It took me all of five minutes to realise I was not going to enjoy my time with Blood Knights.
In that first five minutes I was led through a tutorial dungeon which, in most games, introduces the characters and sets up the narrative by introducing a conflict. But at the end of this tutorial dungeon I had no real idea who the characters were, and while I had a vague idea that there was some betrayal involved and now, somehow, the game’s hero had been permanently bonded in some way to the game’s anti-hero female vampire, and now they need to go on some kind of quest thing. This is all told through single-sentence dialogue sequences that fail to tell us anything of substance about the game’s world or its characters, and for a RPG to leave players completely in the dark is an immediate sign that the the entire experience is going to be painful.

If anything, writing a story in the minimalist way that the likes of God of War does is a greater challenge on a technical level, as it means the writers and developers need to do far more with far less. My honest recommendation for all game developers would be to go for more traditional story telling with lengthier cut scenes unless you’ve got a big enough team to make the snappy plot sequences work.

These characters have some basic skill trees to upgrade, and there’s the typical loot drops found in the genre to customise the characters. Mechanically it works better than I has expected given how raw the rest of the game is, but there are dozens of games in this genre, and being mechanically proficient is just not enough in this case. The one relatively unique feature is the ability for the characters to drain the blood of their enemies, being vampires and all. And, in fact, the most affecting element of the entire game is the health restore points are not chests that players open to unleash a rainbow of orbs as in most action games. No. The health restore points in Blood Knights are still-living people impaled on stakes which players can take advantage of to restore almost all their health. Why this touch of Gothic horror and drama wasn’t taken further I have no idea, because a genuinely brutal Gothic horror tale would have helped this game stand out in the genre.

It’s also a generation or so behind the times. Characters are built with a minimal number of polygons and look a little like the old PS2-era top down Diablo clones of The Bard’s Tale or Baldur’s Gate: Dark Alliance. Animation is a little stiff and the environments are filled with invisible walls and are completely non-interactive. It’s not ugly, but it’s also not very interesting.

And the game’s action could have been compelling, if there had have been a compelling reason to play on. Because there isn’t, unfortunately there is no reason whatsoever to play Blood Knights.
– Matt S
Editor-in-Chief
Find me on Twitter: @DigitallyDownld
