Blades of Fire - forging ahead

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Dreiko

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So this game came up a few months ago seemingly out of nowhere, and it's nearly out. It's a dark fantasy action game with a weapon crafting system as the focus. Apparently there's an evil queen who turned all the steel to stone and only her minions get to have it and the protagonist is some type of blacksmith fighter who forges weapons and is trying to defeat her. Pretty standard stuff so far.





The interesting thing is the gameplay. Every face button is an attack button, each targeting a different area of the body, and there's 3 damage types, so there's a balancing between combos and hitting the weak points of enemies and using the appropriate damage type. There's also parrying and dodging and a stamina gauge, and weapon durability management is a big factor. Eventually a weapon will become too weak if not repaired and repairs are limited based on how well you did at the forging minigame, so at some point the weapons will just break completely. Though it seems you have the blueprints for them so you can make new ones.



I was kinda iffy about this for a while but seeing the gameplay instantly hooked me. Preorders are 10% off on ps5 so I jumped in. It's coming out in I think 5 days or so.
 

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You lost me at weapon durability.
The cool thing here is that different parts of the weapon decay independent of eachother so for example if you use the sword in the thrusting pose you wear the point down but not the blade and vice-versa. Also blunt weapons don’t decay. You have a sharpening stone on you like monster hunter and this game is kinda built around forging newer and newer weapons constantly so you wouldn’t want to stick with an old weapon for too long. And you can carry I think 5 weapons on you and switch em around on the fly so if you’re really worried about it just forge backups or focus on blunt weapons that don’t decay.
 

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@CriticalGaming, Luke Evans got the game early and he is liking Blades of Fire so far. He goes in deep with weapon durability, crafting, and stamina management.

I Tried Blades of Fire Early...
 
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I love the part about observing your foe’s armor to determine which body part is weak to which type of damage so much. It makes observing your opponent important even against basic enemies.

And yeah I saw the demo but I wanna just play the full game so I’m waiting. Glad to hear it’s fun though.
 

CriticalGaming

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The cool thing here is that different parts of the weapon decay independent of eachother so for example if you use the sword in the thrusting pose you wear the point down but not the blade and vice-versa. Also blunt weapons don’t decay. You have a sharpening stone on you like monster hunter and this game is kinda built around forging newer and newer weapons constantly so you wouldn’t want to stick with an old weapon for too long. And you can carry I think 5 weapons on you and switch em around on the fly so if you’re really worried about it just forge backups or focus on blunt weapons that don’t decay.
Sorry but I don't care. I think weapon durability of any kind is a pointless obstacle to include in a game. There are better ways to promote the player changing weapons often, such as weapons just being better, or having better properties. Breaking them down is just frustrating because it makes combat feel on a timer and also to waste. Like when you constantly reload a gun just because you shot two bullets out of the magazine.
 
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Dreiko

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Sorry but I don't care. I think weapon durability of any kind is a pointless obstacle to include in a game. There are better ways to promote the player changing weapons often, such as weapons just being better, or having better properties. Breaking them down is just frustrating because it makes combat feel on a timer and also to waste. Like when you constantly reload a gun just because you shot two bullets out of the magazine.
I agree that there's better ways to "promote" such a thing, but some people just don't respond to that, so this is more about forcing the player to engage with the crafting system as opposed to strongly urging them. About locking away the option of the player using a crutch tactic they became comfortable with for the entire game and ruining it for themselves. About making them branch out. I kinda love that philosophy, even with being neutral about item decay systems being the particular way of pulling it off.

Also I just played KCD2 which has almost everything decay. Even your shoes do with every step you take so something like this feels kinda minor in comparison lol.


Apparently they don't actually break down they just become weaker and weaker. Like you have a sharpening stone on you that you can use like in monster hunter but with each use the max endurance goes down until you go back to an anvil (kinda like a bonfire) and then the anvil repair brings it back to max endurance but consumes a star for that. And if you run out of stars the idea is you recycle the weapon for mats once it becomes too weak through repeated sharpening stone uses. And by that point I think it'd be too weak anyways so I doubt you'd even use it enough to wear it down completely.

Though ultimately this kind of thing is about how the balance is done. There can be such a sweet spot where you don't feel too limited if you play right where it's as though you don't even have a weapon decay system at all. And again, you can focus on blunt weapons like warhammers if you want, those don't break.
 

