Blades of Fire Review [Demo]
Completely Un-forge-ettable!
Ever backed out of a decision at the last minute and found it was the right move? As someone prone to impulsiveness and indecision, that's a common occurrence for me. But this time, it led me to a gem I almost overlooked. My initial encounter with Blades of Fire was underwhelming, nearly pushing me to dismiss it entirely. Yet, what began as a rough start transformed into a unique and compelling single-player RPG experience that I grew to love unexpectedly.
Yes, I'm raving about a demo, but bear with me through this review. You'll see how my skepticism turned into excitement, eager to grab this game the moment it launches. Let's ignite the forges and dive into this review!
No Ashen Ones or Unkindled Here—Just A Humble Blacksmith!
We start with the game's introduction, which feels like a raw, unshaped piece of iron. It's Blades of Fire at its weakest, and beginning on such a low note isn't ideal. The game opens with Aran de Lira, a blacksmith in the forest, responding to a distant cry for help. He grabs an iron axe, saves a young Apprentice, and that's the entire opening—no cinematic flair, just a quick establishing shot and some text.
This is the demo's beginning—no more, no less. While it's understandable that some elements might be underdeveloped in a demo, even The First Berserker: Khazan offered more engaging tutorials with dialogue and cutscenes. Here, you're thrown into the action with little guidance.
Combat is introduced next, and I was expecting something akin to Dark Souls—simple light and heavy attacks. Instead, Blades of Fire adopts a directional combat system similar to For Honor, allowing overhead, body, or lateral strikes from either side, with heavy variants. Initially, it felt clunky and unnecessary, especially since enemies don't block directionally. However, as the game unfolded, my perspective shifted.
Post-tutorial, you're introduced to different damage types—blunt, pierce, and slash—each interacting uniquely with enemy armor. The game's clever color-coded targeting system guides you in swapping weapons effectively. With solid parry, block, and dodge mechanics, the combat loop becomes engaging and strategic. It's refreshing, grounded in real-world weapon dynamics, making it satisfying for medieval weapon enthusiasts.
You could master this game just by understanding medieval armor. It's a departure from typical fantasy RPGs, and the depth goes beyond what you might expect. But the real highlight? The weapon crafting system.
No Weapon Drops Here Either—You Gotta Make Your Own!
Blades of Fire boasts an intricate weapon crafting system. Unlike Monster Hunter, you're not forging fantastical weapons from beastly remains but crafting realistic, detailed melee weapons from grounded materials. While real forging isn't game-friendly, Blades of Fire comes remarkably close.
Crafting starts at your divine forge, introduced mid-tutorial. You sketch your weapon, say a spear, choosing the spearhead's shape, cross-section, haft length, and materials. For a sword, you decide on the cross-guard, pommel, and materials, even mixing them into custom alloys for performance tuning. Every choice impacts the weapon's stats, not just aesthetics.
Then comes the forging minigame. Initially confusing and poorly explained, it mirrors the real-world process, requiring precision and patience. You adjust sliders to shape the metal, with each strike affecting the outcome. It's challenging but rewarding once mastered, allowing you to save successful designs as templates.
Beyond crafting, Blades of Fire introduces innovative mechanics.
New Blueprints, Weapons as Checkpoints, and Weapon Altars
Since there are no weapon drops, "loot" comes in the form of blueprints, materials, and parts. Enemies drop their weapon designs after enough encounters, encouraging variety in combat. Your anvil serves as a checkpoint, hub for recycling, repairing, and crafting.
Weapon Altars offer another way to unlock new components, rewarding you for wielding specific weapons. And without traditional currency, you lose your equipped weapon upon death, adding tension to the gameplay loop.
This loop—forge, fight, fall, and forge again—is engaging and unique, straying from the norm while remaining accessible.
However, not all aspects of the game improve over time.
God Awful Voice-Acting with Unfinished World-Building
The voice acting remains poor throughout, with subpar recording quality and unconvincing delivery. The casting choice for the Abbot's apprentice is particularly jarring.
World-building also falls short, with much exposition but little payoff. The demo's narrative lacks follow-through, which could be a significant issue if not addressed in the full release.
Not A Game For First Impressions
Blades of Fire's demo suggests a game that requires patience and investment. It's about transforming something raw into a refined experience. Despite its initial shortcomings, the game shows potential for greatness. It might not be the standout title of 2025, but it's certainly memorable.