Blades of Fire: The First Preview
My hands-on time with MercurySteam's Blades of Fire defied initial expectations. Initially reminiscent of their Castlevania: Lords of Shadow series, modernized with a God of War sheen, it quickly revealed a Soulslike core, albeit one where weapon stats, not character sheets, are paramount. Ultimately, Blades of Fire transcends simple comparisons, forging a unique blend of familiar and innovative elements within the action-adventure genre.
While not a direct clone of Sony Santa Monica's work, the initial resemblance is undeniable. The dark fantasy setting, impactful combat, and close-to-the-action camera evoke the Norse saga of Kratos. Further parallels emerge: the early game demo featured exploration of a treasure-filled map, aided by a young companion who assists with puzzles. This journey led to a wild woman residing in a house perched atop a colossal creature. The familiarity extends to FromSoftware's influence, with anvil-shaped checkpoints restoring health potions and respawning enemies, creating a distinctly Soulslike rhythm.

This familiar foundation is filtered through a unique lens, resulting in a world steeped in 1980s fantasy aesthetics. Imagine Conan the Barbarian alongside powerfully built soldiers, and orangutan-like foes bouncing on bamboo pogo sticks—a touch reminiscent of Jim Henson's Labyrinth. The narrative, too, has a retro feel: an evil queen has petrified steel, and Aran de Lira, a blacksmith demigod, must vanquish her and restore the world's metal. However, the story, characters, and writing, at this early stage, feel somewhat generic, echoing the less memorable tales of the Xbox 360 era.
Yet, Blades of Fire's mechanical prowess shines through. The combat system utilizes directional attacks, engaging every face button on the controller. On a PlayStation controller, triangle targets the head, cross the torso, while square and circle execute left and right swipes. Reading enemy stances is crucial to breaking defenses; a soldier shielding their face can be vulnerable to a low strike. The combat's impact is visceral, with copious blood spurting from inflicted wounds.
This system truly excels in moments like the encounter with the demo's first boss, a hulking troll. Its second health bar is accessible only after dismemberment, the limb determined by the attack angle. For example, a right-hand strike could sever its left arm, disarming the beast. More impressively, the troll's face can be completely removed, leaving it flailing blindly until its eyes regenerate.
The weapon system demands significant attention. Unlike automatic regeneration, the stamina gauge requires manual restoration by holding the block button. While innovative, the overall combat maintains a Soulslike feel, emphasizing attack pattern recognition and precise dodge/block/parry timing. The risk-reward dynamic is present, though the punishment is less severe. This might trigger FromSoftware muscle memory, but the directional attack system demands a different control scheme, repositioning blocking to the left trigger.
Once accustomed to the control scheme, the unique elements take center stage. The weapon system allows wielding blades in different stances—slashing with the edge or thrusting with the tip. Assessing the enemy, aided by helpful HUD prompts, determines the most effective approach.
Blades of Fire Screenshots






Weapons are central to Blades of Fire, demanding significant player attention. Edged weapons dull with use, reducing damage over time. Sharpening stones restore the blade, or switching stances can mitigate wear, as the edge and tip degrade independently.
Similar to Monster Hunter, sharpening mid-combat becomes necessary. However, every weapon has a depleting durability meter, regardless of maintenance. Broken weapons can be repaired at anvil checkpoints or melted down for crafting—a key innovation.
The weapon crafting process begins by selecting a template, sketched on a chalkboard. Modifications, such as spear length and head shape, influence stats. Material choice impacts weight and stamina consumption, creating a genuinely immersive crafting experience. Weapons can even be named.
This is only half the process. The design is then physically hammered out on an anvil, using a minigame controlling hammer strike length, force, and angle. Matching a curved line with vertical bars, similar to a graphic equalizer, aims for optimal shaping. Overworking weakens the weapon, requiring minimal strikes. The star rating reflects success, influencing repair frequency before permanent breakage.

The forge's concept is brilliant, adding a skill layer to a typically menu-driven system. However, the minigame's obtuse nature, lacking a clear connection between strike areas and metal shaping, is frustrating. Improvements or a better tutorial are needed before launch.
The forge fosters a deep player-weapon bond, crucial for the claimed 60-70 hour journey. Discovering new metals allows re-forging, enhancing properties for tougher challenges. The death system reinforces this bond; upon defeat, the equipped weapon is dropped, requiring retrieval.
AnswerSee ResultsThis mechanic, inspired by Dark Souls, emphasizes a deeper connection: lost souls are easily replenished, but a crafted weapon is irreplaceable. Dropped weapons persist in the world, presenting a recovery challenge. The long-term implications and potential for backtracking to reclaim and reforge older weapons are intriguing.
MercurySteam's adoption of Dark Souls elements is unsurprising, reflecting FromSoftware's impact and Blades of Fire's spiritual lineage to Blade of Darkness, a MercurySteam precursor to the Souls series. They're building upon their past, incorporating advancements from other studios.

The influences of Blade of Darkness, FromSoftware, and God of War are palpable. However, Blades of Fire transcends these influences, creating a unique identity. Its recipe distinguishes it from its predecessors.
Concerns remain: the generic dark fantasy setting's suitability for a 60-hour adventure, and the repetitive encounter with the same mini-boss, raise questions about variety. However, the depth of the weapon-combat relationship is captivating. In the era of complex games like Elden Ring and Monster Hunter, Blades of Fire possesses the potential to be a fascinating addition to the genre.
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