at the exact microsecond, dash/dodge does not consistently activate.
4. Melee combat is slow, cumbersome, and stressful.
5. Movement is hindered by the button layout on the controller (Xbox or PS—it makes no difference). The buttons are awkward to use, especially for sprinting and dash/dodge.
6. Dash/dodge leaves the character in an uncertain state. After dashing, the character stands still, becoming an easy target for enemies who surround you. After dodging, if the timing isn’t perfect, the counterattack doesn’t trigger, putting the character at a disadvantage against enemies again.
Devil May Cry V has the gameplay most similar to Stellar Blade. However, DMC-V surpasses it in every aspect, from the combat system to character interaction with the environment. DMC-V features a dynamic action combat system that has no weaknesses regarding movement or dodging mechanics.
Another great example is NIER: Automata. Its combat system allows full freedom of action, extreme speed, and complete control of the character in any situation—whether facing bosses or hordes of enemies. Additionally, in NIER: Automata, dodging with a controller is state-of-the-art, allowing for seamless sprinting and dodging simultaneously.
NIER: Automata maintains a dynamic and well-balanced combat system while providing fluid interaction with in-game events.

Graphics 5/10
Seriously, a graphic lacking optimization and not excellent. The game attracts players only because of the rubbery body of the protagonist, which is a completely useless factor for a combat android.
Textures:
(1a) The environmental textures are a disaster in terms of settings. The gap between "High" and "Very High" is comparable to the "Medium" and "High" settings in games like The Witcher 3 NextGen with RTX, Shadow of the Tomb Raider with RTX, GTA 5 NextGen with RTX, and Batman: Arkham Knight.
(1b) In Stellar Blade, the "High" textures are grainy and lack detail. Only with the "Very High" option do they become acceptable and detailed. In Stellar Blade, VRAM consumption is shameful: to avoid grainy textures and have detailed ones, one must necessarily use the "Very High" setting. This setting requires VRAM values exceeding 7GB.
(1c) Games like The Witcher 3 NextGen with RTX, Shadow of the Tomb Raider with RTX, GTA 5 NextGen with RTX, and Batman: Arkham Knight, when setting textures to "High," display detailed textures without graininess for both environments and playable characters/NPCs. VRAM consumption is NOT even half of what is used by Stellar Blade.
(2a) The protagonist's textures have the same exact problem as the environmental ones. If you want EVE to have detailed textures, you must use the "Very High" setting, with the final result being that VRAM reaches incomprehensibly high levels.
(2b) Again, games like The Witcher 3 NextGen with RTX, Shadow of the Tomb Raider with RTX, GTA 5 NextGen with RTX, and Batman: Arkham Knight with textures set to "High" display protagonists and NPCs with a photorealistic visual appearance, consuming only a tenth of the VRAM that Stellar Blade does.
(3a) In conclusion, in Stellar Blade, there is no optimization whatsoever regarding texture load on the GPU.

Audio 9/10
The audio department is the only aspect that stands out positively for several reasons:
• Environmental effects
• Voice acting
• The same composer as the NieR: Automata soundtrack.
In conclusion: Stellar Blade demo scores 5/10.


To complete this review, I want to highlight two games that, through their holistic approach to storytelling, combat systems, and environmental interaction, have become true milestones—unshakable pillars of the gaming world, standing as monuments of excellence that remain incredibly difficult to dethrone.



An Ode to Perfection: The Combat System of Batman™: Arkham Knight

Few games have ever captured the essence of fluid, unrelenting combat with the precision and artistry of Batman: Arkham Knight. It is a system that transcends mere mechanics, morphing into a symphony of motion—a relentless ballet of fists, counters, and devastating takedowns that define the Dark Knight’s mastery over the battlefield.

The combat is neither brute force nor reckless aggression; it is a calculated dance where precision reigns supreme. Every strike carries weight, every dodge has purpose, and every counter is a seamless extension of the Caped Crusader’s skill. The game does not simply allow you to control Batman—it makes you become him.

The Freeflow Combat System is, at its core, the pinnacle of responsiveness. One moment, Batman is weaving between enemies like a shadow; the next, he is delivering a crushing finisher that sends foes collapsing in a heap of defeat. Gadgets integrate flawlessly into battle, providing strategic dominance without breaking the rhythm. Smoke pellets, batarangs, and grapple maneuvers are not mere tools—they are weapons of control, serving to dictate the pace of battle, ensuring that Gotham’s criminals never gain the upper hand.

Yet, it is not only in individual skirmishes where this system shines—it is in the grand, cinematic encounters where the Dark Knight faces overwhelming odds. His movements are not just reactive but proactive, embodying the raw efficiency of a warrior trained to dismantle entire squads with unparalleled finesse. The Dual Play System, allowing seamless transitions between allies, is a testament to Arkham Knight’s design brilliance, elevating combat into a spectacle of coordination and fluidity.

No encounter ever feels stagnant, no battle ever feels repetitive. Batman: Arkham Knight does not simply present combat—it crafts an experience, ensuring that each confrontation is as exhilarating as the last. It is a system built on mastery, rewarding skill, precision, and instinct. In a world of chaos, Batman is the unwavering force of justice, and his combat is the purest expression of his relentless crusade.

Elegance in Chaos: The Combat System of NieR: Automata

Few games achieve the seamless marriage of artistry and brutality as NieR: Automata. In its combat system, fluidity is not merely a feature—it is a philosophy. Every encounter becomes a mesmerizing spectacle, where each strike, dodge, and counter is more than just a move; it is a brushstroke in a masterpiece of destruction.

