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Dragon Blade: Wrath of Fire

by Jonathan Metts - October 12, 2007, 6:10 pm PDT
Total comments: 21


Though not for the faint of heart or graphics whores, this old school brawler is definitely worth a look for its challenging combat and great motion controls.

Dragon Blade is not a fancy game. It doesn't have a lot of options, modes, or bonus features. The presentation is dated at the best of times and borderline ugly at the worst. This game is a straightforward, no-frills brawler in which hordes of enemies are very happy to surround you, knock you down, and hardly give you a chance to get back up and fight. Games like this aren't often made anymore, and it's probably for the best that they have become the minority. When we do get such games these days, such as EA's Lord of the Rings games, Capcom's Devil May Cry, and Sony's God of War, they are usually slathered in rich production values and RPG-style experience systems. Dragon Blade has neither of those assets, but it is nice to see a traditional action game in the style of Double Dragon and Streets of Rage once in a while, and Dragon Blade actually has the chops to carry the beat-em-up torch on the Wii.

There is a lot of generic schlock pervading the story and style of Dragon Blade, but the motion controls are anything but generic. Five gestures are recognized and translated into basic attacks: left, right, up, down, and thrust. Special powers and blocking are mapped to buttons, and you will have to use both liberally to make much progress through the game. It's all very simple, yes, but these controls work exceptionally well in the context of such a simple game, and they are almost totally reliable, which even Nintendo has struggled with in vaguely similar games. I had some trouble with the controls at first, as the sword would often swing left when I swung right, or up when I wanted down; this was especially prevalent in combos. Surprisingly, the solution was to turn the sensitivity all the way down. Not only does this setting ignore self-correcting muscle movements which are not intended as gestures, but it also forced me to make more deliberate and distinct motions so they would be strong enough to register. As it turns out, this is exactly how the game should be played, because blindly waggling the Wii Remote will get you killed in a hurry. In this sense, Dragon Blade plays like a fighting game: you need to carefully time your moves to string them together the right way and get the desired combo. Once you slow down and stop spamming the game with gestures, it actually does what you want it to do. What an unusual concept among the Wii library! After my tweaking and re-learning, the game did exactly what I wanted it to 95% of the time, and that's much better than I can say for any other gesture-based game in my experience.

The adventure is broken up into many short levels that each take ten or fifteen minutes to play through. Some are just about getting to the end, while others have mini-boss fights, and still others are devoted entirely to the game's huge boss battles. The mini-bosses are human kings who betrayed the dragon lord (now trapped in the fire sword) and have been transformed into beasts by evil power. Each king has stolen a body part from the good dragon, Valthorian, and they use these appendages against you during the fight. Once you defeat a king, you reclaim that body part and will be able to use it for a new set of special moves. The whole thing has a very cool Mega Man vibe, and all of the kings are quite challenging even after you learn their patterns. The main bosses are the dragons who conspired with the kings to destroy Valthorian and take over the world. The dragon battles are so epic that they are encased in their own separate levels, which means you can retry them without having to worry about trudging back through a level. That's a good thing, because although the dragons vary quite a bit in form and difficulty, they're all going to take multiple attempts to defeat. After pounding on a dragon boss for quite a while (preferably with one of the reclaimed dragon powers), you go into a "Core Break" sequence in which you must perform gestures in an interactive cut-scene to finish off the foul beast. These scenes are easily the most visually impressive parts of the game, and it does feel very satisfying to frantically wave the controllers and then deal that killing blow.

The normal levels are far less visually impressive, but they're still unrelentingly hard. Most levels are extremely linear with little room for exploration, though there are a number of exceptions to this rule. Armor shards and upgrades for your health and special meter are hidden in most levels – actually, "hidden" is a strong word, but these bonuses are at least guarded by the strongest enemies. In fact, most of the enemies are quite strong, and one of the game's unusual characteristics is that even the puniest lizard-men, wolves, and wizards can finish you off in a matter of seconds unless handled properly. Defense and crowd management are fundamental to Dragon Blade's combat system, and there are multiple strategies viable in any given situation. It's the kind of game that forces you to try every move at your disposal and discover which ones work best in different situations,since combat is very challenging and you will die quickly if you run around swinging wildly. Modern game design theory says most players won't have the patience or motivation to actually learn how to play this kind of game; maybe that's true, but those players who do take the time to play well and correctly will find a rewarding experience. The hardcore design is not even necessarily my cup of tea, but I recognize the depth of gameplay. I found myself getting much, much better at fighting as I went through the game, even though I was mostly using the same basic attacks available right from the beginning.

For many reasons, Dragon Blade is a surprising game. Not only is it Wii-exclusive, not only does it have some of the best motion controls on the system, but it's also an incredibly hardcore, traditional kind of action game on a platform where most of the third-party releases are aimed very clearly at the ultra-casual market. Despite the obviously low-budget development, there are some great ideas and a lot of classic gameplay here, and I would love to see a sequel with much better production values. As for the game at hand, it's at least worth renting, and seasoned beat-em-up (bmup?) fans will get their money's worth for the reduced retail price.


Graphics Sound Control Gameplay Lastability Final
3 5 9 7.5 6 7

Dragon Blade looks like a very early GameCube game or perhaps a solid Dreamcast game. A couple of the dragon bosses look decent, but most of the art design is very bland. On the tech side, the game has a flat and lifeless look; only the fire sword stands out, but it doesn't interact with enemies or the environment in any convincing way.


