Stellar Blade : Stellar Potential

 

When I first saw the trailer for Stellar Blade, I was intrigued, mostly in spite of myself. Another game featuring an overly sexualized female protagonist catering to a male audience—do we really need yet another one of those? Well, months later, the demo rolled out, and I played it. To my surprise, I immediately loved the Souls-like gameplay (something I usually despise), the world-building, and was incredibly interested in the story. Well, shit, I guess I’m not evolved enough to pass up on a game just because it’s almost exclusively built for the male gaze. 

 

Though I waited to purchase Stellar Blade when it was on sale, (a girl has to have some principles), after playing it, I am considering buying a second, physical copy because I loved the game so much. I don’t know what I was expecting, but I was shocked by the unique blend of the game, which feels like a potent mix between Horizon Zero Dawn, Uncharted, and a Souls game. Stellar Blade immerses gamers in a dystopian world that initially fell to global warming, leading to the creation of an evolved human race, with no need for breathing, heart beats, or sustenance. Shepherding these beings is the Mother Sphere, who exists in the Colony in space, and who created an army of android-like warriors to defeat the monstrous creatures known as Naytibas who cover the earth.

 

the heroine

EVE, (left,) with Tachy, (right,) after they crash land on Earth.

 

Our heroine, EVE, is one of these human-android warriors, a member of the 7th Airborne Squad, and referred to by remaining humans as an Angel. Upon crash landing on earth, EVE is saved from being trapped in her pod by her comrade Tachy, and the two are immediately sucked into combat with Naytibas. Horrified, they watch as the rest of their squad is wiped out, but matters turn from bad to worse as an Alpha Naytiba appears, and View Spoiler »

 

But all is not lost, as a human named Adam swoops in to save EVE before she is murdered by the sinister dark winged Alpha Naytiba. EVE agrees to team up with Adam, who guides her in battle via a drone, and finds that there is so much more to not only Earth and space, but also humanity than she ever knew. In fact, EVE and the rest of the Angels were taught on the Colony that all humans were dead on Earth, so she has to learn to adjust her views right away.  EVE is dressed up in scanty clothes, sure, but she’s much more than a battle doll. I grew quite attached to EVE, who calmly takes in the world around her, despite the fact that she is faced with new realities and forced to consider how they fit into her own challenged belief system. EVE is blunt, but caring, and she’s also not afraid to take names, get revenge, and to make tough judgement calls with potentially massive ramifications.

 

EVE’s reaction to the swimsuit. She crosses her arms over her body.

I can’t help but to feel sad that she’s reduced to a mere sex symbol or fantasy. You can’t even Google the game without being inundated with sexual pictures of her. EVE herself doesn’t seem to be particularly thrilled with her sexualization either. When players capture all of the fish in the game, even the kindly fisherman who taught her how to fish rewards her with a skimpy bathing suit nanosuit. Skeptical, she asks if the suit is specifically designed for water while he laughs at her. I think this is Stellar Blade’s attempt at breaking the fourth wall a bit and making fun of itself and its dedication to sex appeal, but it feels icky, especially when EVE seems uncomfortable. Though there are 74 nanosuits to unlock within the game, I stuck to about five of them, which I felt successfully incorporated the science fiction nanosuit and also that weren’t overly revealing.  

 

Regardless of her oversexualization, I was really invested in finding out the truth of the world right alongside EVE. Her battles became mine, and boss battles soon became very personal. Though I only reluctantly played Elden Ring to spend time with my friends and was not a huge fan of the battle system, with EVE, I found myself memorizing combos, practicing perfect parries, perfect dodges, and committing the attack patterns of my foes to memory. I went out of my way to max out all of her skills, but wanted to beat bosses the “right” way, without spamming these powerful moves, by instead getting perfect parries and her cinematic Retribution attacks. So I guess it goes without saying that the gameplay is pretty addicting. But for those who don’t want the challenge of a Souls-like game, there is, thankfully, a story mode, and items that allow for revives, making it more forgiving. Those seeking a challenge will definitely find it in the boss battles, especially on hard mode.

