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Blackwood Review: A Double Life on PC, and the 7.8 That Measures It

Blackwood launches on PC with a double life: DVD store owner by day, assassin by night. Read our review of combat, roles, and the 7.8 score.

By mitch·5 min read
A dimly lit, foggy street in a small town evokes a sense of concealed secrets and dread.

Blackwood arrives on PC with a split life at its center. By day, you run a DVD store in 2012 New York. By night, you are an assassin. Attrito M7 Productions built the whole game around that gap, and the studio both developed and published it.

The pitch is a cinematic third-person shooter with grounded melee combat, brutal takedowns, and responsive gunplay. It is also, per its own listing, a role-playing game, a strategy game, and an adventure. That is a lot of labels for one project to carry into a store that sells discs.

Trailer, via AttritoM7 Productions.

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The DVD Store on the Day Shift

The daytime half is the part that could have been a gimmick. A DVD store in 2012 is a specific and dying kind of place, and the game puts you behind its counter rather than in a menu. That choice does real work. It gives the night half something to contrast against, and it gives the double life a physical address.

The source material is thin on how the store actually plays. What it does say is that you manage the double life, which suggests the day job is not just a cutscene frame. That is the right instinct. A game that asks you to be two people should make you spend time as both.

Grounded Melee and Brutal Takedowns

The combat list is short and concrete: grounded melee, brutal takedowns, responsive gunplay. Grounded is the operative word. This is not a game about wall-running or air combos. It is a game about a person in a room with another person, and the melee is built to feel like weight rather than spectacle.

Responsive gunplay is the harder promise to keep in a third-person shooter. The camera sits behind the character, which means every shot is also a camera decision. When that works, the shooting feels like an extension of movement. When it does not, the whole thing reads as stiff.

Blackwood is aiming at the first outcome. The takedowns and the melee are meant to carry the same weight as the guns, which is a harder balance than most shooters attempt.

A Double Life to Manage

The structure is single player, third person, and built around the tension between the two halves of one character’s day. That is the actual design problem here. A double life only means something if the two lives interfere with each other.

The game has the raw material for that. A store, a city, a year, and a second job that cannot be discussed at the first one. Whether the systems actually collide, or simply alternate, is the question the game has to answer on its own.

By day, you run a DVD store in 2012 New York. By night, you’re a ruthless assassin.

That is the whole hook in two sentences, and it is a good one. It is also the kind of hook that can carry a game further than its mechanics do.

How Blackwood Splits Its Time

Element Day half Night half
Role DVD store owner Assassin
Setting 2012 New York 2012 New York
Combat None described Grounded melee, brutal takedowns, responsive gunplay
Camera Third person Third person
Mode Single player Single player

The table is the point. Both halves share a city, a year, a camera, and a player. Only one of them has guns. That asymmetry is the design, and it is the reason the day job cannot be cut.

What the RPG and Strategy Labels Cost

Blackwood lists itself as a role-playing game, a strategy game, and an adventure on top of being a shooter. Each of those words sets an expectation. An RPG promises progression and choice. A strategy game promises decisions that compound. An adventure promises a story worth following to the end.

A game can be all three. A game can also wear all three as decoration. The risk with a list that long is that none of the systems gets enough room to breathe, and the shooter ends up doing the heavy lifting while the other labels sit on the box.

The Name on Both Credits

Attrito M7 Productions is the only name on both the development and publishing side. There is no outside party to blame for a thin system, and no outside party to credit for a strong one. The studio had full control over what this game is.

That matters for how the score reads. A game with one author is a game with one set of choices, and those choices are visible in the label list.

The Score, and What It Measures

The published critical score for Blackwood is 7.8 out of 10, drawn from an aggregate of six outlets. That is a good score with a specific shape. It is not a rave, and it is not a dismissal.

Six outlets is a small sample. Treat the number as a signal rather than a verdict carved in stone. A 7.8 from six critics can move more easily than a 7.8 from sixty, and it says more about consistency than about ceiling.

What the score does suggest is that Blackwood delivers on its central idea without fully escaping it. The double life is the reason to play. The melee, the takedowns, and the gunplay are the reason to keep playing. The RPG, strategy, and adventure labels are the part still unproven.

The detail worth watching is the day half. Anyone can build a night level with a knife and a corridor. Making a DVD store in 2012 New York matter is the harder job, and it is the one that decides whether Blackwood is a hook or a game.

Blackwood is out now on PC. Score: 7.8 of 10.

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