Blades of Fire: The First Preview

Author : Nova Mar 15,2025

My hands-on with MercurySteam's Blades of Fire initially evoked memories of their Castlevania: Lords of Shadow series, modernized with a God of War sheen. An hour in, it felt like a Soulslike, albeit one where weapon stats, not character sheets, dictated power. Three hours later, I realized both impressions were partially true, partially false. Blades of Fire undeniably builds upon familiar foundations, yet its unique blend of borrowed elements and original ideas creates a refreshing action-adventure experience.

While not a direct clone of Sony Santa Monica's work, initial similarities are undeniable. The dark fantasy setting, weighty combat, and close-to-the-action camera share much with Kratos' Norse saga. The demo, set early in the game, featured exploration of a treasure-filled map with a young companion aiding in puzzle-solving. We even sought a reclusive wild woman dwelling in a house perched atop a giant creature. The familiarity can be overwhelming, especially considering the clear influence of FromSoftware's games, 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

This familiarity is filtered through a world steeped in 1980s fantasy. Conan the Barbarian would fit right in amongst the powerfully built soldiers, while the orangutan-like creatures bouncing on bamboo pogo sticks feel like they belong in Jim Henson's Labyrinth. The story, too, has a retro feel: an evil queen has petrified steel, and Aran de Lira, a blacksmith demigod, must slay her and restore the world's metal. However, the narrative, characters, and writing feel somewhat generic—a common trope in forgotten Xbox 360-era games.

Like many of those older titles, Blades of Fire excels mechanically. Its combat system utilizes directional attacks across all face buttons. On a PlayStation controller, triangle targets the head, cross the torso, square and circle swipe left and right. Reading enemy posture allows you to exploit weaknesses; a soldier shielding their face can be vulnerable to a low blow. The impact is visceral, with copious blood spurting from wounds.

This system shines in moments like the encounter with the demo's first boss, a hulking troll. Its secondary health bar could only be depleted after dismemberment. The severed limb depends on your attack angle; a right-hand strike might remove its left arm, disarming it. Even better: you can sever its entire face, leaving it blind and flailing until its eyes regenerate.

Weapon management is crucial. Unlike auto-regenerating stamina in other games, Blades of Fire requires manual stamina restoration by holding the block button. Despite these innovations, the combat retains a Soulslike feel, emphasizing attack pattern recognition and precise dodge/block/parry timings. The risk/reward dynamic is present, though the punishment isn't as severe. This initially triggers FromSoftware muscle memory, but the directional attack system and repositioned blocking mechanics demand adaptation.

Once accustomed to the controls, the unique mechanics take center stage. The weapon system allows wielding blades in different stances—slashing or thrusting—requiring enemy assessment to determine the most effective method.

Blades of Fire Screenshots

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Weapons are central to Blades of Fire, demanding significant attention. Edged weapons dull with use, reducing damage. Sharpening stones restore the blade, or you can switch stances; the edge and tip wear independently, reflecting your fighting style. This necessitates mid-combat sharpening, similar to Monster Hunter. However, every weapon has a depleting durability meter, regardless of maintenance. Broken weapons can be repaired at anvil checkpoints or smelted for crafting.

Weapon crafting is a significant innovation. Instead of finding weapons, you create them in the forge. The process begins by selecting a template, then modifying aspects like spear length and head shape. Material choices affect weight and stamina consumption. You even name your creation. This is only half the process; the design must then be physically hammered out on an anvil via a minigame controlling hammer strike length, force, and angle. Overworking weakens the weapon, so efficiency is key. The star rating reflects your skill, influencing repair frequency before permanent breakage.

The forging minigame is a great idea that feels a little too obtuse. | Image credit: MercurySteam / 505 Games

The forge's concept is excellent, adding skill to a typically menu-driven system. However, the minigame initially feels obtuse. The connection between strike location and metal shaping isn't immediately clear. Improved tutorials or refinements are needed to prevent frustration; it's crucial this key feature isn't marred by irritation.

The forge fosters a deep connection with your weapons. MercurySteam aims for players to cherish their creations throughout the 60-70 hour campaign. Discovering new metals allows reforging and enhancing weapons. The death system reinforces this bond; upon death, you drop your weapon, requiring retrieval. This contrasts with Soulslike games where lost souls are easily replenished.

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The Dark Souls influence is apparent, but built upon a different, more meaningful connection. Lost souls are easily replaced, but a crafted weapon holds irreplaceable value. Dropped weapons remain in the world, presenting a challenge of recovery. This aspect, and potential backtracking for older weapons, warrants further exploration.

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

MercurySteam's influences—Blade of Darkness, FromSoftware, and God of War—are evident. However, these inspirations don't define the game. Instead of mimicking existing titles, Blades of Fire reinterprets established systems within a broader framework. Its unique recipe successfully distinguishes it from its predecessors.

Concerns remain; the generic dark fantasy setting might struggle to sustain a 60-hour adventure, and repetitive early-game encounters raise questions about overall variety. However, the deep connection between forged weapons and combat is intriguing. In a climate of complex games like Elden Ring and Monster Hunter, Blades of Fire possesses the potential to offer a fascinating contribution to the genre.