Blade: Tactical Vampire Slayer Action
I will preface this article by saying that Blade is not the sort of game you should play if you loathe jank and that specific brand of friction found in many PS1 games that weren't always fair. Now if you are in search of that techno/drum'n'bass/jungle in a club feeling that seems to be synonymous with many of the titles found on the original PlayStation while you hunt vampires, this is the game for you. It is its own vibe, and that is one of the best compliments I can pay. This is coming from the sort of person who always contextualizes a title in the period it was made, and always gives them the benefit of the doubt. Did I enjoy playing this on my laptop (which must surely be a vampire laptop at this point, having refused to buckle to time) at midnight, whiling away the night shift? Yes. Would I recommend anyone else to play it? Maybe if you don't mind sloppily made PS1 games, and seek the aforementioned mood, play it at midnight, it's got a very different vibe. Rain helps, too.
There are some videos on YouTube about how it is an underrated game with some interesting mechanics at play, and was approached wrongly by reviewers. Personally, I feel its reception is appropriate, it is the very essence of a flawed game (it also runs quite terribly, play it in an emulator with the CPU% set higher for your own sake) – but it must be remembered flawed doesn't imply it's terrible, or worthless, merely that it has a few issues. Indeed, Blade is one of those games where if you just run around, particularly in the first two levels, you will probably get to the Game Over screen faster than the lizard oil dealers near our government hospitals dive into some unknown alley when they see the police. They are, of course, surprised to see that some policeman as a customer, merely a day later but in plainclothes.
Yes, this is a thing, Cannabis addicts found aplenty in our government hospitals and rehabilitation centers, have started to prefer these. The poor fellows having only just left Cannabis, get hooked on these instead. The economics of this business are quite sound, Lizards being easy and free to source in numerous quantities, but I digress.
The issue with Blade is a simple one, it is of balance. Some of the enemies you come across, like the Zombies, are tuned such that they do next to no damage. Others (ones armed with Machine Pistols, particularly) tend to melt through your health bar. And often, it's at just the right distance that they're out of camera. As such, the designers have applied duct tape to the cracks in the game, much like the Pakistani government has duct taped our economy by killing all imports, and causing massive inflation. Inflation in Blade's case would be the excessive amounts of health boosters and first aid kits found throughout the game. An easy solution to this issue, I suppose. And while normally, such a game would ramp up the combat intensity, that doesn't happen except for two levels, which, roughness aside do remain my favorite levels.
Blade, you see, must be played with a very “I am now travelling the streets that phone grabbing gangs also love to patrol, and they are not shy about firing the gun” attitude. Indeed, it is a vibe that can only be likened to having low HP as you traverse the dungeon, hoping the game doesn't throw a random encounter your way. And the ensuing depression that comes with a party wipe, and having a save game only at the very start.
In essence, one must move slowly, become the R1 (control type B – lock on) button's best friend, so that you're alert to any enemies hidden in the distance. One must also love the strafe button, and be ready to just peek out of a corner in this particularly unwieldy manner so as to get the drop on enemies. Move slowly, and survey repeatedly, and the game is more manageable; besides the occasional ambush that costs you 30 minutes of hard earned progress. At its core, it is an endurance game, as getting from one save point to another will require you to learn well the enemy placements, and plan accordingly. There is one issue however, the stamina meter. Blade is very slow to strafe, and back up, especially when the stamina bar (vertical bar on left) is yellow. That is why you pop Serums, to make Blade strafe and back up faster, my advice is to use them liberally as there are plenty of them throughout the game, any time it feels like a crowded fight or you need that edge, pop a Serum.
Chinatown. One of the more eye-pleasing locations in the game, there is a decent number. There are also some fun drum'n'bass, techno and such tracks in the game, but also some very odd choices.
See that gauge in the top corner? It fills when you hold the lock-on/target button, and when it reaches full capacity, it flashes for a very brief interval. Shooting as it flashes will get you a headshot, this is pretty much the key (and only) mechanic of the game. Land headshots, and you will save ammo and be rid of enemies far quicker than otherwise, making the game far harder. This mechanic doesn't matter as much for when you need to empty a clip or two of the Machine Pistol into the enemy, but it is still critical in the long run. It is a consistent mechanic in that once you have a feel for the timing, you won't mess up. The Shotgun fills the fastest, the Machine Pistol the slowest, the Handgun being somewhere in the middle. As for the money, you get it by killing enemies, and throughout the game you will find Resupply points (rarer than save points) that let you spend around $200-250 to get an assortment of random ammo and items.
