Reviews from

in the past


This game is metal as hell.

On paper this should be something you’ve already seen, but in execution it isn’t like anything you’ve seen. Blowing up zombies with dynamite, blasting cultists with a double-barrel shotgun, eating hearts to heal instead of medpacks, everything in this game feels equal parts edgy and extremely fun. The main character, Caleb, is betrayed by the god he worships and comes back to life to get his revenge and after killing him, the words spoken from his mouth are “Good, bad… I’m the guy with the gun” and in the cutscene that plays second after he blasts a poorly modeled dude (the cutscenes in this game are something) with the tommy gun one-handed and just leaves without saying a single word like he didn’t just kill a demonic god.

Even if it’s really tough, the enjoyment I get from this game is simply unmatched. The variety in the arsenal is quite interesting, instead of a pistol as a one of the first guns you get (the actual first gun you get is a pitchfork), they give you a flare gun, which is fine to take out enemies one by one, but has a secondary fire that can take out a bunch of enemies by setting them on fire at the cost of like 6 flare ammo, but the gun you’ll be using the most is the sawn-off shotgun. A really, really powerful shotgun. If there’s one word to describe the arsenal in this game, it is powerful. Not just the shotgun is powerful, but also the dynamite - blowing stuff up is powerful, and you’ll be doing that A LOT, it’s even necessary to progress in certain moments so get used to it -, and the rocket launcher sorry, the NAPALM launcher, which not only acts as a normal rocket launcher but can also put on fire nearby enemies due to splash damage, and even the tommy gun. If there’s one thing Blood has, it’s that it makes justice the word “power fantasy”.

It’s no secret that First Person Shooters have always been inspired by cinema. Duke Nukem is basically an Arnold Schwarzenegger knock-off. Blood is inspired by horror and gorefest movies. Every enemy has like two or three, probably more, different ways to die, but all of them can be blown up into pieces. Zombies’ heads fall off and you can kick them a soccer ball. While Caleb might not be the most memorable FPS character - although he's still a total badass -, Blood is a really memorable game. I would say that “it is great because it just wants you to have fun”, but basically every other game from that era just wanted you to have fun, ESPECIALLY First Person Shooters. What makes this game good is not what it wants but what it does, and what Blood does is putting a bunch of cultists and zombies gathered together in an enclosed space so you can use the alt fire of the spray can (did I mention there’s a makeshift flamethrower?) and watch all of them burn. At a time when videogames were at the center of discussion for allegedly promoting violence and satanism, Blood provides just that and goes full-on with it.

The levels look more like actual places and seem to be interconnected, at least in the first chapter, so there’s some kind of continuity to it, it feels like some kind of progress is being made. Unlike Duke Nukem 3D, in which levels consisted of a bunch of arenas that kind of resemble real life places but lack any continuity from one to another, here in the first chapter you wake up in a grave next to a chapel and the you blow up a hole in a wall that gets you to a train station in which you get on a train and the next level is in the Phantom Express and then you crash the train and now you’re at Dark Carnival, and there’s a secret level that takes you to the House of Horrors. It feels like you’re going somewhere, like progress is being made, even if the story isn't that important. This is what I like the most about the Cryptic Passage expansion, the continuity between levels. At the start of each level, most of the time, and not just on Cryptic Passage, you can turn around and see the place you just came from, and at the end of some levels you can even see the place you’re going. The level of detail in every level helps the sense of place. I mean, the devil is in the details, so…

Everything in this game screams personality. From the little nods to horror/slasher/B movies to the speed of the combat. Even if some of the later levels don’t live up to the greatness of the first episode, as well as some abrupt difficulty spikes - the balance is sometimes pretty weird, I had certain situations in which I’d round a corner to be greeted by a shotgun blast to the face I had no way of predicting. The alt fire of the dynamite makes it a timed explosive so it bounces on walls, you even have proximity and remote dynamite, but the correct way to use them is to throw them around a corner full of enemies you already know they’re there, but for that you have to see them before them see you so most of the time these options are useless and it’s best to roll with it, shotgun blast included. That is, unless the game expects me to quick-save quick-load every corner, in which scenario the tension and pace of the combat are gone -, it is still fun to blow up with dynamite everything that moves.

At the risk of sounding like an edgy teenager, I’ll say that gorefest movies or games are usually not my cup of tea when they're all about the gore and nothing else, but I can’t help it, Blood is just too goddamn fun.

Also, I forgot to mention that enemies like the zombie, the cultist, and probably some more are pixelated sprites of (or were modeled after) modified dolls/toys. Some other games did similar stuff; Human enemies in Rise of the Triad: Dark War were sprites of real people in costumes, you can find some recorded footage of the making of around the web. This kind of stuff is always super cool to see and brings an extra charm that games nowadays can't allow themselves to have.

Excellent arsenal where everything feels more-or-less consistently useful (if sometimes situational), a pretty fantastic aesthetic (love the colour scheme in particular, something Bitmap Brothers about all the bronze-browns and muted greens and reds) and a really endearing attention to detail are the strongest parts of this game. I'm really torn on the level design (and partially the enemy design, in tandem) though, so I didn't enjoy the whole game as much as I wanted to.

The bullet-sponge axe zombies are there to keep you moving, and the cultists, with their ability to chunk you for like a quarter+ of your health, are there to get you to stop, which is a really solid push-and-pull to base the game around. Both of these enemies also behave in a surprisingly dynamic way, sometimes choosing to wander around and surprise you from unexpected angles instead of running in a direct line into your face. Unfortunately, partway into Episode 2 they start forgetting the pull part of the push-and-pull, replacing a lot of the cultists with either easy-to-kite projectile guys or other enemies that are generally way more up the "bullet sponge" ladder and way down the "actual threat worth spending bullets on" ladder.

With the risk of instantly dying the moment you round a corner gone, a lot of the levels just boil down to sprinting around and using the completely busted Jump Boots to skip entire sections of levels, which isn't a bad thing but it's also not the thing you expect after Episode 1, so it's kind of a let-down. The other levels tend towards pretzeling back and forth through an area to find like 3-5 different keys or switches, which was more hit than miss for me, though there are a couple of really roundabout maps out there.

The expansion episode I played, Post Mortem, was maybe the biggest circuitous key-hunt slog of them all, but it's also the only episode that starts mixing together all the enemies together into encounters that made me think maybe the game wouldn't have been better if it was just cultists and axe-zombies. I'm willing to believe Blood, like Doom II, really starts shining in its custom maps, but it feels dubious rating a game purely on its potential as a playset.