Blade Chimera ditches the usual metroidvania progression in favour of a radical idea: skipping straight to the good stuff
There's a certain degree of predictability to the metroidvania genre. The opening area is the part where the story takes a moment to emphasise how alone I am, and then makes me do a bit of vanilla jumping and attacking while I pass by all the interesting places I can't go yet but will inevitably have to revisit in a few hours time. I'll see some obviously open passageway that's just a little too high for me to reach and I'll sigh, wondering if this is one of those games where I'll eventually get up there with a double jump, or if it's one of those games where I'll learn how to wall kick instead...
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