 

The combat

 

Unfortunately, no matter how hard I practiced, some of the elements of combat didn’t seem to work most of the time. For instance, one move, known as Blink, requires the player to move the left analog stick forward at just the right time when the sword turns blue, and not a second before that. There is a similar move called Repulse that requires players to move the analog stick backwards when EVE’s sword glows purple. I personally had more success with the purple move, but it seemed that even with perfect timing, the game didn’t always read my analog stick input, especially if I had EVE doing anything other than standing still, which is most of the time in combat. This was really frustrating and it got to the point where I ignored the signs for this move set almost entirely, choosing to ignore the colors, and chose to get a perfect dodge rather than risk the game failing to read my input and taking substantial damage (or even dying on hard mode). That being said, I still found the combat far more consistent than using Aloy’s spear in Horizon Forbidden West

 

Similarly, the platforming is quite clunky. I joked many times that the true boss battles of the games were the ropes and ladders (I finally discovered that the trick is to not jump onto rope and ladders unless absolutely necessary). There were many times that I got to an area I was supposed to be able to cross, and in fact, was actually required to do so, but had a hell of a time pulling it off. Sometimes EVE double jumped too soon despite my inputs or perfect timing and placement. This combined with the lack of consistency on whether or not EVE was willing to jump certain heights or distances led to some confusion on what was actually supposed to be traversable in the first place. This was a bit irritating to say the least. 

 

Levoires in Stellar Blade would be right at home with Resident Evil or Dead Space.

 

On the other hand of the spectrum, I have to say that I was pleasantly surprised by entering the underground research facilities of the game, called Levoires, which forced players to rely on their drone gun in place of their sword. Though I admittedly preferred EVE’s blade to her gun, I was floored by the horror elements in these parts of the game. I am a huge fan of Dead Space and Resident Evil, so it was a welcome surprise to find these areas, which also fit right into the dystopian narrative as a whole. Stellar Blade pulls off these segments of the game with aplomb and I could have easily played an entire game with just this setting and gameplay style, albeit with the caveat that there was a different method for switching ammo types. 

 

Switching ammo types is hugely inconvenient, requiring players to hold L2 to bring up the drone (which also serves as EVE’s gun), then to hold down on the D-Pad, while cycling through the different types of rounds with the right analog stick. I wondered if this lack of streamlining was a purposeful choice for the horror elements, making it harder for characters to switch to their remaining ammo while under attack. After all, the older Resident Evil games were notorious for the lack of ease of mobility, especially during reloading, in order to create a real sense of panic in players on top of the already scary environment.

 

the side quests

 Despite how great these areas were, I was always happy to get back to the overworld, even when it was the sprawling desert or wasteland (though admittedly, I wouldn’t have minded some more variation in open world areas beyond that of a desert and wasteland, this terrain does makes sense for a world recovering from a catastrophic event that wiped out most life). Something else that I really enjoyed was that players can return to areas of the game that they had visited before. For instance, at the beginning of the game there was a completely flooded area that was inaccessible. After reaching a certain point in the story, players get a side quest that allows them to unflood the area. This opens an entirely new section of the map, making it feel like side quests were important and that there was always something new to explore. 

 

 

And speaking of side quests, I completed every single one, which thankfully, were usually, but not always, far more than mere fetch quests (I still have trauma flashbacks to Final Fantasy XV and all of the broken down cars, complete with the same reused and recycled NPC). Many of these quests are quite compelling and some even choked me up (looking at you Enya and Su). These quests help to flesh out the dystopian world, where people are struggling not just to get by, but also grappling with wanting to live when so many of the people they cared about are long gone and there is only one remnant of civilization standing. It’s a bleak world with not much hope. Running through it all is the pervasive undercurrent that all is not as it seems and players can piece the truth together with EVE through collectibles such as memory sticks, journals, books, propaganda, and other documents.

