My hands-on time with MercurySteam's Blades of Fire began with expectations of a Castlevania: Lords of Shadow revival, modernized with a God of War sheen. An hour in, it felt like a Soulslike, albeit one where weapon stats, not character sheets, were king. Three hours later, I realized both impressions were partially true, partially false. Blades of Fire undeniably builds upon familiar foundations, but its unique blend of borrowed elements and fresh ideas creates a surprisingly refreshing action-adventure experience.
While not a God of War clone, the initial resemblance is striking. The dark fantasy setting, impactful combat, and close-up third-person camera share much with Kratos' Norse saga. The parallels extend further: my early-game demo involved exploring a labyrinthine map, filled with treasure chests, alongside a young companion who aided in puzzle-solving. Our quest led us to a wild woman residing in a house perched atop a colossal creature. The familiarity can feel a bit overwhelming, especially considering the numerous nods to FromSoftware's games, including anvil-shaped checkpoints that replenish health potions and respawn enemies upon rest.
Like its predecessors, Blades of Fire's strength lies in its mechanics. The combat system, built around directional attacks utilizing every face button, is particularly noteworthy. On a PlayStation controller, triangle targets the head, cross the torso, while square and circle deliver left and right swipes. By carefully observing enemy posture, these attacks can breach defenses. A soldier shielding their face, for example, can be vulnerable to a low blow. The impact is satisfyingly visceral, with thick blood spurts accompanying each wound.
This system shines in moments like the encounter with the demo's first major boss, a hulking troll. Its secondary health bar only depletes after dismemberment. The severed limb depends on your attack angle; a right-hand strike might remove its left arm, disarming the beast. Even better, you can sever its entire face, leaving it blind and flailing until its eyes regenerate.
This intricate combat is further enhanced by several unique features. Stamina, instead of regenerating automatically, must be manually replenished by holding the block button. Despite these innovations, the overall combat retains a Soulslike feel, emphasizing attack pattern recognition and precise dodge/block/parry timings. While the punishment isn't as severe, the risk/reward dynamic remains, instinctively triggering FromSoftware muscle memory—though the directional attack system necessitates a different control scheme, repositioning blocking to the left trigger.
Once I adapted to the control scheme, the game's unique elements took center stage. The weapon system, allowing different stances (slashing or thrusting), requires assessing enemies to determine the most effective approach.
Blades of Fire Screenshots
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As the title suggests, weapons are central to Blades of Fire, demanding significant attention. Edged weapons dull with use, reducing damage over time. Sharpening stones restore the blade, or you can switch stances; edge and tip wear independently, reflecting your fighting style.
Like in Monster Hunter, you'll learn to sharpen mid-combat. However, every weapon has a depleting durability meter, regardless of maintenance. 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. You then adjust parameters like spear length and head shape, impacting stats. Material choice affects weight and stamina consumption. You even name your creation.
This is only halfway; the design must be physically hammered out on an anvil via a minigame controlling hammer force, angle, and length. The goal is to match a curved line using vertical bars, akin to a graphic equalizer, with fewer strikes. Overworking weakens the weapon. The star rating rewards efficient forging, determining repair frequency before permanent breakage.
The forge's core idea extends beyond the demo. MercurySteam aims for deep attachment to crafted weapons, carried throughout the 60-70 hour journey. Discovering new metals allows reforging for enhanced properties. The death system emphasizes this bond; upon death, your weapon is dropped, requiring recovery.
AnswerSee ResultsThis mechanic, inspired by *Dark Souls*, builds upon a more meaningful bond: lost souls are replenishable, but a cherished weapon is irreplaceable. Dropped weapons persist, posing a retrieval challenge. I'm eager to see how this unfolds throughout the campaign.MercurySteam's adoption of Dark Souls elements is unsurprising, reflecting FromSoftware's impact and Blades of Fire's status as a spiritual successor to Blade of Darkness, a MercurySteam predecessor considered a Soulslike precursor. The developers are essentially resuming their work, integrating advancements made by other studios.
Concerns remain: the generic dark fantasy setting's suitability for a 60-hour adventure and the repetitive nature of encountering the same mini-boss multiple times. However, the deep connection between forged blades and combat has piqued my interest. In a landscape dominated by complex games like Elden Ring and Monster Hunter, Blades of Fire has the potential to offer something truly captivating.