Home News "Blades of Fire: Initial Preview Released"

"Blades of Fire: Initial Preview Released"

by Joseph May 03,2025

When I sat down to play developer MercurySteam's latest project, Blades of Fire, I expected a modern take on their Castlevania: Lords of Shadow games, infused with the style of God of War. However, within an hour, the game shifted towards a Soulslike experience, albeit one where the focus is on weapon stats rather than traditional RPG character development. By the end of my three-hour hands-on session, I realized that Blades of Fire is a unique blend of familiar elements and innovative ideas, creating a fresh and compelling action-adventure experience.

While Blades of Fire shares similarities with Sony Santa Monica's God of War, especially in its dark fantasy setting and intense combat, it's not a direct clone. The game's opening hours introduced me to a winding map filled with treasure chests, navigated with the help of a young companion who aided in puzzle-solving. Our quest led us to a woman of the wilds living in a house atop a giant creature. The game's atmosphere and mechanics often echo FromSoftware's work, including anvil-shaped checkpoints that replenish health potions and respawn enemies.

Blades of Fire features some deeply strange enemies that feel like dark cousins of Labyrinth's puppets. | Image credit: MercurySteam / 505 Games

The game's world evokes a nostalgic 1980s fantasy vibe, reminiscent of Conan the Barbarian and Jim Henson's Labyrinth. The narrative, centered around an evil queen turning steel into stone and your mission as Aran de Lira, a blacksmith demigod, to restore the world's metal, has a retro feel. However, the story and characters may not be as compelling as the mechanics, which feel reminiscent of Xbox 360-era games.

Blades of Fire excels in its combat system, utilizing directional attacks linked to every face button on the controller. On a PlayStation pad, triangle targets the head, cross the torso, and square and circle swipe left and right. This system requires careful reading of enemy stances to break through defenses, resulting in impactful and visceral combat.

A standout moment was the first major boss fight against a troll, where dismembering the beast was necessary to damage its second health bar. The choice of attack angle determined which limb was removed, allowing strategic disarming. Even more thrilling was the ability to cut off the troll's entire face, leaving it blind and vulnerable until it regrew its eyes.

Weapons in Blades of Fire demand significant attention. They dull with use, requiring sharpening stones to maintain their edge, and each weapon has a durability meter that eventually leads to shattering. Repairing or melting down weapons at anvil checkpoints is crucial, leading to the game's most innovative feature: the forge.

MercurySteam's weapon crafting system is remarkably detailed. It begins with selecting a basic weapon template, which Aran sketches on a chalkboard. Customization options, such as adjusting the length of a spear's pole or the shape of its head, directly impact the weapon's stats. Different materials affect weight and stamina demands, emphasizing the crafting process. Naming your creation adds a personal touch.

The forging process itself is a complex minigame where you control the length, force, and angle of each hammer strike to match an ideal curve, aiming to avoid overworking the steel. The star rating you achieve determines how often the weapon can be repaired before it's lost forever. While the forge is a brilliant concept, the minigame felt somewhat obtuse, suggesting room for improvement or better tutorials.

The forge system extends beyond the demo, with MercurySteam envisioning a 60-70 hour journey where players develop a deep attachment to their crafted weapons. As you explore and find new metals, you can reforge your weapons to enhance their properties. The death system further emphasizes this bond, as upon defeat, you drop your weapon, which remains in the world for you to recover.

MercurySteam's influences are evident, from the brutal combat of their early 2000s game Blade of Darkness to the innovations of FromSoftware and the world design of God of War. Yet, Blades of Fire stands apart by reinterpreting these elements into a unique experience.

Aran is joined by his young companion, Adso, who can help solve puzzles and comment on the world's lore. | Image credit: MercurySteam / 505 Games

While I have concerns about the generic dark fantasy setting's ability to sustain a 60-hour adventure and the repetition of certain encounters, the depth of interaction between your forged blades and the enemies you face is truly intriguing. In an era where complex games like Elden Ring and Monster Hunter have gained mainstream appeal, Blades of Fire has the potential to offer something fascinating and unique to the action-adventure genre.

Blades of Fire Screenshots

9 Images