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"Blades of Fire: Exclusive First Look"

Apr 19,25(1 years ago)

When I first sat down to play MercurySteam's latest project, Blades of Fire, I anticipated a return to the studio's Castlevania: Lords of Shadow roots, infused with modern elements reminiscent of God of War. However, after an hour of gameplay, I found myself immersed in what seemed like a Soulslike experience, albeit with a focus 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 is both a nod to these familiar genres and a departure from them, creating a unique blend that breathes fresh air into the action-adventure genre.

While Blades of Fire may draw immediate comparisons to Sony Santa Monica's God of War series due to its dark fantasy setting and heavy-hitting combat, it stands distinctly on its own. The game's opening hours introduced me to a labyrinthine world filled with treasure chests, navigated with the help of a young companion who aids in puzzle-solving. Our journey led us to a woman of the wilds, residing in a house atop a giant creature, echoing familiar elements but with a twist. The presence of FromSoftware-inspired mechanics, such as anvil-shaped checkpoints that restore health potions and respawn enemies, adds to the sense of déjà vu.

Blades of Fire features some deeply strange enemies that feel like dark cousins of Labyrinth's puppets. | Image credit: MercurySteam / 505 Games

The game's world evokes the charm of 1980s fantasy, with environments that wouldn't look out of place in a Conan the Barbarian film or Jim Henson's Labyrinth. The narrative follows Aran de Lira, a blacksmith demigod, on his quest to defeat an evil queen who has turned steel to stone and restore the world's metal. While the story and characters may not stand out as particularly innovative, reminiscent of many forgotten Xbox 360-era games, the true strength of Blades of Fire lies in its mechanics.

The combat system is a highlight, utilizing directional attacks that engage every face button on the controller. On a PlayStation pad, for instance, triangle targets the head, cross the torso, and square and circle swipe left and right. This system demands strategic engagement with enemies, such as targeting a soldier's unprotected areas to break through their defenses. The visceral impact of combat is further enhanced by the detailed animations and blood effects that accompany each strike.

A standout moment was the battle against the first major boss, a slobbering troll with a second health bar that required limb dismemberment to access. The precision of the directional attack system allowed me to strategically remove the troll's limbs, including its club-wielding arm or even its face, rendering it temporarily blind and vulnerable.

Weapons in Blades of Fire are central to gameplay and require meticulous attention. They dull over time, necessitating sharpening with a stone or switching stances to maintain effectiveness. The game introduces a durability meter, which, when depleted, forces players to repair or reforge their weapons at anvil checkpoints.

Blades of Fire Screenshots

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The forge system is arguably the most innovative aspect of Blades of Fire. Players craft weapons from scratch, starting with a basic template and modifying it to suit their preferences. This involves adjusting the length and shape of weapon components, which directly impacts the weapon's stats and stamina requirements. The crafting process culminates in a minigame where players hammer out the metal to match an ideal shape, with performance affecting the weapon's durability and repairability.

The forging minigame is a great idea that feels a little too obtuse. | Image credit: MercurySteam / 505 Games

While the forge system is a brilliant concept, the minigame's mechanics can be frustratingly unclear, potentially needing refinement before launch. The idea of forming a deep connection with your crafted weapons, which can be reforged and enhanced throughout a 60-70 hour campaign, is compelling. The death mechanic, where players drop their current weapon upon defeat, adds a layer of risk and attachment to these crafted armaments, which remain in the world for retrieval.

MercurySteam's homage to Dark Souls and its influence on the action genre is evident, but Blades of Fire is more than a mere imitation. It is a spiritual successor to Blade of Darkness, a game developed by MercurySteam's founders, which predates the Souls series. This new title builds on the advancements made by other studios, integrating these influences into a cohesive and 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

Despite my concerns about the game's generic dark fantasy setting and potential lack of variety in enemy encounters, the depth of the weapon-crafting system and its integration into combat and progression keep me intrigued. As complex games like Elden Ring and Monster Hunter have gained mainstream popularity, Blades of Fire has the potential to offer a fresh and engaging contribution to the genre.

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