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Also I just played KCD2 which has almost everything decay. Even your shoes do with every step you take so something like this feels kinda minor in comparison lol.
Thanks for the warning to never touch that game with a ten foot pole.
 
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even the with all due respect snooty fucks at eg seem impressed with the game, and the demo is pretty generous too tbf, spent a good few hours exploring the opening areas testing different forges, trying to figure wtf all those red and green outlines mean, plus it does feel super gratifying to sneak up on 2 unaware goons with a vertical upward slice taking out the left one followed by a leftward swing to take out the second and avoid clashing weapon against wall. they even let you reforge anything instantly without going through the same process up to the highest quality you already managed (and it's kinda easy to get the high quality forges as long as you patient with each swing)


Blades of Fire review

Emberace something that feels different.


A muscular man (Aran) is about to swing his forging hammer as he stands over a flaming hot piece of steel on an anvil.

Image credit: 505 Games / MercurySteam

Blades of Fire manages to feel original, lovable, and born of genuine passion, despite the near overwhelming number of problems that could have extinguished it.

Ever feel like you're not where you should be? I had that feeling once. It was midnight on Halloween, on a deserted market street in Croydon. I looked up the street and froze as I saw a clown carrying a knife. My initial reaction was to stare and think, the confusion taking over the rational part of my brain that would have told me to move away from the clown as quickly as possible. Is that a real knife? Why is the clown just standing there? Do I go back down an even darker path to my flat or push on into a more central part of town? I was clueless, a bit scared, and desperate for someone to just provide some assistance. None came, so when the heir to Pennywise approached me I jogged up some steps into a throng of nightlife, and things just sort of worked out. I don't know if the clown was up to no good or not (it was Halloween after all), but I often think about that moment and the feeling of simply not knowing what to do. I rarely knew what to do while starting out in Blades of Fire, and that was a big problem until I let myself get swept away by the adventure.
Blades of Fire review
  • Developer: MercurySteam​
  • Publisher: 505 Games​
  • Platform: Played on PS5 Pro​
  • Availability: Out 22nd May on PC (Epic Games Store), PlayStation 5 and Xbox Series X|S​
(no idea how to get rid of the rogue bullet point lol)

There's nothing outwardly exciting about Blades of Fire, MercurySteam's (Castlevania: Lords of Shadow, Metroid Dread) return to the "big muscular man fights through seemingly endless enemies across a large world" genre (that man being Aran, in this instance, and in a clear nod to Samus). Yes, this has soulslike leanings, without going full hog (die and you'll lose your equipped weapon and be sent back to the last blacksmith's anvil you used, the weapon left where you perished). It has a messy but encouraging-enough story, centred on a man who is sort of a magical blacksmith who forges weapons under the gaze of a demon/god-like creature inside another realm and must defeat the queen who has cast a spell turning steel into stone. And it's full of all the different tiers of boss fights you would expect. But when you play it, Blades of Fire feels different, and I find that pretty exciting. Outside of a small amount of tutorialisation you're pretty much just thrown in and told to figure stuff out - which caused some headaches.


My immediate reaction to the difficulty I had in the game's first real area was one of confusion, with a bit of anger and a whole lot of wondering what I'd chosen to put myself through. What the hell does this game want me to do and where does it want me to go? Many hours later, as someone who now considers themselves a Blades of Fire fan - you could say a Blades of Fire apologist - I still can't properly answer that question. I think MercurySteam simply wants you to go on a journey and take things as they come.

Two humanoid characters, one older and stockier, and one younger and slimmer, stand facing a fantasy horizon as the sun drops below it. Adventure awaits.

Make no mistake, this is a big old adventure. | Image credit: MercurySteam

Blades of Fire is a game that doesn't reward the button-masher. You'll need to use the right weapon and attack style to take on each enemy, with an outline highlighting which of four body parts (corresponding to the four console controller face buttons) can be damaged or cause your strikes to be repelled by armour. Stamina plays its part, so you'll want to recharge by adopting a defensive position, and you'll need to be careful you're not overrun as even weaker foes can do damage as a group if you let yourself get cornered. A health flask fills a portion of your health bar, but you're limited to a set number of uses until you rest, at which point it refills but a lot of the enemies you've defeated return to the land. There's that soulslike influence creeping in again.


