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"Blades of Fire: First Look Preview"

Apr 22,25(11 months ago)

When I sat down to play developer MercurySteam's latest project, Blades of Fire, I expected a blend reminiscent of the studio's Castlevania: Lords of Shadow games, infused with the modern aesthetics of God of War. An hour into the game, however, I felt like I was navigating a Soulslike experience, where the focus was predominantly on weapon stats rather than traditional RPG character development. By the end of my three-hour hands-on session, I realized that Blades of Fire occupies a unique space: it leverages familiar elements but weaves them into a tapestry that feels both fresh and invigorating within the action-adventure genre.

While Blades of Fire may evoke initial comparisons to Sony Santa Monica's God of War series, it's not a direct clone. The game shares a dark fantasy aesthetic, impactful combat, and a closely following third-person camera, reminiscent of Kratos' Norse adventures. There are numerous parallels: in the demo, I traversed a labyrinthine map filled with treasure chests, aided by a young companion, Adso, who assisted in puzzle-solving. Our quest led us to a woman of the wilds residing in a house atop a giant creature. The game's familiarity extends to borrowings from FromSoftware, such as anvil-shaped checkpoints that not only replenish health potions but also respawn enemies.

Blades of Fire features some deeply strange enemies that feel like dark cousins of Labyrinth's puppets. | Image credit: MercurySteam / 505 Games
The world of Blades of Fire is steeped in an 80s fantasy vibe, where Conan the Barbarian wouldn't look out of place among its muscular soldiers, and quirky orangutan-like enemies on bamboo pogo sticks could have leaped straight out of Jim Henson's Labyrinth. The narrative, too, has a nostalgic feel—an evil queen has petrified steel, and it's up to Aran de Lira, a blacksmith demigod, to slay her and restore metal to the world. Yet, despite its old-school charm, the story and characters might not hold up as compellingly as the gameplay; they feel somewhat generic, akin to many forgotten Xbox 360 era titles.

Blades of Fire shines most brightly in its mechanics. Its combat system hinges on directional attacks, utilizing every face button on the controller. On a PlayStation pad, triangle targets the head, cross the torso, while square and circle swipe left and right. Reading an enemy's stance is crucial; for instance, a soldier guarding their face can be defeated by aiming low. The visceral impact of these attacks, with blood spurting from wounds, enhances the experience.

The game's combat system truly excels in boss encounters. The first major boss, a troll, had a secondary health bar that required dismemberment to damage. The limb removed depended on the attack angle, allowing strategic disarming of the troll's club-swinging arm or even removing its face, rendering it temporarily blind and flailing.

Weapons in Blades of Fire demand constant attention. They dull with use, reducing damage incrementally, necessitating sharpening or switching stances. Each weapon has a durability meter, requiring repairs at anvil checkpoints or melting down for crafting. This brings us to the game's most innovative feature: the forge.

MercurySteam's weapon crafting system is remarkably detailed. It starts with selecting a basic template, which Aran sketches on a chalkboard, allowing for modifications like adjusting a spear's pole length or head shape. These choices directly impact the weapon's stats, such as range and damage type, and materials affect weight and stamina usage. Crafting feels truly immersive, culminating in naming your weapon.

The crafting process extends into a physical forging minigame at the anvil, where players control the hammer's force, angle, and length of strikes to match an ideal curve. Overworking the steel weakens the weapon, so efficiency is key. The minigame's complexity can be frustratingly opaque, and I hope for clearer tutorials or improvements at launch.

The forge's concept extends beyond the demo, aiming to create a deep bond between players and their crafted weapons throughout a promised 60-70 hour journey. As new metals are discovered, players can reforge and enhance their weapons, ensuring they remain effective against increasingly difficult foes. The death system adds weight to this bond; upon defeat, players drop their weapon, which remains in the world for retrieval, adding a layer of strategy and attachment.

MercurySteam's adoption of Soulslike mechanics is understandable, given FromSoftware's influence on the genre and the studio's history with Blade of Darkness—a precursor to the Souls series. Blades of Fire feels like a spiritual successor, building on the advancements made by other studios during their hiatus from the genre.

Aran is joined by his young companion, Adso, who can help solve puzzles and comment on the world's lore. | Image credit: MercurySteam / 505 Games
Playing Blades of Fire, I felt the pull of its influences—from the brutal combat of its predecessors to the innovations of FromSoft and God of War's world design. Yet, these elements are reimagined, creating a distinct experience. The game has its own recipe, distancing itself from its inspirations.

I have some concerns—the generic dark fantasy setting might struggle to sustain a 60-hour adventure, and repetitive encounters with the same miniboss hint at potential variety issues. However, the deep connection between forged weapons and combat has me intrigued. In an era where complex games like Elden Ring and Monster Hunter have gained mainstream appeal, Blades of Fire has the potential to add something unique and compelling to the genre.

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