My hands-on time with MercurySteam's Blades of Fire defied initial expectations. Initially, it felt like a Castlevania: Lords of Shadow reunion, modernized with a God of War sheen. An hour in, the Soulslike influence became undeniable, though weapon-centric rather than character-stat driven. By the end of three hours, I realized both impressions were partially true, yet ultimately incomplete. Blades of Fire undeniably draws inspiration from established titles, but its unique blend of familiar mechanics and innovative ideas creates a surprisingly fresh action-adventure experience.
While not a direct God of War clone, the similarities are striking. The dark fantasy setting, weighty combat, and close-quarters camera perspective evoke Kratos' Norse saga. Further parallels emerged during the early-game demo: exploration of a winding, treasure-filled map alongside a young companion who aids in puzzle-solving, culminating in a meeting with a wild woman residing in a house perched atop a colossal creature. The familiarity can be overwhelming, particularly given the clear nods to FromSoftware, including anvil-shaped checkpoints that restore health potions and respawn enemies.
Like its predecessors, Blades of Fire excels mechanically. The combat system utilizes directional attacks, engaging all face buttons on the controller. On a PlayStation controller, triangle targets the head, cross the torso, square and circle swipe left and right respectively. By carefully observing enemy posture, these attacks can breach defenses. For example, a soldier shielding their face can be defeated by a low blow. The impact is satisfyingly visceral, with copious blood spurting from inflicted wounds.
This system shines in moments like the encounter with the demo's first major boss, a hulking troll. This troll possessed a second health bar, accessible only after dismemberment. The severed limb depends on the angle of attack, allowing strategic disarmament. Even more impressive: the troll's face can be completely removed, leaving it blind and vulnerable until its eyes regenerate.
The weapon system demands significant player attention. Stamina, crucial for attacks and dodges, doesn't regenerate automatically; it requires manual replenishment by holding the block button. Despite these novel mechanics, the combat retains a Soulslike feel, emphasizing attack pattern recognition and precise dodge/block/parry timing. The risk-reward dynamic is present, though the penalties are less severe. This triggers FromSoftware muscle memory, but the directional attack system requires a different control scheme, repositioning blocking to the left trigger.
After adapting to the new control scheme, the unique aspects of the combat system took center stage. Core damage is enhanced by a smart weapon system allowing different stances: slashing with the sharp edge or thrusting with the point. Enemy assessment and HUD prompts guide effective weapon use.
Blades of Fire Screenshots
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As the title suggests, weapons are central to Blades of Fire. Edged weapons dull with use, reducing damage with each strike. Sharpening stones restore the blade, or switching stances can be used; edge and tip wear independently, reflecting fighting style.
Similar to Monster Hunter, mid-combat sharpening is necessary. However, every weapon has a durability meter that depletes regardless of care. Broken weapons can be repaired at anvil checkpoints or melted down for crafting—Blades of Fire's most significant innovation: the forge.
Weapon design begins by selecting a template, sketched on a chalkboard. Adjustments to spear length and head shape influence stats: longer poles increase range, head shape dictates slashing or piercing proficiency. Materials affect weight and stamina consumption. This fosters a sense of genuine creation; even naming your weapon is possible.
This is only half the process. The design is then physically hammered out on an anvil via a minigame controlling hammer strike length, force, and angle. A curved line represents the ideal; vertical bars, like a graphic equalizer, must match this line. Overworking weakens the weapon; fewer strikes yield higher star ratings, determining repair frequency before permanent breakage.
The forge's core concept transcends the three-hour demo. MercurySteam aims to foster deep attachment to created weapons throughout the 60-70 hour journey. New metals enhance weapon properties, ensuring suitability for increasing challenges. The death system reinforces this bond; upon defeat, the equipped weapon is dropped and must be recovered.
AnswerSee ResultsThis mechanic, inspired by *Dark Souls*, builds on a different, arguably more meaningful bond: lost souls are replenishable, but a cherished, crafted weapon is irreplaceable. Dropped weapons remain in the world, requiring retrieval. The long-term implications and potential for backtracking to recover older weapons for reforging are intriguing.MercurySteam's adoption of Dark Souls elements isn't surprising. It's partly due to FromSoftware's influence, but also because Blades of Fire is a spiritual successor to Blade of Darkness, a MercurySteam's early 2000s title considered a Soulslike precursor. They're essentially building upon their past work, incorporating advancements from other studios.
Concerns remain: the generic dark fantasy setting might not sustain a 60-hour adventure, and repetitive encounters with the same mini-boss raise questions about overall variety. However, the demonstrated depth of the weapon forging and combat system is compelling. In a climate where complex games like Elden Ring and Monster Hunter are mainstream successes, Blades of Fire has the potential to make a significant contribution.