Things here in Aran's steel-obsessed world begin tough and get even tougher as you discover new areas and tackle the enemies within. It's incredibly easy to get swamped and die, knocked over a cliff edge and die, walk back over a cliff edge and die, be burnt alive and die, or forget that the sword you are carrying doesn't have the special blue magic imbued into it (that sword got left on a cliff edge) and you therefore can't fight the floating blue swords so you die. Not helping is the control scheme, which while perfectly acceptable on the face of it, has led me to pressing the wrong buttons over and over again. It seems my brain has been semi-hard-wired to attack in a certain way, and it takes some time at the start of each new session with Blades of Fire to get into the swing of things.

If you've seen any of the marketing for Blades of Fire you'll know that forging weapons is one of the game's bulletpoints, no doubt on a marketing brief somewhere. You don't pick up weapons. Instead you have to cherry-pick what type of steel to use (which dictates if your weapon excels in certain areas, such as its ability to slice through enemies or be effective when blocking), choose the shape of the blade, decide on the size of the hilt, then hammer a flaming hot lump of steel on an anvil to knock it into shape. I'll be honest, I very much dislike this mechanic and find it tedious in the extreme. It plays into the story, but it's not fun, with every hammer strike causing some bars (which represent how closely the steel matches the shape of the blueprint) to go up and down - get the bars as close as possible to the design and you'll end up with a high quality forging. By all means let me fine-tune my weapon's stats, but don't make me play a dull mini-game at the end of it. What's worse, how well you hammer the weapon into shape dictates the number of repairs you can give it (yes, your weapons degrade as they are used) before it needs to be recycled for resources. You can reuse previous quality levels you've reached for the type of weapon you're forging, but going to the forge always irked me, which is a shame given its prominence in the whole experience.

An over the shoulder look at a blacksmith about to forge a red-hot piece of metal.

The Forge and its mini-game to craft your weapons irritated me, which is a shame given the game's requirement to use it. | Image credit: MercurySteam

I've not been all that complimentary of Blades of Fire so far, so why stop now? I promise I've got good things to say soon! If I've ever played a game with a more useless map or with more confusing location design I must have blanked it from memory for my own good. I might not be as sharp as I used to be, but I've played an awful lot of games in my 42 years on this planet. So when I sat shaking my head at yet another time the way forward in Blades of Fire turned out to require the most obtuse bit of world navigation imaginable you can be rest assured that I know what I'm talking about.

This is partly a problem brought about by the map, which isn't clear about what areas you have explored already. It's partly down to there optionally being an objective marker on the map, but the game often requires you to jump through hoops and navigate maze-like buildings to reach it. And it's partly because you can't jump or climb ledges (unless the game gives you a prompt to), so the world feels oddly enclosed at points, despite also being confusingly vast. It sounds like a nightmare, right? No amount of lore or advice offered by Aran's sidekick, Adso, helped overcome these moments of frustration. It would have made little sense in the game's world, but some floorplans covering multiple storeys of buildings would have been very welcome.

And yet. I find myself thinking fondly of Blades of Fire, and throughout the review process I became keener and keener to return to it as I progressed deeper. The game's many problems don't go away as such, but after I'd put five or so hours in and understood what this game was I was able to play it on its own terms, as opposed to how I wanted to play it. While the combat takes some brain rewiring, and dislikers of degrading weapons will want to stay away, I grew to get a real kick out of successfully taking on a group of foes who had previously bettered me, whether it was through a better defence (a successful parry gives you a sort of turbo stamina, allowing you to perform a flurry of attacks), careful use of a spear to keep enemies at a distance, or superbly timed rolls to get behind your targets. There's a real weight and chunkiness to the fighting in Blades of Fire if you go with the bigger weapons, but smaller, sometimes dual-wielded blades let you show off Aran's more nimble side. A lot of games attempt to make a big point about how you can play to your own style, when they really mean you can use a sword or an axe. Blades of Fire really does this while at the same time managing to encourage you to try out different weapons you might have ignored. It's great.

Two fantasy heroes approach the gates of a huge castle-like structure.

The visual style of Blades of Fire is wonderful. | Image credit: MercurySteam

There is a lot to do in Blades of Fire. I've stumbled across plenty of bits and pieces to know enough about how much 'extra' things there are to do that aren't tied to the main storyline, and it's a nice big chunk. Part of what I love/hate about the world design here is that there are paths leading off all over the place, sometimes to where you're meant to be going, but other times to a hidden item - perhaps one that will increase your healing abilities, maybe one to give you a higher quality to reach in the Forge, and occasionally something else. This game lights a fire under me that I can't seem to extinguish, no matter how bad things get - I say this having shouted swear words at the screen more times than I'd like to admit. I was playing one evening, nearing what I thought might be the game's conclusion, and I noticed I'd shuffled forward and leant towards the TV, my whole body invested in the events unfolding. Reader, it wasn't the conclusion - this game is large! Wonderfully and unexpectedly so.

