"Blades of Fire: Initial Preview Released"
When I first sat down to play developer MercurySteam's latest project, Blades of Fire, I anticipated a return to the studio's roots with Castlevania: Lords of Shadow, infused with the modern flair of God of War. However, after an hour of gameplay, it felt more like a Soulslike, with the twist that all the stats were tied to the weapons rather than a traditional RPG character sheet. By the end of a three-hour hands-on session, I realized that Blades of Fire was a unique blend of both familiar and new elements, crafting a fresh and compelling take on the action-adventure genre.
At first glance, Blades of Fire might seem like a clone of Sony Santa Monica's God of War, especially with its dark fantasy setting, heavy-hitting combat, and a third-person camera that keeps you close to the action. The game's opening hours introduced a twisty, treasure-laden map, navigated with the help of a young companion, Adso, who aids in solving puzzles. Together, we sought a woman of the wilds living in a house atop a giant creature. While these elements echo God of War, the game also borrows from FromSoftware's playbook, with anvil-shaped checkpoints that replenish health potions and 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 evokes the feel of 1980s fantasy, where you can easily picture Conan the Barbarian mingling with its buff soldiers, and orangutan-like enemies bouncing on bamboo pogo sticks reminiscent of Jim Henson’s Labyrinth. The narrative, too, carries a retro vibe: an evil queen has turned steel into stone, and it's up to Aran de Lira, a blacksmith demigod, to defeat her and restore the world's metal. Though the setting is charming, the story and characters may not be as compelling as one might hope, feeling somewhat reminiscent of forgotten Xbox 360-era tales.
Blades of Fire shines in its mechanics, particularly its combat system, which uses directional attacks linked to every face button on the controller. On a PlayStation pad, for example, triangle targets the head, cross the torso, while square and circle swipe left and right. By carefully reading an enemy's stance, you can break through their defenses. A soldier shielding their face, for instance, can be defeated by aiming low. The impact of your attacks is visceral, with blood erupting from inflicted wounds.
The combat system truly stands out during encounters like the first major boss, a slobbering troll with a second health bar that can only be damaged after dismembering it. Your angle of attack determines which limb is severed, allowing you to strategically disarm the troll. You can even cut off its entire face, leaving it blind and flailing until it regenerates its eyes.
Weapons in Blades of Fire require significant attention, as they dull with use, reducing damage over time. You'll need to sharpen them or switch stances, as the edge and tip wear independently. When a weapon shatters, you can repair it at an anvil checkpoint or melt it down to craft anew.
Blades of Fire Screenshots
9 Images
The weapon crafting system is a standout feature, where you design weapons from scratch on a chalkboard, adjusting elements like the length of a spear's pole or the shape of its head to affect stats. After designing, you must physically hammer out the metal on an anvil in a minigame that requires precision. Overworking the steel results in a weaker weapon, so you aim to match an ideal curve with as few strikes as possible. Your performance earns a star rating, which affects how often you can repair the weapon before it breaks permanently.
The forging minigame is a great idea that feels a little too obtuse. | Image credit: MercurySteam / 505 Games
While the forge introduces a skill-based element to weapon crafting, the minigame can feel frustratingly unclear. I hope future updates will refine this feature or provide a better tutorial, as it's a unique aspect of Blades of Fire.
MercurySteam's vision for Blades of Fire extends beyond the demo, aiming to foster a deep connection between players and their crafted weapons over a 60-70 hour journey. As you explore and find new metals, you can reforge your weapons to enhance their properties. The death system reinforces this bond; upon defeat, you drop your weapon, which remains in the world for you to recover, adding a layer of strategy and attachment.
The influence of Dark Souls and its siblings is evident in Blades of Fire, reflecting FromSoftware's impact on action games. However, Blades of Fire also serves as a spiritual successor to Blade of Darkness, developed by MercurySteam's founding members in the early 2000s. The game builds on the advancements made by other studios, blending old and new ideas into a unique experience.
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
While Blades of Fire draws from various influences, it ultimately carves out its own identity. It reinterprets established systems from Soulslike and God of War-like games, creating a distinct recipe. My concerns lie with the game's generic dark fantasy setting and the potential lack of variety in enemy encounters. However, the deep relationship between your forged blades and the foes you face offers a promising and intriguing element. 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 fascinating to the action-adventure genre.
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