Blade Slayer makes a convincing case for why mobile phones aren't yet ready for 3D fighters...
Blade Slayer from Bandai Wireless is a 3D fighting game that purports to tell the story of an evil sword, and the fighters who either want to wield it, or destroy it. In truth the between-bout dialogue is more quizzical and confusing then enlightening. Although if you're playing fighting games for their storyline, character motivations in a mobile fighter being unclear is the least of your problems.
The bigger issue here is that Blade Slayer's gameplay is as unpolished as its dialogue. Left & right movement is handled with by the left and right arrows, and attacks are mapped to 3,6,9, and #. The problem is that there's no rhyme or reason I can see to what attacks are mapped to what buttons. 3 performs one kind of slash, 6 a second, and 9 a third. This is true of all three of the game's playable characters. The three attacks aren't strong/med/weak or high/med/low - they're just the three unique moves given to each fighter. This significantly impacts the game's accessibility, and prevents the game from developing any kind of "system" or deeper strategic value.
A combo system has been built in to give the matches a little depth, although it's still largely automatic. Just as pressing "3" will always initiate the same attack regardless of the in-match context, pressing, say, "3, 3, 6" can initiate the pre-set combo. The combos make the experience a little more rewarding, but it still felt unnatural, and it was difficult trying to uncover combinations.
The matches themselves are lacking any kind of fluidity or rhythm, and gameplay balance seems largely absent. Most attacks are made up of fairly lengthy animations and take a bit of time to "wind up" before contact is made, but blocking is instant, making it extremely easy to block virtually anything. Blocking is penalty-free as well. You take no damage, and nothing can get through a block other than a throw, which has to be done at point-blank range. The matches have no time limit, so you could presumably hold down block and have a match last indefinitely.
I'm not sure why Bandai Wireless spent so much effort building this fighter in 3D anyway. Battles play out in a 2D field anyway - there's no sidestepping or dodging - so why build the characters out of extremely blocky, poorly-textured polygons? It all contributes to the feeling that Blade Slayer is just a lower-tier mobile release.
I've yet to see a traditional fighting game done right on mobile. Few companies have attempted it, and perhaps for good reason. Blade Slayer isn't the worst mobile fighter I've played, but it contains many examples how not to build a mobile head-to-head fighter.
What's Hot: The music is surprisingly good
What's Not: Clunky, unrewarding gameplay.