At the heart of battle, 2B and 9S are not warriors constrained by conventional mechanics, but beings of pure motion. Their movements are weightless, yet devastating—spinning through enemies with a lethal grace that turns combat into dance. The transition between light and heavy attacks is effortless, creating a rhythm that is as hypnotic as it is effective. There is no hesitation, no breaks—only an unrelenting storm of precision and power.

The Pod System, a beacon of versatility, ensures that combat never stagnates. In an instant, ranged attacks weave through the chaos, supporting the flow with strategic firepower. The ability to alternate between close-quarters devastation and long-range suppression gives players control over the battlefield, adapting tactics with an organic ease that few games can replicate.

Yet, beneath its stunning execution lies a deeper, philosophical resonance. Combat in NieR: Automata is not merely about defeating foes—it is about the weight of existence, the struggle of artificial beings desperately carving meaning from a cruel and indifferent world. Every battle is a metaphor, every encounter a reflection of the endless cycle of destruction and rebirth that defines the game’s haunting narrative.

In its synergy of elegance and intensity, NieR: Automata crafts a combat system that is not merely functional, but poetic. It is not about dominating enemies—it is about expressing something profound through motion, about finding beauty amid chaos. Few games achieve such an exalted balance, and none do it with such unwavering grace.
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Showing 1-15 of 40 comments
space Jun 2 @ 4:50am 
i ain't reading all that and the review section is thataway ->
BROgLE Jun 2 @ 4:53am 
Important stuff
Character design: 11/10

Non important stuff
Everything else: 6/10
How are you gonna judge the story from the demo lmao.
Also your gameplay points literally just sounds like a git gud thing especially your take on dodging and how it's just rng.
No it isn't?
Most of your gameplay points sound like a l2p or controller issue, this isn't a game you can just button mash.

I think comparing it to DMC in particular kinda illustrates my point, the game really isn't like DMC at all.
It has more in common with Dark Souls than DMC, the combat is way more deliberate and commitment based when you press a button you actually need to know why you're pressing it if you don't you're gonna have a bad time.
It's like complaining that spam rolling doesn't work in Souls games yeah no ♥♥♥♥.
The difficulty and overall gameplay loop is just way more similar to a Souls game than DMC and it should be approached accordingly.

Same with Nier, the combat in that game is very simple and mainly just revolves around button mashing you can just spam the dodge button too mindlessly and perfectly dodge everything you basically have infinite i-frames with it.

Gear in this game also makes a big difference, you can customize your playstyle with gear to be faster with attack speed buffs if you want.

Edit: Actually the more I read your review the more convinced I am that it's written by ChatGPT because a lot of it doesn't make sense and contradicts itself.
Last edited by ⎛⎝ Kupo ⎠⎞; Jun 2 @ 5:04am
Yeah writing a review of the story of the game based on a demo. The demo is like 1 boss.
Originally posted by fender178:
Yeah writing a review of the story of the game based on a demo. The demo is like 1 boss.

I don't think he wrote it, it 100% sounds like ChatGPT the more I read it.
Originally posted by ⎛⎝ Kupo ⎠⎞:
Originally posted by fender178:
Yeah writing a review of the story of the game based on a demo. The demo is like 1 boss.

I don't think he wrote it, it 100% sounds like ChatGPT the more I read it.
Sounds very plausible in this day and age.
Last edited by fender178; Jun 2 @ 5:09am
BROgLE Jun 2 @ 5:11am 
Originally posted by ⎛⎝ Kupo ⎠⎞:
Originally posted by fender178:
Yeah writing a review of the story of the game based on a demo. The demo is like 1 boss.

I don't think he wrote it, it 100% sounds like ChatGPT the more I read it.
you actually read it
you mad bro
Originally posted by AHRI ENJOYER:
Originally posted by ⎛⎝ Kupo ⎠⎞:

I don't think he wrote it, it 100% sounds like ChatGPT the more I read it.
you actually read it
you mad bro

Not all of it I ain't that mad, but even if you skim through it then you realize it literally sounds like one of those ai generated articles that gets spammed online.

Edit: It's also repeating itself way too much with certain descriptive words that doesn't really mean anything.
It's very long-winded but basically doesn't say anything much like with ChatGPT.
Last edited by ⎛⎝ Kupo ⎠⎞; Jun 2 @ 5:25am
Law212 Jun 2 @ 6:18am 
I love that a modern day criticism of games is having an attractive female lead.....
You and the rest of us played VERY different games.
Amene Jun 2 @ 6:25am 
1. Dash/dodge feels like a lottery that favors enemies.
2. Most of the time, dash/dodge activates randomly.
3. Even pressing the button at the exact microsecond, dash/dodge does not consistently activate.

Sounds like you don't know the difference between yellow, purple and blue attacks.
Flamescion Jun 2 @ 6:27am 
I rate this review a 3/10 because it sucks arsehole.
Originally posted by Flamescion:
I rate this review a 3/10 because it sucks arsehole.
I rate it -5/10 because of the OP reviewing the story based off of a demo plus using ChatGBT to help write it.
0/10 bait
When will these clowns return back to their Gamingcirclejerk?
Last edited by vert-sama; Jun 2 @ 7:28am
Max86z Jun 2 @ 7:33am 
Stellar Blade demo scores 10/10
Last edited by Max86z; Jun 2 @ 7:34am
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