Blades of Fire accessibility options
In-game icon size, Hold button time, Hold to sprint, Auto lock options, Enemy outline, Difficulty, Subtitles, Subtitles size, Subtitles text colour, Text background opacity, High contrast background, Camera shake, Camera bobbing, Field of view, Sensitivity X/Y axis, X/Y inversion, Vibration strength.
I'm a sucker for a game with grand ambitions and scope beyond what might seem sensible. With all those twisting paths and secrets, Blades of Fire delivers a real sense of adventure and discovery. Your companions (permanent and temporary) are likable and quippy enough without being annoying (if prone to repeating lines a little too often), and the overly buff main character and the equally hench enemies and NPCs tap into my nostalgia for that Xbox 360/PS3 era when it seemed everyone was stacked. The real high-point for me, though, is Blade of Fire's fantasy setting, a gloriously grandiose world full of ancient dilapidated buildings, lush landscapes, and secret paths that could only be in a video game - it has a look that I can only describe as what people probably expected games to look like now when they were playing on the PS2 25 years ago. I love it. This is a game world I really enjoy being in, despite the plethora of quite large problems I've detailed above. It got its hooks in and that was it. No doubt those hooks wouldn't have caused quite so much pain had the whole experience been smoother, but there's certainly an argument for some of that frustration building a tighter bond.

I know you can get this sense of adventure from the best soulslikes out there - people do tell me Elden Ring (heard of it?) is wonderful in this respect - but the key point here is that I haven't been able to gel with any of those. For whatever reason, quite possibly because Blades of Fire didn't go full souls, I got sucked in. This is a game with a list of problems that far outnumber the good, especially in the initial few hours as you get to grips with exactly what is being asked of you. If reviewing games was as simple as making diametrically opposite lists to see which side comes out on top, it'd be hard to see MercurySteam's fantasy epic as anything other than a failure. But it's not so simple. Blades of Fire has a soul, an identity - a bristly, prickly, and ultimately singular one that requires you to come at it the right way - and a fantastical sense of place that means I'm willing to overlook its unsharpened edges. Maybe I was the clown all along, and I did get that push I needed to just see where things go.​
did I mention this was a budget game? should probably mention it's a budget game too, £45 mate, long live AA!
 
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Dreiko

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even the with all due respect snooty fucks at eg seem impressed with the game, and the demo is pretty generous too tbf, spent a good few hours exploring the opening areas testing different forges, trying to figure wtf all those red and green outlines mean, plus it does feel super gratifying to sneak up on 2 unaware goons with a vertical upward slice taking out the left one followed by a leftward swing to take out the second and avoid clashing weapon against wall. they even let you reforge anything instantly without going through the same process up to the highest quality you already managed (and it's kinda easy to get the high quality forges as long as you patient with each swing)




did I mention this was a budget game? should probably mention it's a budget game too, £45 mate, long live AA!
I mentioned the price in the top post, if you're on psn it's 10% off too. While being better than many $70 (now $80?) games.


Thanks for the warning to never touch that game with a ten foot pole.
Haha yeah, that game is hyper realistic, even having food items in your inventory will cause them to decay with the passage of time unless you preserve them by smoking/drying em. It's kinda like a half skyrim half medieval sim/survival style game.

Cool thing is, you can repair your own shoes and if you get a perk wearing shoes you repaired yourself gives you a massive stamina regen buff. But yeah if you hate things breaking in games this one would be like a nightmare.
 

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Cool thing is, you can repair your own shoes and if you get a perk wearing shoes you repaired yourself gives you a massive stamina regen buff. But yeah if you hate things breaking in games this one would be like a nightmare.
I mean I am okay if it occurs within reason. Dark Souls 2 had weapon durability but you died so much or hit a bonfire so often that it was rare for something to break on you. Witcher 3 actually had a bit of an annoying durability system but you could get items to repair in the field instantly, and it was a simple "repair all" button when you visited a blacksmith in town.

