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Blade Chimera Review: Demon Slashes and Neon Dashes |The Gamerheads Podcast

Writer's picture: Mike RyanMike Ryan

Updated: 1 day ago

Futuristic city scene with warriors and mythical creatures. Central figure aims gun; glowing text reads "BLADE CHIMERA." Vibrant colors.

Platform reviewed: Steam (PC)

Also on: Nintendo Switch

Price: $19.99


If you've been an avid reader of GamerHeads reviews, you should know that I am an avid Metroidvania fan. There's just something so satisfying about discovering a sprawling 2D map, unlocking abilities and fighting giant bosses. It's honestly a genre that I'll never get bored of. So whenever a new Metroidvania game releases, I just have to check it out to see if it scratches that itch. And I would consider Blade Chimera to be an effective backscratcher.


Team Ladybug has a history of making some quality MVs, and Blade Chimera is no different. This game throws you into a world where demons lurk around every corner of a futuristic Osaka. You step into the boots of Shin, a holy Union warrior tasked with purging otherworldly fiends straight out of global folklore. Armed with a plasma rifle and later a sentient demonic blade named Lux, Shin uncovers hidden truths while carving a path through three separate, sprawling city maps. There's a deeper story, with plenty of conversations, twists, and betrayals (which I won't spoil), but it's pretty engaging and keeps your interest. The only beef I have with the story is that it starts the story in the middle of things, without giving us much of a background. I would have liked to see a proper opening sequence, or hell - even some Star-Wars style floating text. Sure you learn a lot about the game's world and lore through playing, but it would be nice to just something to draw you into the universe. The story itself centers heavily on Shin’s journey, and he’s a likable enough guy — earnest, determined, the kind of hero you root for. But the broader world of Blade Chimera, with its haunting mix of beauty and despair, feels underutilized. There’s so much potential in its setting, yet the narrative wraps up quicker than I’d hoped, leaving some threads dangling. Still, those side quests add enough extra context to make it worth poking around.



If you’ve played Team Ladybug’s past hits like Record of Lodoss Ware - Deedlit in Wonder Labyrinth (a personal favorite), you’ll notice Blade Chimera dials back the breakneck speed for something more deliberate. Shin’s movement feels weighty at first — kind of like he’s hauling a sack of potatoes — but once Lux, a demon girl housed within a sentient sword, enters the picture, things open up. She adds a slick toolkit of moves: blocking enemy strikes, swinging across gaps, and even briefly reconstructing broken objects to help you progress. It’s not as fast-paced as some other titles in the genre, but it rewards careful planning and precise execution. It's a new mechanic that's very creative. She also identifies items that can be rewound in time to help access new areas. Is that wall blocking your path? Well, three years ago it wasn't - so Lux will rewind the wall's history so that it deconstructs itself. Very neat! And in typical Metroidvania fashion, you’ll often find yourself attacking random walls while searching for hidden areas and weapons.


Let’s also talk visuals, because this game is a beaut. Compared to Team Ladybug’s earlier work, the pixel art here feels familiar, yet still new. Silky-smooth animations, layered backgrounds with parallax effects, and lighting that makes every sprite pop. And I also love the subtleties. For example, walking under a red light creates a small glow around Shin that moves around him as you pass. Bullet casings bounce smoothly, characters animate in classic 2D pixel-perfection, and bosses are big and beautiful. A lot attention to detail here, which I really appreciate. The levels themselves are drenched in a mix of neon glow and urban decay, perfectly capturing the chaotic, dystopian vibe. The soundtrack nails it too, blending upbeat synth tracks with a moody edge that matches the crumbling cityscape.



Shin handles like a dream once you get the hang of him. You have two buttons dedicated to weapons, and boy are there a ton of them in this game. I highly recommend using one button for a projectile and another for a melee. And if you have a plasma blaster in one and hand a whip in the other, well you're living the term "Metroidvania." His sword slashes pack a punch, his shots hit hard from a distance, and his jumps can chain into mounts for extra airtime. Dodging feels snappy with a generous invincibility window, which you’ll need against the tougher demon attacks (watch for those red-tinged projectiles). And don't forget your sword companion. Lux takes things up a notch with her mechanics. Using Lux, you'll be anchoring her to the ground to block incoming barrages or latching onto specific surfaces to swing to new heights. Combine that with a double jump you unlock later, and you’re scouring every inch of the map for secrets and gear. One neat trick: anchoring Lux can “charge” her up as you move away or let her absorb hits, then recall her for a massive strike that obliterates foes and even heals you a bit. It’s a game-changer in crowded fights.


One way Blade Chimera shakes up the genre a bit is with its skill tree. Unlike traditional Metroidvania titles that hand you abilities as you explore, Blade Chimera ties most of your upgrades to leveling up. You’ll earn points to unlock abilities like the double jump, MP cost reductions, new moves for Lux, or even a teleportation ability that’s a lifesaver. Seriously though - prioritize that teleport — because the level design and backtracking can be a real headache otherwise. Backtracking is par for the course in this genre, but some of the map layouts here feel like a maze on steroids. Expect long detours through corridors, precision jumps with enemies camped at the worst spots, and a few demons that can wipe you out if you’re not paying attention. And to add to that, the game isn't the easiest. Until you level up or find some stronger armor, Shin gets hurt pretty hard. And death after a long progress means you have to go back to your save room and do it all over again. That's rough.



And speaking of enemies, wow they're mixed bag. Some are simple and silly, like a floating orb or a walking wall. Others are creepy as all get-out, like a demon woman who attacks you by stretching her neck to ungodly proportions. And then there's Abraham Lincoln. No, I'm not lying. Shin’s auto-targeting for certain weapons' ranged attacks usually works, but every now and then he’ll shoot the wrong way or get tripped up by interactive objects Lux can mess with. It’s frustrating when a misplaced shot or a badly timed interaction sends you tumbling into a pit. Or worse, going into a room and getting knocked back into the other room by an enemy attack. That's frustrating too because all enemies reset when you leave a room. Still, the challenge keeps you on your toes, even if it occasionally feels unfair — like when a death trap sneaks up right after a gauntlet of foes. Also be careful of the UV lights - they may not hurt you, but cause some real pain for Lux - which also results in a game over.


The big showstoppers are the Titanic Demons — massive bosses with multiple-phased fights that will really test your attacking and dodging skills. Early ones are a blast, with patterns that keep you guessing, but towards the end, I found them a bit underwhelming. Maybe I’d just gotten too strong with my upgrades, but I wish they’d leaned harder into puzzle-like mechanics to spice things up. Again, nothing terrible, and still a challenge throughout. The main story does mix things up with some clever mechanic shifts that break the pacing in a good way, and they don’t drag on too long. Side quests, though? They’ve got some of the best fights in the game. Shorter, sure, but the mechanics are tighter, and they come with juicy rewards and lore snippets that flesh out the world in ways the main plot doesn’t quite manage.


Final Grade: B+


Overall, Blade Chimera is another win for Team Ladybug. Its slower, more methodical take on the Metroidvania formula feels refreshing, especially once you master Shin and Lux’s moveset. It really feels like a perfect blend of Metroid and Castlevania - particularly Symphony of the Night. The ruined streets of Osaka are brimming with secrets and enemies to tackle, making this a solid pick for both longtime fans of the genre and newcomers looking for a challenge. It’s not perfect — the level design can frustrate, the story doesn’t fully capitalize on its world, and some enemy placement and difficulty can be a real challenge — but it’s a damn good time nonetheless. I’d say it’s a must-play for anyone craving a neon-soaked demon hunt.


Review code provided by Publisher

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