My hands-on time with MercurySteam's Blades of Fire defied initial expectations. Initially reminiscent of their Castlevania: Lords of Shadow games, modernized with a God of War sheen, it quickly revealed Soulslike mechanics, its stats residing in weapons rather than character sheets. Ultimately, it's neither a simple clone nor a straightforward blend; it's a unique synthesis. The familiar elements—a dark fantasy setting, impactful combat, a close-to-the-action camera—draw immediate comparisons to Kratos' Norse saga. The early game, featuring a young companion aiding puzzle-solving and a quest involving a wild woman dwelling atop a colossal beast, further strengthens this initial impression. The inclusion of anvil-shaped checkpoints, restoring health potions and respawning enemies, reinforces the Soulslike influence.
However, Blades of Fire possesses a distinct 1980s fantasy aesthetic. Imagine Conan the Barbarian alongside its powerfully built soldiers, or orangutan-like foes bouncing on bamboo pogo sticks—a bizarre yet fitting touch reminiscent of Labyrinth. The story, centered on an evil queen who has petrified steel, and the blacksmith demigod Aran de Lira tasked with restoring the world's metal, feels somewhat generic, akin to many forgotten Xbox 360-era narratives.
The game's strength lies in its mechanics. Combat utilizes directional attacks, employing every face button for different strikes (head, torso, left/right swipes). Reading enemy stances is crucial for exploiting weaknesses; a soldier shielding their face can be vulnerable to a low strike. The combat's impact is visceral, with impressive visual depictions of wounds. A notable example is the first boss, a troll, whose second health bar is accessible only after dismemberment, the limb determined by the angle of attack. You can even sever its face, temporarily blinding it.
This system shines, but the stamina gauge, manually restored via blocking, introduces a strategic layer. The Soulslike influence is undeniable—attack pattern recognition, precise dodge/block/parry timings, and the risk/reward dynamic are all present, albeit with less severe punishment. The directional attack system, however, necessitates a different control scheme, shifting blocking to the left trigger. Initially jarring, this unique system eventually becomes intuitive. Weapon stances (slashing or thrusting) add further depth, demanding enemy assessment for optimal effectiveness.
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Weapons are central to Blades of Fire, demanding significant player attention. They dull with use, requiring sharpening or stance switching (edge and tip wear independently). Durability is finite, necessitating repair at checkpoints or melting down for crafting. This leads to the game's most innovative feature: the forge.
Weapon creation begins with template selection, followed by adjustments (length, shape, materials) affecting stats. The finished design is then physically hammered out via a minigame involving precise hammer strikes to shape metal. Overworking weakens the weapon, so efficiency is key. The resulting star rating impacts repair frequency. While the forge's concept is excellent, the minigame's obtuse nature requires refinement.
The forge fosters a deep connection with weapons, encouraging their use throughout the 60-70 hour campaign. New materials allow for reforging, adapting to challenges. The death system, where lost weapons remain in the world, emphasizes this bond. This mechanic, while inspired by Dark Souls, creates a more meaningful attachment than simply regaining lost souls.
The influences of Dark Souls, God of War, and MercurySteam's own Blade of Darkness are evident. However, Blades of Fire transcends mere imitation, forging its own identity through a unique combination of established systems. While concerns remain about the setting's ability to sustain a 60-hour adventure and potential repetitive encounters, the weapon crafting and combat systems are undeniably captivating. In the era of Elden Ring and Monster Hunter, Blades of Fire offers a compelling and distinctive experience.
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