And both of those games I liked. But this game sounds more like every 5 hits your weapon is fucked like Breath of the Wild. And that's just ridiculous.
 

Dreiko

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So I put in like 4 hours. Game’s great, it has a lot of DS1 vibes. You can’t jump and while you have certain prompts for climbing over things in the environment if you aren’t supposed to go over a surface you are unable to cross a waist-high step. If you fall too far you die. And while one would think that if a ledge has a command prompt for you to leap over it you can’t fall over the edge by walking forward too far, they’d be wrong. And also dead. Enemies can also launch you off cliffs too. And Aran can’t swim, that’s death too. One area where it differs is in there being a small compass on the top of the screen showing you which way a dropped weapon (you drop em when you die) or an anvil (this game’s bonfire) is at if you are near one. Its area of effect is small enough where it doesn’t hinder exploration either.

Combat feels amazing though. Very weighty and tight. Best part is the heavy mutilation attacks. I was fighting this Troll with a giant club and by cutting its arm off I just stopped its most devastating attack but I could also blind it causing it to wail around aimlessly and getting backshots at it as well. Also defeating enough of each type of enemy lets you craft a weapon related to them (for soldiers you get the weapons they use while for trolls you get a great sword for slaying trolls, stuff like that) which is a much more elegant thing than just farming em for loot hoping they’ll drop their weapon.

As for the whole weapons deteriorating thing, my approach is to just 1shot everything and preserve endurance that way. This is done by forging for max damage. Works great so far. I actually have a surplus of weapons and can’t even use em all cause you find things to add to weapons as you go so you end up making newer versions of the weapons you already have. I’ve only used one star on a hammer cause I kept dying to a miniboss and one sharpening stone for the sword you start out with so far 4 hours in.

Finally, the forging mini game. It’s kinda zen and relaxing for me. I dunno what issue people have with it. I got it down in 2 tries so I get max star weapons now and if you get max stars once for a particular weapon you can skip the minigame when you make newer versions copies too.
 
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Let me guess, too much fire? XD
 

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I played the demo and I'm not overly impressed. The combat is fun, but the whole smithing thing was when I started losing interest, it just seemed too fiddly. After listening to vaguely God of War type music, it just kind of went "well its a a shit weapon, but you've spent about 15 minutes trying this, we're fed up of laughing at your pathetic attempts. Its not funny now, just finish up and leave". By this point, I wasn't having fun. And then the game started properly and it was with a slow realisation, that this game is a Soul's-like, or it has ambitions to be, with the stamina meters and stuff. The losing your weapon and having to go get it back is annoying. Yeah, nice ideas, but maybe not for me.
 

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If I didn't have Final Fantasy 7 Rebirth and Expedition 33 on my list already, I would probably give this one a shot. As it is I'll probably just let other people enjoy it, but it's good to hear that at least someone enjoys a game like this.
 
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Dreiko

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I played the demo and I'm not overly impressed. The combat is fun, but the whole smithing thing was when I started losing interest, it just seemed too fiddly. After listening to vaguely God of War type music, it just kind of went "well its a a shit weapon, but you've spent about 15 minutes trying this, we're fed up of laughing at your pathetic attempts. Its not funny now, just finish up and leave". By this point, I wasn't having fun. And then the game started properly and it was with a slow realisation, that this game is a Soul's-like, or it has ambitions to be, with the stamina meters and stuff. The losing your weapon and having to go get it back is annoying. Yeah, nice ideas, but maybe not for me.
Ok so for the smithing minigame, the idea is that you press down and the steel flows to the side, so you have to kinda sheepherd it where it needs to be. The tile your hammer is under is the one that will be lowered when you strike, and by angling your hammer you can direct where the overflow will head towards. By widening the strike you affect each affected tile less, and by narrowing it you affect the few affected tiles more.

So basically, find which way the metal is too high at and which way it's too low at, and smash it in the direction of high-to-low.


But yeah there's tons of souls dna for sure, though it kinda does its own thing too. Less free-form and more focused gameplay.


If I didn't have Final Fantasy 7 Rebirth and Expedition 33 on my list already, I would probably give this one a shot. As it is I'll probably just let other people enjoy it, but it's good to hear that at least someone enjoys a game like this.
I wanna play E33 too, but too many Jrpgs on my plate right now lol. Will get around it at some point. Cool thing with story driven single player experiences is you can play them whenever you feel like and they're still just as enjoyable.