My hands-on time with MercurySteam's Blades of Fire defied initial expectations. Initially reminiscent of their Castlevania: Lords of Shadow series, modernized with a God of War sheen, it quickly revealed a Soulslike core, albeit one where weapon stats, not character sheets, reigned supreme. Ultimately, Blades of Fire transcends simple genre categorization; it masterfully blends familiar elements into a unique action-adventure experience.
While not a direct God of War clone, the similarities are striking. The dark fantasy setting, weighty combat, and close-quarters camera perspective evoke Kratos' Norse saga. The early game demo, featuring a puzzle-solving companion and a quest involving a wild woman residing in a giant beast's dwelling, further strengthens this comparison. Yet, the game's distinct identity shines through. FromSoftware influences are apparent, including anvil-shaped checkpoints that restore health potions and respawn enemies, but this is filtered through a unique lens.

The game's 1980s fantasy aesthetic is captivating. Imagine Conan the Barbarian alongside its powerfully built soldiers, or orangutan-like foes bouncing on bamboo pogo sticks—a whimsical touch reminiscent of Labyrinth. The narrative, centered on an evil queen who has petrified steel and a blacksmith demigod tasked with restoring the world's metal, feels classic, though perhaps not groundbreaking. The story's video-gamey nature is reminiscent of many forgotten Xbox 360 titles.
However, Blades of Fire's strength lies in its mechanics. The combat system utilizes directional attacks, assigning each face button on the controller to a specific strike (head, torso, left, or right). Reading enemy stances allows for strategic attacks; for example, a soldier shielding their face can be vulnerable to a low strike. The combat's visceral impact is enhanced by detailed blood effects.
This system shines in boss encounters. A major boss fight against a troll, requiring limb dismemberment to access its second health bar, highlights the strategic depth. The angle of attack determines which limb is severed, allowing for tactical disarming or even facial removal.
Weapon management is a core element. Unlike most games, stamina regeneration is manual, requiring the block button to refill. This, along with the Soulslike emphasis on attack pattern recognition and precise timing for dodging, blocking, and parrying, creates a familiar yet distinct feel. The directional attack system, however, demands a different control scheme, repositioning blocking to the left trigger.
Once accustomed to the control scheme, the unique mechanics shine. The weapon system allows for different stances (slashing or thrusting), demanding careful enemy assessment. Weapon durability is a key consideration; repeated use dulls blades, requiring sharpening or switching stances to maintain effectiveness.
Blades of Fire Screenshots






Weapon crafting is central to Blades of Fire. Unlike typical loot-based systems, every weapon begins in the forge. Players choose templates, adjust parameters (length, shape, material), and then physically hammer the metal on an anvil via a minigame. This minigame, while innovative, felt initially obtuse in the demo.

The forge fosters a strong player-weapon bond, emphasized by the death system: upon defeat, the equipped weapon is dropped, requiring retrieval. This mechanic, inspired by Dark Souls, adds a unique layer of consequence.
While Blades of Fire draws inspiration from Dark Souls, God of War, and even its own past (the early 2000s Blade of Darkness), it transcends these influences. The game's unique blend of systems creates a compelling and distinct experience. Concerns remain about the game's world and enemy variety, but the innovative weapon crafting and deep player-weapon connection are undeniably intriguing. In a landscape dominated by complex titles like Elden Ring and Monster Hunter, Blades of Fire has the potential to carve its own niche.
