By Michael McCann 12.04.2025
Remember. Back in the day. A visit to Tremains video store, which was subsequently a Blockbuster, and then Domino's Pizza after that, would elicit a childlike wonder for the potential therein of the previously unknown offerings of the video game rental market. These were the days of scarcity. One had to defer any new knowledge about the current and upcoming releases for months on end, depending solely on issues of GamesMaster magazine to fill in the knowledge-blanks; so often would one find themselves making the £2, weeklong video game rental decision based on no more than an innocent criterion. The type of title one might commit to under this set of specific conditions is Bushido Blade, a bloody one-on-on, one-hit-kill, weapons-based fighting game. The surprise of the mechanics in comparison to other fighters at the time would leave an indelible impression on a person, albeit an impression that resides, fixed forever, within that one-week period in the 90s. Developer Grindstone attempts to capitalise on this described nostalgia with Die by the Blade, a bloody one-on-on, one-hit-kill, weapons-based fighting game.
Of course, roughly 27 years have passed since Bushido Blade was a going concern, and Die by the Blade takes that far-off inspiration and attempts to update it with its own unique mechanics and prettier modern graphics.
The main difference here is a combat system that presents the inclusion of a low, mid and high stance selection mechanic to prepare for attacks and blocks. Though it is conceptually interesting and aims to add complexity to the combat, it often feels like the arrow indicator for these stances takes precedence over the immediate visceral action of Die by the Blade and doesn't translate into the complexity that it promises. Rather, it feels at odds with the thrilling back and forths and bloody dismemberment victories, which, as in Bushido Blade, remain the primary appeal. Instead, it quickly becomes an exercise in repetition.
Visually, Die by the Blade does have some great environment and stage design, showcasing high quality textures, particle effects and whatnot. The whole package, however, has an aesthetic that looks "out-of-the-box Unreal Engine". Character models, though polished, lack a distinctive personality, a key factor for any fighting game's success, making them feel somewhat generic and soulless.
It's also disheartening to see a menu system and layout that prioritises online play and games-as-a-service design principles, when neither seem to be that thought through in terms of their applicability here. During this review test, it was impossible to find one online match-up at all, and in lieu of other substantial content, leaves a lot to be desired.
Die by the Blade falls short in delivering a truly engaging experience in the current state it is in. The developers have made a statement promising to put right its issues and include further single player modes to improve the package offering. It is an admirable position, but also a concerning trend in the industry today. Without a doubt, it is an interesting concept to bring back and modernise, but here it feels more like a missed opportunity than a modern successor to its classic inspiration. Perhaps one for the Cyberpunk 2077 or No Man's Sky treatment?
3/10
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