Stellar Blade key art

Review · 21 Oct 2025

Stellar Blade

A combat system good enough to deserve a better game around it.

6.7out of ten
after 33 hours

Shift Up · Action · PlayStation 5 · released 26 Apr 2024 · Main story, most side quests, one ending

This review33 hrs
Typical main story25 hrs

Played 32% longer than the game usually takes to finish.

Tested on PS5 · performance mode · locked 60 fps

The parry window here is one of the most satisfying in the genre — tight, audible, and escalating into extended exchanges where neither party moves and both are working. For about fifteen hours that carries everything. Then the game asks you to do fetch quests in a beige wasteland and the spell breaks.

The fighting is genuinely excellent

Shift Up's combat is built on a beta-energy system that rewards defence: parrying and dodging fill the resource that powers your attacks, so playing well is the only way to do damage. That is a clean loop and it produces boss fights that look like duels rather than damage races.

The best encounters — three or four across the runtime — are as tense as anything in the genre, and the animation quality throughout is exceptional. When this game is a fighting game it is very close to a nine.

Deaths
187
Longest parry chain
14
Side quests completed
Most, regrettably

The open areas are the problem

Between the good fights are two large semi-open zones filled with the standard checklist: collect the samples, find the six canisters, escort the character to the thing. They are visually monotonous, mechanically empty, and they take up perhaps a third of the runtime. The game slows to a stop every time it stops fighting.

The world design also leans hard on a post-apocalypse that has nothing specific to say. Everything is ruined and nothing is interesting about how it was ruined.

Where it slips

The writing is functional at best — characters state their motivations, plot beats arrive on schedule, and a late revelation that should reframe the whole story lands with no setup. The English voice direction does the material no favours.

Camera and character design have also generated more discourse than the game itself, and while that is not a design flaw, it is worth noting that the presentation is doing a lot of work that the writing is not.

The verdict

Thirty-three hours and I would happily play the twelve-hour boss rush version. The combat deserves a recommendation on its own terms; everything built around it is filler of a kind this genre stopped needing years ago.

Wait for a sale, play on hard, and skip every optional quest without guilt.