 

the customization 

My favorite suit.

Though I enjoyed the collectibles and sidequests, one of the other things that I wished were a bit more intricate was the customization. In what is basically a dress up game, I guess it’s not shocking that most of the customization goes to EVE. Her outfit, hair color, hair style, eyewear, and earrings, are all customizable. Despite this, I usually stuck to her standard hair, and one of her Planet Diving Suits, because I wanted EVE to look like EVE. But surprisingly, there is absolutely no customization whatsoever for EVE’s sword, Blood Edge, which is something I think would especially appeal to the male player base. Players aren’t able to upgrade the weapon at all or even to change its appearance. I can only guess that this choice was made because EVE stores her sword in her ponytail holder and would have required developers to change that part of her appearance as well, adding what I can assume would be a lot of extra work.

 

I also wish players had more options with the outfits, technically nanosuits, themselves. I wish we were able to mix and match the outfits, especially since they are more often than not in (skimpy) separate pieces. Recoloring them with craftable dyes from a secret unlockable merchant would have added another layer to the outfits. Like I mentioned above with EVE’s Blood Edge, I also would have enjoyed it if the nanosuits gave EVE some sort of special abilities or combat bonuses as well, similar to Aloy’s outfits in the Horizon series. Imagine if the mixed and matched abilities of different pieces of outfits allowed players to combine elemental attacks, stat buffs, or other boosts in line with their own battle preferences.

 

It also would have been fun if the game added a feature where players could complete hunts for special drops that they could then use to craft these outfits or dyes. I think this would have been slightly more exciting than just unlocking the design pattern in a shop when a certain affection level is reached with the store owner or by stumbling across them in a random chest on the world map. It also would have made me feel less like there was a purpose for the outfits other than pure sex appeal. 

 

the crafting

Those looking for a purely Souls-like cut and dry battle system will probably be more than happy with the gameplay, which is very fun, but when I compare Stellar Blade to other open world action adventure games, such as the Tomb Raider reboot trilogy or Horizon series, I can’t help but to feel the absence of rare dropped loot, crafting, and other battle incentives that give me short term goals to work towards outside of the humdrum of side quests and the main story. Crafting, with the help of hunts or something similar, would have been another added source of fun and challenge for the players. It would also serve to break up the monotony of exploration. Crafting weapons with different abilities, elements, or speeds, was one of my favorite things to do in the Horizon series, as it allowed for more than one way to beat a boss fight and for gamers to play to their own strengths. It felt less like a one-size fits all game.

 

Plus, merely upgrading EVE’s exospines doesn’t feel like a complete crafting experience. It’s simply too easy to upgrade them. Players can just buy the required components with gold or find them in  countless chests scattered about the map. I was never hurting for money, so it was not a struggle for me to upgrade my exospines. Likewise, there’s no sense of greater accomplishment gained through battle other than getting Retribution cinematics for perfect parrying. And when I say there’s no outside reward for getting these Retributions, other than the admittedly very cool cutscene, I mean there’s no part-breaking damage, rare drops, extra money, or anything other than a small recharge of EVE’S ability bars. EVE’s damage during the Retribution cutscene doesn’t stick either, so even if she impales an enemy with her sword and twists, they simply walk it off and it’s back to business as usual. Though the scenes are pretty awesome, it feels a little unsatisfying that there’s no real payoff to them. It also doesn’t give the player a whole lot to work for, or much incentive to engage mobs roaming the map, especially once EVE’s abilities are maxed out.

 

the Mini-games

 

Thankfully, there is one mini-game (outside of a few photo challenges and skateboarding down hypertubes a few times), to break up the status quo, fishing. Don’t get me wrong, I love a good fishing mini-game, but it felt a little out of place in a world where humans are enhanced by machines and no longer actually need to eat. The fishing mini-game is way less relaxing than the actual sport itself, earning it a place alongside Stardew Valley’s frustrating fishing system. Fortunately, Stellar Blade offers accessibility features, including one for fishing, thank god. This not only saved my controller from drift, but made the entire mini-game infinitely more doable for me, a person with multiple chronic illnesses who struggles with repeated tapping of buttons and other things, like quick time events. Luckily, the game also provided auto-completed quick time events for players like me who don’t always have great mobility in their hands or quick reaction times. I really appreciate when developers take the time, energy, and effort to consider their differently abled player bases.