The soundtrack consists of generic, "epic" percussion. One song does stand out by adding trumpet to the mix, but even this blessing is looped too quickly and is used in too many levels. Only the story introduction is voiced, and it's as hammy as you would expect from a story about dragons and fire swords.


The camera requires a bit too much babysitting, but the action controls are superb. Adjust the sensitivity option to the lowest setting and use discrete movements, and the game will do what you want it to do.


Don't expect storytelling, puzzles, or exploration; Dragon Blade is all about fighting. Thankfully, it does combat very well, with strong enemies that make up in numbers and placement what they lack in intelligence. You cannot simply use the same one or two moves to cheese your way through the whole game. Boss battles require a lot of pattern recognition but are still challenging even if you know what to do. My main gameplay complaint is that the level designs don't get interesting until fairly late in the game, and they're never excellent. More enemy variety would also have been appreciated.


The game should take from seven to ten hours all the way through – a typical and respectable length for this type of game. Unfortunately, there is little reason to explore previous levels, and there is only one mode in the game.


It's not pretty, but Dragon Blade is a fun test of your old-school gaming skills. The small but varied set of gestures works perfectly in the context of the gameplay, and the motion recognition is some of the best in any Wii game.


  • Consistently challenging
  • Great motion controls
  • Satisfying, skill-based combat
  • Jumping (and double-jumping) seems useless
  • No difficulty settings
  • Poor graphics and sound
Review Page 2: Conclusion


So it sounds like they had good Wii control understanding and absolutely no budget.
Fantastic. Maybe someone with money will pick up the developers to make GOOD motion controls.

Then again, I've never heard of a game where "jumping is useless."

GoldenPhoenixOctober 12, 2007

Too bad this game wasn't given a bigger budget, sounds like the developers are quite competent, I'll have to give it a try.

Jumping really is practically useless. There is no platforming to speak of, and the jumping attacks are almost never needed because they will go over the heads of normal enemies. I used them maybe once or twice on bosses, which are much larger and may have weak spots that you can either swing upwards to hit or jump and swing any direction. I suppose you could also jump to avoid enemies, but you can just as easily roll to the side and be far less vulnerable. The really sad part is that, halfway through the game, you get a double jump that looks really cool and takes you very high into the air. But it costs a lot of magic and is still totally useless.

NinGurl69 *hugglesOctober 12, 2007

We should get this now that Brawl 07 has been cancelled, yes?


NinGurl69 *hugglesOctober 12, 2007

NWR indicates Dragon Blade definitely ranks "up there" with Zelda: Phantom Hourglass, confirmed.


Originally posted by: Professional 666
NWR indicates Dragon Blade definitely ranks "up there" with Zelda: Phantom Hourglass, confirmed.


This is true. LoZ: PH is only .5 better than Dragon Blade. Both a are vastly inferior to Mario Tennis.

Crimm, PLEASE do not encourage them. Comparing a Wii hardcore brawler review to a GBA tennis review and DS adventure game review (all written by different reviewers) is wrong on so many levels.

Isn't that why it's beautiful. It's all in the eyes of the reviewer.

NinGurl69 *hugglesOctober 12, 2007



Originally posted by: Professional 666

GoldenPhoenixOctober 12, 2007


Originally posted by: Crimm

Originally posted by: Professional 666
NWR indicates Dragon Blade definitely ranks "up there" with Zelda: Phantom Hourglass, confirmed.


This is true. LoZ: PH is only .5 better than Dragon Blade. Both a are vastly inferior to Mario Tennis.

The REALLY sad thing is that it is justified....DERAILED

MashiroOctober 12, 2007

Crimm is gonna be fired for this controversy!

Additionally, this is a game that brings back not just learning the patterns of enemy attacks, but learning the fractions of seconds to the timing of their attacks. If you block at a very specific time before any attack, you'll actually get life back. This is easy for some attacks, maddeningly impossible for others. This makes concentrating on the timing critical for blocking, not only in really long levels when you're low in health, but also for boss fights when you need every bit of help you can get to survive to the boss' next phase.

Shhh... they don't know I'm doin' a bad job

Man... jumping is useless. Wow. Well, on the bright side, good Wii controls are possible. Now would someone send in the clones.

ShyGuyOctober 13, 2007

Haven't read the review, but comparisons are an inherent flaw of the numbered scale system. It's not a perfect system, but it's the best we got!

BTW, I like Crimm's public relations better than TYP's.

NinGurl69 *hugglesOctober 13, 2007

The road to P.R. MASTA is no twilight-princess-non-game.

shammackOctober 13, 2007

Darn those faint-hearted graphics whores!


Originally posted by: shammack
Darn those faint-hearted graphics whores!

One of them reviewed this game over at GameSpot.

LuigiHannOctober 13, 2007

The bullet is enormous, there is no escaping.


Originally posted by: Crimm
jumping is useless.

ShyGuyOctober 13, 2007

Quotes from GoNintendo's Link http://gonintendo.com/?p=27193#comments


Of all the reviews I’ve read, this is the first one that I actually think is fair.


Hmm, kind of geneorus review, wouldn’t you agree?

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Dragon Blade: Wrath of Fire Box Art

Genre Action
Developer Land Ho!

Worldwide Releases

na: Dragon Blade: Wrath of Fire
Release Sep 25, 2007
eu: Dragon Blade: Wrath of Fire
Release Nov 16, 2007
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