Not bad visuals for a PS1 game, Blade has some nice looking environments, sadly the models are not as flattering.
Now, the strategic part of the game besides moving slowly and carefully and being ready to rain a Machine Pistol clip full of death on any enemies just in case, comes from the resource management.
You have a Katana, a Handgun (weapon of choice of our local phone bandits), a Machine Pistol, a Shotgun, and a Multi-launcher that fires Blades (think throwing stars, not the character), Bolts as well as Grenades.
The resource management comes in like so:
Handgun: Standard and Carbon bullets Machine Pistol, Standard, Carbon and Silver Shotgun: Standard, Silver + Explosive Shells Multi-launcher: Standard and Silver blades, Standard and Explosive bolts.
Now, the strategy comes from the fact that the enemies in this game are basically divided into 4 types:
Humans: Weak to Standard Monsters: Weak to Carbon Vampires: Weak to Silver Nitrate All: Weak to Explosive
So you will have to ration your ammo properly, as they are all separate pickups. Or just get a ton of headshots. That is a general rule of sorts. You will also run into enemies wearing bullet proof armor and carrying shotguns, they're best dealt with using shotguns. Similarly, there are ninja vampires who will deflect your bullets by spinning their swords, making them invulnerable. Zombies are big on the ammo drain, but instantly taken care of with a headshot. Overall, the enemy designs in this game have a few cool ideas, despite how messy the title is. Explosive shells are a boon but they damage you too, so only use them at a good distance. The Katana is a great choice for various early game grunts and Svamps, as well as a few of the brute type enemies.
It may sound like a recipe for disaster, a slow paced tactical game that needs fast decisive action at times having so many ammo types for each weapon when the character himself controls so clunkily, but here is where the Weapon Select button (L1 – Type B) comes in. Holding L1 will freeze the game, letting you take all the time you need. You scroll through your weapons with Up and Down, while you change the type of ammo with Left and Right on the D-Pad.
I found a new version of the clown and circus meme. Perhaps it is a meta commentary, on me, the player. I hope not.
When the game nails atmosphere, it absolutely nails it. Especially in the Pallatine Building, and particularly in the ritual area. This Faustina Priestess is the real secret behind Pakistan's undead economy, though buried long ago, it continues to stick around somehow.
The difficulty of Blade's very uneven, it starts out relatively calm, but there is always that odd enemy or two that will get you with the Machine Pistol, and you will often find a nasty surprise late into the game. Sometimes, an ambush of two mini-bosses will mean your ruin due to the clunky controls. The boss fights, much like the main game itself are sloppy, but they do have some ideas behind them. Sloppy, but with some ideas, just about sums up the game.
The Museum isn't bad either, there is something about baked lighting that feels really pleasing to the eye. Simple. Comfortable.
Now, in terms of secrets, one level has an alternative exit, not really a big deal. More importantly, there are hidden throughout the game various glyphs (most are easy to find) that let you read lore about various vampire clans and types. Some of the glyphs near the end of the game let you unlock cheat codes like infinite ammo.
What is interesting is the final level. Throughout the game you can pick up weapons parts, there are 4 in total, to make a UV cannon. Should you find them all, you will get a shorter version of the final level that takes place at nighttime. I much preferred the daytime version you get when you don't have all the parts, as it is a far harder and more trying endurance test. The longer stage shares the final portion of its route with the short one, but you still get two different versions of the final boss though there the day time version is lame, as you just have to run around pressing buttons, whereas the UV cannon fight is tense due to its overheating mechanic.
Even at the zenith of the final level, Blade will take his time to enjoy a view, and so should you.
Watching Wesley Snipes in Deadpool and Wolverine brought back many nostalgic memories of better times for me (Blade 2 was quite popular in my school), I hope at least some part of this review was enjoyable.