 

Another thing I truly enjoyed was scouring the earth with EVE for soda cans. For some endearing reason, EVE is really enamored with soda cans and finds them interesting, like time capsules of a different world. The game tells us that soda cans are basically a thing of the past (ignoring the contradictory fact that there’s an entire vending machine full of them in every supply camp—they’re aesthetic, okay?) Every time players find a soda can, there’s a cute little skit where EVE poses with it, and much like Link when he opens a chest in The Legend of Zelda, a happy tune plays, and it all feels very satisfying.

 

 

I also really enjoyed the photography aspect of the game. Stellar Blade not only has a photo mode, but an in-game selfie mode. Stand near your party members Adam and Lily, and they’ll strike a pose, giving thumbs up, victory signs, or finger hearts. It’s a small thing, but it makes the characters feel more alive and relatable. I really got a kick out of this mode, but I can’t say the same for the actual photo mode. Nine times out of ten, when I tried to use the photo mode, (which was buried the whole way in the settings menu of the game, of all places), it crashed the entire game on my PS5. While this is good for me because otherwise I would have spent far too much time in this mode, it was also disappointing that I couldn’t utilize it. I quickly learned that I had to save right before even attempting to bring up photo mode, or otherwise, I risked losing my progress (which unfortunately, did happen multiple times before I activated my two brain cells and realized I needed to save first.) This was a bummer because pretty areas of the game weren’t always conveniently located next to the supply camps that allows players to save their games. Hopefully, this is something that is patched in the future.

 

the character development

Another thing that could desperately use some fine tuning was the character development and the plot as a whole. Though I really came to love EVE (and her squadron leader, Tachy) I cannot say the same for Adam and Lily. I spent most of the game suspicious of the two characters and their vague intentions, (I won’t spoil whether or not my suspicions came to fruition here, but I will talk about the ending more at length later on), and never really felt able to feel much attachment to either character, despite them being major parts of EVE’s journey. Underlining the fact that character development was not a priority is the fact that Lily’s side quest, which gives her the most development, is in fact, optional. Players can avoid the quest and an entire other planet completely if they don’t fill up Lily’s meter throughout the game by doing side quests and picking up memory sticks or other documents. This odd choice to sideline major character development reminded me a lot of Aloy’s first reciprocated love interest being introduced  and solely available behind a paywall, DLC that was only playable on the PS5.

 

Lily’s meter is also strange in and of itself, as Lily doesn’t really want to help the citizens of Xion, even complaining when EVE asks her help to repair a citizen named, Enya, who has lost most of her ability to function and is trapped in her body. Instead of having any trace of empathy for Enya’s situation, Lily reluctantly agrees to help, but only if EVE gets the necessary components on her own. She also insists that if EVE wants her help with this, she needs to focus on their main mission first. With that in mind, I am not sure why helping these citizens levels up Lily’s bar. This seems like it would have been more appropriate for Adam’s character.

 

 

Adam is the character who introduces EVE to the remaining humans on Earth, asking for her help in wrestling hyper cells from the clutches of Naytibas to power up the city once more and to preserve the hibernating citizens. Adam seems to care about what happens to the city and EVE herself wants to show that angels are not only trustworthy, but also care about the people and the smaller things that are important to them as well. So wouldn’t it make more sense that Adam served some purpose other than as a mere introduction to Orcal, the leader of the city?  

