Blade Kitten
360 Impressions by

Inform others of the title and they’ll more than likely repeat it back to with slow pronunciation and a heavy dose of scepticism, culminating in a giant question mark: “Blade… Kitten?” Yes, there may be a pink haired, Manga, cat-woman leaping about on screen, but don’t judge it so readily.

The cat-woman in question is named Kit, and she’s a Bounty Hunter; one of the best in the business if you believe her website. She’s a vivacious minx, searching the galaxy for those with a price over their head and never leaving home without her floating sword. When we join her, however, she’s having a little trouble with a fellow Hunter who just blew up her spaceship.

Kit’s pursuit of her rival unfolds through the eyes of a 2D action-platformer, as she runs and jumps, slashes and crashes her way through a variety of obstacles and masked soldiers. Our pink-haired protagonist – being half feline – is rather nimble and so can spring about with a great spryness, but also isn’t afraid to get her claws dirty with a selection of melee attacks more than capable of bringing down those that stand in her way.

Combining swordsmanship, quick hands and some flamboyant special moves, combat is fun without being taxing. Vanilla guards very rarely pose a threat even in numbers, and can be hacked through without much thought. Tougher close-combat guards put up more resistance as they block your blows, and are eventually joined by a missile-toting support crew. It’s hard to say whether later levels will produce greater challenges, but early on combat sufficiently portrays Kit as the badass she’s purported to be.

Of greater interest is the world she inhabits and the sheer size of each level that we are taken through. From vast plains to deep dungeons, they stretch out seemingly for miles, switching this way and that, sending you first up to a peak before dropping you back into the maze’s heart. When viewed objectively, most are linear but they are designed in such a way as to give the impression of branching, with alcoves and detours placed throughout to distract you from your goal.

Although it may seem standard fare, what distinguishes Blade Kitten from other 2D action-platformers, and indeed other female Bounty Hunters who like to operate in a similar space, is her ability to sink her claws into the walls and scale both vertical surfaces and ceilings. Confound enemies by dropping down from the roof onto their bonces, scale cliffs to reach collectible credits, and generally act as though you’re the second coming of Gex. Although that skill would be merely tacked on if it wasn’t for the clever level design that exploits it to the full, players could quite happily plough though the dozen or so levels on offer without straying too far from the path, but the lure of hidden secrets could easily double the time you spend exploring the world. Hidden passages and chests full of treasure are both liberally distributed and add an extra dimension to play, cunningly veiled by scenery that cuts away when you get close.

Out of all the aspects contained therein, this verticality raised Blade Kitten to a whole new level. Knowing that exploring every possible direction could bring hidden nuggets made me examine each and every wall, floor and ceiling as I hunted down treasure. In doing so it not only help my bank balance as I unearthed these riches, but these asides brought me to interesting little platforming sections or nooks that showed off the game’s visual style.

So much was I taken with this that I felt quite disappointed when one level dispensed with the verticality and instead presented me with a vast, open plain that was to be traversed on the back of a giant beast. Variety it may have been, but with every moment underneath the blue sky I missed that claustrophobic feeling that meant I could jump up, jab my sword into the masonry for a handhold, and begin exploring the finer points of the ceiling.

Stylistically, it comes across as though a living comic. The cell-shading is extremely suited to Kit’s universe and comes into its own in the cutscenes, when heavy outlines combine with bold colours to reflect the series’ roots. Equally pleasing is the voice acting that is slick and professional, adding yet another layer of polish to an already accomplished game.

Blade Kitten is what I covet most in an industry full of predictability and sequels: a surprise. It’s bright, full of energy and came from nowhere to have me scrabbling about through press releases looking for a release date. As an original IP born from within Krome itself, it’s wonderfully fresh and has plenty of substance to back up its good looks. Come release, succumb to curiosity; it won’t kill you.

Article contributed by on 8/09/10 in First Impressions, General, PS3, Xbox 360
James has written 216 previous posts. Archive viewable here
Bio:" I make my living as a programmer at a British games developer. In my spare time I try and spread myself between writing, gaming, drumming, goalkeeping, rolling dice and keeping my hair blue. Somewhere around that my wife fits in. Disclaimer: the views expressed are my own and do not neccessarily reflect those of my employer. "

2 Comments

  1. Posted September 8, 2010 at 10:02 pm | #

    Uber-tempted by this now I have to say. Nice to see something surprising ending up sounding as if it’s actually decent.

  2. Posted September 9, 2010 at 9:01 am | #

    Yep, its nice to see something fresh amongst all the me too and COD wanna-be titles on the horizon. Consider me very curious.

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