

So I can see why you’d start in a castle and immediately end up in the forest for the second stage, making your way to an evil castle. Baddie steals thing, you gotta go through the kingdom and get it back. But again, it’s because the ideas are heavily borrowed.Īnd I get it, a lot of games in this setting have similar stories. It doesn’t feature the multiplayer elements of its mentor and the stages are incredibly tedious at times (there is an elevator stage that feels like it goes up a million feet in the air) but the controls are good and the gameplay is fun. The benefit of this is that the game is good. If you pick up a coin from an enemy it makes the exact same sound it does in Castle Crashers. Standing over it will bring up an alarmingly similar little window that shows the stat changes that comes with it, just like in Castle Crashers. As you fight enemies, there’s a chance they’ll drop their signature weapon. The weapon unlock system is also the same. The leveling system works the exact same way where, each time you level up you assign points to the same four stats attack, speed, defense and luck. The similarities don’t just end there though. You then run out of the area by passing between two training dummies. When you play Wonder Blade, however, your character is in a castle when the baddie attacks, interrupting festivities. When you start Castle Crashers, your character is in a castle when the baddie attacks, interrupting festivities. It’s not just the art and gameplay that’s similar though. But I also don’t think that Wonder Blade would exist if Castle Crashers didn’t exist as a template, so I don’t think that’s possible. If we had a timeline where Castle Crashers didn’t exist, Wonder Blade would be a fine game I’d absolutely be excited for.

I know Castle Crashers uncomfortably well so when I play it, I knew it down to its source. I was in his home when he showed me early concept work for his first game Alien Hominid. My 11th-grade yearbook has a picture of Dan Paladin doing a kickflip in front of the school. I went to high school with Behemoth Games’ Dan Paladin who was largely responsible for Castle Crashers. A lot of people have made this comparison and the creator, Yu Feng Huang, even did an interview with Forbes where, without being prompted, immediately asked people to avoid comparing this game to Castle Crashers - while also saying Castle Crashers was a direct inspiration.īut see, I’m different, I have a weird connection to Castle Crashers. When I looked it up and watched the trailer from Puppet Depot Game Studios two words popped into my head, “Castle Crashers.”įurther Googling shows I wasn’t alone. Much like the intro to My Brother, My Brother and Me states, “It’s familiar, but not too familiar, but not too not familiar.”ĭespite coming out originally in 2018, I knew absolutely nothing about this game. What it ended up becoming is a lot different, if not, familiar. When I was first tasked with reviewing Wonder Blade I went into this ready to do a standard review.
Within the blade switch Ps4#
Platforms: Nintendo Switch (reviewed on), PC, PS4

Wonder Blade has just released for the Nintendo Switch and not to sound like 90’s David Spade, I liked it… when it was called Castle Crashers.