 

I think it would have been logical for Adam to offer EVE quests to help the citizens and have his meter fill instead. After all, a very big hallmark of the story is that Adam comes to care for EVE, View Spoiler ». Plus, a closer bond between Adam and EVE would have made the ending of the game, regardless of which one players chose, unanimously more impactful. I shouldn’t have to learn how much Adam cares about EVE when I screw up the gameplay and get EVE killed repeatedly in a giant meat grinder (sadly, true story). But Stellar Blade relies on players to piece together a lot of its plot through memory sticks or updated character data banks in the menus. In one specific instance, the true identity and pivotal role of one character is never spoken aloud and if the player doesn’t read these data banks or look up more of the lore on the internet, it can be missed entirely, leaving a massive hole in the story.

 

It’s almost like the game didn’t quite know what to do with Adam or Lily, unable to make the latter much more than a plucky little-sister type sidekick. View Spoiler » And with her never doing anything but sitting at the tetrapod and occasionally providing EVE with upgrades, I feel like she definitely had the spare time to be more involved.

 

Major, but marked and hidden, spoilers for the game ahead.  If you don’t want to be spoiled on the endings of the game, turn back now.

 

the plot

 

 

And what is actually outright explained in the story itself doesn’t hold up under closer examination. even the plot holes of the game have plot holes and it feels like Stellar Blade lacks a cohesive, well thought out narrative entirely. A big reveal View Spoiler » is hard to wrap one’s head around, as this truth seems pretty obvious what with View Spoiler » It’s hard to see this plot point as the shocking twist it’s supposed to be, which is certainly a narrative choice. It only serves to isolate the players from the characters, making the latter less relatable, as it’s hard to see how the characters could possibly view something so obvious in any other way.

 

All of the endings to the game are similarly confusing. The ending where View Spoiler » 

 

 

And in the other ending, where View Spoiler »

 

Regardless of the answers to these questions surrounding the endings, it leaves an unfinished feeling to the game outside of any actually intended cliffhangers. Too much of Stellar Blade relies on players not looking too closely at the story or else the entire thing begins to unravel. Here’s just a few of the big ticket questions I have after beating the game three times and getting the Platinum trophy:  View Spoiler »

 

Though the overall story really appealed to me, it sadly just doesn’t hold up under any scrutiny. With that being said, one of the things I never liked about Souls games was the lack of a story. I hated being dropped into an open world and having absolutely no direction. I felt like I had to subsist on vibes alone. Why would I want to spend hours fighting incredibly difficult bosses for seemingly no reason other than that we were both there at the same time? And even if a boss design was cool enough for me to consider finding out more, I didn’t enjoy having to be a detective, sniffing out scraps of paper hinting at a greater, overarching lore that did exist or having to look up a YouTube video to explain it all to me. That works for a lot of people who love the mystery of these games, but not for me, personally.

 

the bottom line

 

 

Stellar Blade—even with its poor planning—provided me with an obvious narrative, characters with different beliefs, plenty of dialogue, and a clear cut, but ever-evolving goal to achieve. The game felt like a much more accessible version of a Souls-game and allowed for someone like me—who can’t seem to care about a game without a readily apparent story, actual direction, and/or characters to become emotionally invested in—something to enjoy. I finally had multitudes of reasons to want to try my hand at this type of battle system and to win incredibly challenging boss fights.

 

Though Stellar Blade isn’t without its flaws and feels a little incomplete compared to other open world action adventure games (especially when it comes to things like crafting and storyboarding), it’s an addictively fun game with a relatable heroine, a cause to fight for, secrets to uncover, and a fantastic battle system. Plus, it has an amazing soundtrack that I still listen to on Spotify. I can’t play a certain part of the story without being brought to tears, even when I know it’s coming. I am so glad I looked past the blatant appeal to the male gaze and the Souls-like system and gave it a chance, as it’s easily become one of my favorite games. If the first game in the series is this good, I can only imagine how good a sequel would be with the added feedback and experience of the first game. If a sequel is released, I’ll be buying it day one.

 

 

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Stellar Blade : Stellar Potential

Posted April 18, 2025 in Games

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