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Tuesday, June 3, 2025 4:47:41 AM

Captain Blood Review (SlideshowDreams)

Captain Blood is exactly the game it looks like it is, and not a single pixel more. It's a straightforward, somewhat janky, deeply goofy, budget God of War style hack-and-slash from a bygone era. And yet that's exactly what makes it one of the most unusual games released this year.
Because it was never meant to be released this year. It is quite literally an unreleased game from 2010, completed but canceled and set adrift by publisher shenanigans. That alone makes it strange enough. How often do we get to see a project like that reemerge? It's not a new game deliberately evoking the past but the genuine article. A paradoxically New Old Game, rescued like a cast away lost on a deserted island for 15 years. And the world has changed a lot in its absence.
As a game in 2010, I don't exactly think it would have lit the world on fire. It is undeniably rough in many ways. Never outright broken, everything works, but you can feel the deck creaking beneath your feet. It feels like something destined to be found for cheap on a used shelf and picked up on a whim. Dumb fun for a long weekend or dipped into occasionally when the mood strikes. And here's the thing, I like games like that. I miss games like that.
I like when games are allowed to be rough, and eccentric. When they're allowed to be small and focused on doing a handful of things really well, or even just well enough. I like seeing things persist outside of major popular trends, and I like seeing proof that we didn't have to stop making certain genres just because of publisher profit expectations. Sometimes these games can be weird experiments. Sometimes they're small teams punching way above their weight. And sometimes they're small games content to simply be resoundingly "good", with a comfortably lower case g.
At one time all these things were the mid-budget or "AA" space, and it's been complicated for a while now. In fact, by all accounts Captain Blood itself was a victim of publishers increasingly de-prioritizing mid-budget titles during the 360/PS3 era. More recently AA games have been slowly reasserting themselves, awkwardly smeared across overlapping strata of high-budget indies and low-budget studios until no one is quite sure which is which or what those labels even mean anymore. And while most will point to standout titles that found unexpected success or the cult classics that built momentum over time, I think it's worth remembering the other side of the AA coin. Sometimes resoundingly "good" is good enough. This is what makes Captain Blood such a fascinating time capsule.
Because as a game in 2025 Captain Blood becomes unexpectedly novel and deeply charming. Less of a cast away and more of a species we feared might have gone extinct, until someone randomly spots one in the wild. It's not the most remarkable game of the year, and yet it's remarkable that it even exists. It's unusual because it was at one time so incredibly normal. It's rough and does little to innovate, but it's a silly and stylish burst of a genre that's fallen by the wayside. It's great because it's allowed to be ok. It's the most 7-out-of-4 game to ever 3-out-of-5. It is exactly what it looks like it is. And not a pixel more was needed.