"Blades of Fire: Initial Preview Released"
When I first sat down to experience developer MercurySteam's latest project, *Blades of Fire*, I anticipated a return to the studio's roots with *Castlevania: Lords of Shadow*, infused with the modern stylings of *God of War*. However, an hour into the game, it felt more like a Soulslike, with a unique twist where all the stats were focused on weapons rather than traditional RPG character development. By the conclusion of my three-hour hands-on session, it became clear that *Blades of Fire* treads familiar ground yet manages to weave together both borrowed elements and fresh ideas into a compelling new approach within the action-adventure genre.
While it's not a direct clone of Sony Santa Monica's *God of War*, the initial similarities are striking. The dark fantasy setting, impactful combat strikes, and a close third-person camera perspective echo the Norse saga of Kratos. Throughout the demo, which covered the game's opening hours, I navigated a labyrinthine world filled with treasure chests, aided by a youthful companion who assisted in puzzle-solving. Our quest led us to a woman of the wilds, residing in a house mounted atop a giant creature. The game occasionally feels a bit too derivative, especially when considering the numerous elements borrowed from FromSoftware's titles, such as the anvil-shaped checkpoints that restore health potions and respawn enemies.

The game's world evokes a nostalgic 1980s fantasy aesthetic. Imagine *Conan the Barbarian* seamlessly blending in with its muscular warriors, or orangutan-like foes bouncing on bamboo pogo sticks reminiscent of Jim Henson's *Labyrinth*. The storyline has a retro feel as well, revolving around an evil queen who has turned steel to stone, and it's up to you, Aran de Lira, a blacksmith demigod, to defeat her and restore the world's metal. Despite its old-school charm, I'm skeptical about the narrative's ability to captivate, as it feels somewhat generic and reminiscent of many overlooked Xbox 360-era games.
The game's mechanical prowess, however, is where *Blades of Fire* truly shines. Its combat system is built around directional attacks, utilizing every face button on the controller. On a PlayStation controller, for instance, the triangle button targets the head, the cross button aims for the torso, while square and circle swipe left and right. This system demands careful observation of an enemy's stance to break through their defenses. For example, a soldier protecting their face can be defeated by targeting their unprotected abdomen, resulting in satisfyingly visceral strikes.
The combat system's depth becomes evident during encounters like the demo's first major boss, a slobbering troll. This creature features a second health bar that can only be depleted after dismembering it, with the limb removed depending on your attack angle. Strategically, I could remove its left arm, disarming it, or even cut off its entire face, leaving it temporarily blind and vulnerable. The combat's tone, while distinctly different, echoes the Souls series, with a focus on pattern recognition and precise timing for dodges, blocks, and parries. However, the directional attack system requires a unique control setup, which initially took some getting used to.
Once accustomed to the controls, the combat's unique elements began to overshadow the Souls-like influences. The weapon system, central to the game, enhances combat by allowing different stances—either slashing with the blade's edge or thrusting with its tip. This system, combined with directional attacks, demands that players assess their enemies and utilize HUD prompts to maximize effectiveness.
Blades of Fire Screenshots

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As the title suggests, weapons are at the heart of *Blades of Fire*. They require meticulous attention, as they dull with use, reducing damage over time. Players must use sharpening stones to restore their edge or switch stances, as each part of the weapon wears down independently. Additionally, every weapon has a durability meter that depletes regardless of maintenance. When a weapon breaks, it can be repaired at an anvil checkpoint or melted down for materials to craft anew in the game's most innovative feature: the forge.
MercurySteam's weapon crafting system is exceptionally detailed. Rather than discovering new weapons in the world, players start from scratch at the forge. The process begins with selecting a basic weapon template, which Aran sketches on a chalkboard. From there, players can tweak and modify the design, such as adjusting the length of a spear's pole or the shape of its head, each affecting the weapon's stats. Different materials influence the weapon's weight and stamina demands, fostering a genuine sense of crafting. Players can even name their creations, adding a personal touch.
But the crafting process doesn't end with design. Players must then physically hammer out the metal on an anvil through an intricate minigame, controlling the length, force, and angle of each strike to match a curved ideal line. Overworking the steel results in a weaker weapon, so precision is key. The minigame's complexity, however, can be frustratingly opaque, with no clear connection between the hammer strikes and the resulting metal shape. I hope that future improvements or a better tutorial will address this before the game's launch.

The forge concept extends beyond the demo, aiming to forge a deep bond between players and their weapons throughout a promised 60-70 hour journey. As players explore and discover new metals, they can reforge their weapons, enhancing their properties to meet new challenges. This bond is emphasized by the death mechanic, where players drop their weapon upon defeat and must reclaim it, adding a layer of attachment and strategy.
MercurySteam's adoption of mechanics from the *Dark Souls* series is understandable, given FromSoftware's influence on action games and *Blades of Fire*'s spiritual connection to *Blade of Darkness*, a game developed by MercurySteam's founders and seen as a precursor to the Souls series. The studio is revisiting its roots while integrating advancements made by others during its time away from the genre.

Throughout my playtime, the influence of MercurySteam's inspirations was palpable—from the brutal combat of *Blade of Darkness* to the innovations of FromSoftware and the world design of *God of War*. However, these influences do not define *Blades of Fire*. Instead, the game reinterprets these established systems within a broader canvas of ideas, creating a unique recipe that distinguishes it from its peers.
Despite some concerns, such as the generic nature of the dark fantasy setting and the repetition of certain miniboss encounters, the intricate relationship between the player's forged weapons and the enemies they face is deeply engaging. In an era where complex games like *Elden Ring* and *Monster Hunter* have gained mainstream popularity, *Blades of Fire* has the potential to offer something fresh and fascinating to the gaming community.
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