Blade Kitten
Blade Kitten is a PlayStation 3 action game released in 2010 developed by Krome Studios. It centers on area and route exploration, movement and immediate actions, and enemy and hazard responses, with controls and information arranged around the DualShock 3 or Sixaxis twin sticks, triggers, and face buttons, with PlayStation Move only where explicitly supported.
- AI score · out of 10
- 6.1 / 10
About this game
Blade Kitten is a PlayStation 3 action game centered on area and route exploration, movement and immediate actions, and enemy and hazard responses. Stages build pressure through routes, enemy patterns, and changing objectives, with progress divided into stages, tasks, matches, or growth milestones that make immediate goals understandable. Its value depends on whether these rules continue to create judgment and room for mastery rather than on length, sales, or series recognition. Short campaigns are judged by repeat-challenge value, while longer ones are judged by variety, pacing, and recovery after failure. Animation, hits, camera behavior, and readable hazards determine whether feedback remains dependable, while HD 3D scenes, Blu-ray data streaming, surround audio, and cinematic presentation need to preserve action, state, and text readability together. The genre-specific limitation is that camera behavior, collision rules, input mapping, and repeated ground after failure can raise the entry barrier. Platform conditions also include Blu-ray loading, HDD installs, system software, DualShock 3 battery life, Move accessories, resolution and frame rate, and retired online services affect present-day use. This description covers only this platform release and does not import features or conveniences from remasters, emulators, or other console editions.
Recommended games
Related game recommendations on this platform
PlayStation 3AI review
AI reviews are subjective assessments, not player ratings. See each review for its evidence and limitations.Published date:
Wall climbing and animated style have lighthearted appeal, but repetitive fighting and awkward jumping interactions hold exploration back.
Wall climbing and animated style have lighthearted appeal, but repetitive fighting and awkward jumping interactions hold exploration back. Climbing, sprinting, sliding and double jumps accompany a floating blade. Clinging opens alternative routes, but repeated basic attacks leave combat much less expressive than the character's traversal possibilities. Hidden currency motivates detours and mounts offer brief variation, while recurring blockers and similar scenery make sustained progression less engaging. Bright character designs and voices establish a coherent playful identity, although repeated music and confusing visual layers weaken sustained appeal. Checkpoints soften failure costs, but ambiguous jumping and clinging interfere with basic routes and remain more consequential than the recovery conveniences. Players interested in light collectible hunting and colorful platform worlds who can tolerate repetitive enemies and imprecise climbing transitions.
Strengths
- Climbing, sprinting, sliding and double jumps accompany a floating blade.
- Bright character designs and voices establish a coherent playful identity, although repeated music and confusing visual layers weaken sustained appeal.
Weaknesses
- Shared jump and cling inputs make wall-jump momentum difficult to judge.
Who it is for: Players interested in light collectible hunting and colorful platform worlds who can tolerate repetitive enemies and imprecise climbing transitions.
Play notes: This assessment covers the original PS3 game and does not import observations about keyboard controls from computer versions.
View scoring basis
| Dimension | Review state | Score | Weight |
|---|---|---|---|
| Dimension Hidden currency motivates detours and mounts offer brief variation, while recurring blockers and similar scenery make sustained progression less engaging. | Reviewed | 5.8 / 10 | Not provided |
| Dimension Clinging opens alternative routes, but repeated basic attacks leave combat much less expressive than the character's traversal possibilities. | Reviewed | 6.0 / 10 | Not provided |
| Dimension Bright character designs and voices establish a coherent playful identity, although repeated music and confusing visual layers weaken sustained appeal. | Reviewed | 7.3 / 10 | Not provided |
| Dimension Checkpoints soften failure costs, but ambiguous jumping and clinging interfere with basic routes and remain more consequential than the recovery conveniences. | Reviewed | 5.5 / 10 | Not provided |
Review sources
Not provided
Core information
- Developer
- Krome Studios
- Publisher
- Atari
- Release date
- 2010
- Platforms
- PlayStation 3
- Content kind
- Game
- Release state
- Released
- Region
- Worldwide
- Official website
- Not provided
- Offline minimum players
- Not provided
- Offline maximum players
- Not provided
- Online minimum players
- Not provided
- Online maximum players
- Not provided
- Categories
- Action · Primary genre
- Tags
- ExplorationReplayableReal-time CombatPlatformingMain Story Under 10 HoursDodge3D GraphicsSolo-friendlyLinear LevelsFast-pacedThird Person
- Supported game languages
- Not provided
- Requires base game
- Not provided
- Standalone
- Not provided
- Age ratings
- Not provided
- Play modes
- Single player
- Perspectives
- Side viewThird person
Release editions
- PlayStation 3Worldwide2010
Game gallery
Sources
Not provided