My hands-on time with MercurySteam's Blades of Fire defied initial expectations. Initially reminiscent of their Castlevania: Lords of Shadow series, updated with a God of War-esque polish, it quickly revealed a Soulslike core, albeit one where weapon stats, not character sheets, dictated power. Ultimately, Blades of Fire transcends simple comparisons, blending familiar elements into a unique action-adventure experience.
While visually reminiscent of Sony Santa Monica's work—a dark fantasy setting, impactful combat, and a close-to-the-action camera—Blades of Fire carves its own path. The opening hours, featuring a young companion aiding puzzle-solving and a quest to a wild woman residing in a house atop a giant creature, echo familiar tropes. Yet, the game's distinct 1980s fantasy aesthetic, featuring Conan-esque warriors and bizarre creatures reminiscent of Labyrinth, sets it apart. The narrative, concerning an evil queen who has petrified steel and a blacksmith demigod tasked with her defeat, feels somewhat generic, reminiscent of forgotten Xbox 360-era titles.

However, Blades of Fire's strength lies in its mechanics. The combat system utilizes directional attacks, assigning head, torso, and side strikes to different controller buttons. Reading enemy stances allows for tactical exploitation of weaknesses; a soldier shielding their face can be easily dispatched with a low strike. The combat is visceral, with satisfyingly gory impact effects.
This system shines in encounters like the initial boss fight, a troll with a secondary health bar accessible only after dismemberment. The angle of attack determines which limb is severed, allowing strategic disarmament or even facial removal.
Weapon management is central. Stamina regeneration is manual, requiring a hold of the block button. The combat, while echoing Soulslike elements like attack pattern recognition and precise timing, demands a different control scheme, repositioning blocking to the left trigger. This unique approach, coupled with a weapon system allowing different stances (slashing or thrusting), encourages strategic enemy assessment.
Blades of Fire Screenshots






Weapon durability is a key consideration; weapons dull with use, requiring sharpening or stance switching. Weapons eventually shatter, necessitating repair or re-crafting at an anvil checkpoint. This leads to the game's most innovative feature: the forge.
Weapon creation begins with template selection, followed by customization (pole length, spearhead shape, etc.), impacting stats and stamina requirements. The process culminates in a physical hammering minigame, requiring precise hammer strikes to achieve a target shape. Overworking weakens the weapon, demanding careful technique. The resulting star rating determines repair frequency before permanent breakage.

While the forge's concept is excellent, the minigame's obtuse nature needs refinement. Improved tutorials are crucial to avoid frustrating players. The forge fosters a deep player-weapon connection, encouraging long-term use and re-forging throughout the 60-70 hour campaign. Death results in weapon loss, adding a meaningful consequence.
This weapon loss mechanic, inspired by Dark Souls, emphasizes the unique bond with crafted weapons. Lost weapons remain in the world, encouraging retrieval and re-forging.
Blades of Fire's influences—Dark Souls, God of War, and its own predecessor, Blade of Darkness—are undeniable. However, the game transcends simple imitation, creating a unique identity through a blend of familiar systems and novel ideas. While concerns remain regarding the narrative's longevity and enemy variety, the depth of the weapon crafting system and its impact on combat make Blades of Fire a fascinating prospect in the current action game landscape.
