Team Ladybug has quickly become an acclaimed 2D action-adventure developer, with the likes of Record of Lodoss War and Touhou Luna Nights standing out as some of the most enjoyable implementations of the general genre in recent memory.
Their newest title, scheduled for an August 2024 release, is Blade Chimera, a sci-fi action-metroidvania that boasts plenty of the pixel presentation charm the studio thrives on. As part of Steam Next Fest, Team Ladybug, WSS playground, and Playism have launched a free demo for prospective purchasers, so I decided to give it a whirl.
For the demo, you play the first stage as the demon hunter Shin on what appears to be another ordinary assignment. However, he eventually comes into contact with a demon named Lux, who has become infused with his sword. The mystery of this demon and Shin’s past is set to take center stage.
Admittedly, the demo is pretty short and doesn’t highlight the metroidvania features. Narratively, there is a decent enough setup for intrigue, but the gameplay really shone the brightest. Shin can wield firearms that work about how you’d expect, with re-loading and transparent aiming lines that communicate trajectories. Further, he can find and equip swords that have a crunchy sound design upon impact. There is also a satisfying dodge roll with invincibility frames like any other good action game.
The demo features a boss battle against a dragon that, while simple, is well-designed with attack telegraphs and movements, so I’m looking forward to seeing the team up the complexity in later stages.
Still, what stood out to me above all else is the platforming. Lux isn’t merely a typical sword you swing around for combative intentions. Instead, it interferes with the past by restoring dilapidated, broken-down objects. This feature creates new makeshift platforms, grappling hook lines, and more for essential progression. In combat, Lux can even be set into the ground, acting as a barrier for incoming projectiles.
Based on the demo, players should anticipate Lux being used frequently to the extent that her utilities become second nature. I hope this fascinating idea is used creatively throughout the game instead of simply being a hollow gimmick to give the illusion of meaningful progress. Regardless, it isn’t easy to assess the strength of these implementations so early on.
Another feature worth mentioning is the skill tree, which is self-explanatory. However, I sincerely hope the team improves the font used to communicate the skill points you acquire since it’s difficult to make out how many you actually have.
Blade Chimera seems like quintessential Team Ladybug, with enough distinction to make it another modern 2D classic. The action systems and platforming are promising, and I have faith that the full game will maintain and then improve upon this quality.
If you’re curious, you can try out the Blade Chimera demo on Steam. A Nintendo Switch release is also planned.