
On a system swarming with Wii-makes and shovelware, original designs are  bound to stand out.  From the very beginning we've been following D3's Dragon  Blade: Wrath of Fire, as the game may not be a high-budget, AAA  title, but it dares to try something original on the system rather than  just copping out and attaching a half-assed license onto an otherwise  original IP.  Dragon Blade may not be your kind of game, and it may not  be the most polished effort on Wii, but it's a breath of fresh air  nonetheless; it just could have used more time in development, or a bit  more ambitious design.
Dragon Blade makes no excuses for what it is: A pure-blooded action  game.  Players move from level to level with Wii-mote and nunchuk in  hand, and attack hordes of enemies en mass.  Run into an open area and  you're bound to be surrounded by a field of darkness, allowing more  baddies to spawn and attack.  Kill them all, and you're free to move on.   No puzzles, no platforming, just pure action. That being said, Dragon Blade is also a first-time effort on Wii, and  with it come a few issues within the game's design.  Developer Land  Ho attempted to create a seamless, "one-to-one" fighting system  which allows players to act out the sword swipes, and in turn see them  delivered in kind on-screen.  The game takes into account horizontal,  vertical, and stabbing motions, adding more in as the game progresses.   You'll begin with only the Dragon Blade, and then upgrade its powers as  you go, adding a whip for the tail, giant dragon hands for huge attacks,  and a head for fireball shooting and massive kill-all like attacks.  A  simple press of the d-pad calls the next magical form of the sword, and  in turn enables more ass-kicking. Even with the multiple moves, however, the game is shallow.  Each level  has players running from point A to point B, beating up everything in  their path with Wii gestures.  Levels can be a bit too long and sparse,  however, as you'll run through gigantic areas only to approach enemies  waiting idle on the near-edge of the draw distance.  In closed in areas,  a sketchy camera will often turn or pan frantically to keep up with the  action, often bunching up like similar action games of its kind (the  original version of Ninja Gaiden on Xbox comes to mind).
 
 
 
 
 
 
 
 
 
 
 
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