Monday, August 10, 2026

Game Boy Color Look - Blade


Blade is exactly what I like to see from a licensed game. A competent developer puts their expertise to work and delivers a unique product that's enjoyable to play. Yes, I just stumbled onto this Game Boy Color brawler a few days ago, but I'll be damned if I don't make it the center of attention for a hot minute. For those out there who haven't already checked Mobygames, today's Daywalker experience is the result of a collaboration between HAL Corp. and Avit, Inc. I'm unfamiliar with the latter's games, as several of them were niche. Like, we're talking Volleyball and Cyborg Volleyball niche. Still, my eyes were definitely caught after discovering that many of Avit's team-members were responsible for the classic Kunio-kun and Double Dragon games I grew up with. No doubt they'd do justice to a game about a cool vampire hunter who fucks up vampires.


Upon starting the game, you're given the lowdown by Whistler. The undead menace has bases all over the city, and you get to decide which locale to purge. However, I must suggest that you make Enemy Base 1 your first mission. The level is actually a determinant of the enemy's strength. All of Blade's attributes start at level 1, so taking out vampires of the same level is no problem whatsoever. If he decides to enter the Level 2 area, then he's going to sweat quite a bit. Level 3 is for everyone trying to ice skate uphill. Blade is adept enough to handle anything that gets thrown his way, but he'll have to work three times as hard to complete a mission. Also, the slightest mistake erases a huge chunk of life. Unless you're really confident in your abilities, save the higher-level locations for after you've gotten Blade some upgrades

Another reason to start with Enemy Base 1 is that it's the perfect introduction to the game's three modes of play. It starts with a shooting gallery. With gun in hand and unlimited ammo, our hero shoots down everyone that comes into view. There are a few key points to keep in point. Holding down either fire button produces a steady stream of shots, but it drastically slows the targeting cursor. You're often expected to sweep from one side of the screen to the other, as well as shift focus between the foreground and background. "Feathering" the button-presses should be enough to maintain consistent speed while inflicting damage. Later shooting galleries increase the enemy's numbers and reaction time. Break out the screen-clearing shotgun (both buttons simultaneously) when necessary. Its ammo is limited, but anything's better than taking damage. There are only a handful of shooting gallery stages, which is all right by me. They serve their purpose as both a welcome break from monotony as well as a chance to earn some easy cash. The unique control scheme and satisfactory shootin' are icing on the cake.


After clearing the immediate area of vampires, Blade is awarded some cash. This is dependent on various factors, including the number of destroyed enemies, and remaining special weapons. There's bonus money if you can get through a section without taking damage, but imperfectionists shouldn't stress too much. While cash is required to upgrade equipment and stats between missions, survivors should obtain enough to max everything out before the final mission. The expectation is that players will do just that, ensuring Blade goes from Ultra Badass to Ultimate Badass. Anyone seeking an extra challenge could refrain from enhancing their armor or serum (which functions as the time-limit). No matter the case, spending on Kung Fu should be a priority, since beatemup combat represents the bulk of the game.

As one would expect given the developers, the sections where Blade eliminates vampires with martial arts prowess take heavy inspiration from Double Dragon. The sideview even reminds me a bit of the NES games. By pressing the A button, Daywalker will throw a basic punch. If an enemy is looking exhausted, then the next attack will be a devastating kick. Through regular Kung Fu investments, players can learn to perform spin-kicks, screen-clearing throws, and more. The main point to keep in mind is that button-mashing is a dangerous game. Smarter enemies will block and punish accordingly. Instead of risking it all on repetitive actions, mix up your repertoire with parries.


With the push of the B button (and at least an inkling of timing) Blade will deflect an enemy's blow, opening them up to a quick & nasty combo. Tougher foes like Karate Masters or Werewolves often get priority when attacking, so there's no reason not to learn the parry. The window is generous enough that even if your best is just a guess, you'll still be right about 2/3rds of the time. A fair argument to make is that perhaps this technique leans too heavily in the player's favor, but I think it works for a superhero game. Let's be real here, even on his worst day, Blade is still motherfucking Blade. He's a hundred times better than some vampire chump, and that's reflected in his game. The parry enhances his martial prowess to a supernatural degree, yet it's also delightfully restrained. Players aren't required to spam it just to survive. Throw in the fact that it's always satisfying to perform, and you've got a kickass move that makes the beatemup action sing.

Most missions end with a 1v1 sword battle. It's here where my feelings lean closer to mixed rather than positive. The controls are fine, though a fair bit more complex than elsewhere. For one thing, this is the only time Blade can jump (B+A). He has a couple of mid-air attacks, but most leaps are for evading certain attacks or attempting to better one's position. There are quite a few sword techniques to play around with, but doing anything besides blocking is a big risk with little reward. Bluntly, success in a 1v1 is determined almost entirely by finding the right opportunity... and button-mashing. There are essentially four types of opponents: demons, ninjas, a robot, and the final boss. Demons are elemental, and quick to fill the arena with fire or ice. The best time to hit them is when they're landing from an air-attack. If you manage to knock them down, then start slashing as soon as they wake up. Not all strikes are going to land, but I can't imagine it mattering too much. An upgraded sword kills bosses with the quickness, so you're still very likely to win, even if you spend almost the entirety of the fight getting knocked around. I get what the developers were going for here, but maybe I've come down with an allergy to 1v1 sword battles in beatemups. They never seem to work 100%. 


Some parts of Blade come off as half-baked. The first Enemy Base, with its multiple detours to collect keys and special items, gives the impression that the game will have some adventure elements. It won't last. Walking from left to right and crushing whatever gets in the way is most-assuredly the norm. The enemy variety is pretty good for a licensed brawler, but too much of the 1-hour+ playthrough is spent in subways and sewers. Also, there's really not much decision-making. Whistler stresses it in the beginning of the game, but only because wrong choices lead to a final confrontation that may be too much for most players. Purposefully avoiding the intended route causes the enemy's level to increase, which only favors the maniacs. An argument could be made that entering a potential no-win state isn't half-baked at all, but rather the consequence of ignoring good advice. I just don't see it that way. To me, there should be a viable route to the end no matter what decisions the player makes... pfft! Hahahah! Yeah, I'd better save my ridiculous dreams for something besides an early 2000s licensed Game Boy Color product. What's here is good enough, honest.

All I have left to say is that I'm glad I took a chance on today's game. Blade fans, who've known nothing but disappointment since 2004, should check this out. Some of its ambitions go unrealized, but they hardly matter when the actual gameplay is damn solid. One day, I might even come around on the 1v1 fights. The execution isn't ideal, but from a technical standpoint they're really impressive. It's just difficult to discover the techniques that may elevate the game when battles end so quickly. 

Oh well. 

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