The Spanish Studio Mercurysteam, known for such projects as Metroid Dread and Castlevania: Lords of Shadow, presenting the players to the court of players called Blades of Fire. On paper, the game looks intriguing: a gloomy fantasy world, the main character is a blacksmith capable of creating his own weapons, and emphasis on tactical battles. However, like a blade clogged with flaws, Blades of Fire leaves a mixed feeling behind itself – iration for ideas and disappointment from some aspects of its embodiment.
The main pride of Blades of Fire is, without a doubt, a system of creating weapons. Forget about the simple search for loot; Here each spear, sword or hammer is the fruit of your labors. In the role of a blacksmith Aran de Lira, players gain access to the heavenly forge, where real magic unfolds. The process is detailed: from the choice of the drawing, materials to specific parts of the weapon – blades, handle, top. All this directly affects the characteristics and quality of the future murder tool.
A cherry on the cake becomes a mini-game, where you have to literally pick a blade, striking a hammer. The more accurately and more effective your actions, the higher the quality of the weapon, its strength and the number of possible repair. The idea is magnificent and really immerses in the role of a guide master. However, if at first this brings some pleasure due to originality, then over time the mechanic will turn into routine, especially considering how often you have to return to the anvil.
The combat system in Blades of Fire strives for tactical depths. Attacks are aimed at certain parts of the enemy’s body (head, limbs, torso), and the weapon has different types of damage (stitching, chopping, crushing). Enemies, in turn, have vulnerabilities and resistance, which makes you choose the right tool for each fight. The color indication of the effectiveness of attacks (green – maximum damage, yellow – medium, red – zero) helps to navigate in battle. There are evasions, blocks and parries that require accurate timing.
It sounds good, and indeed, when everything works as it should, the battles bring satisfaction. However, here lies one of the most controversial moments of the game – wear of weapons. Blades break at a depressing speed. Of course, this emphasizes the importance of blacksmithing and makes you constantly have spare options, but at the same time it quickly turns into a source of frustration, interrupting the dynamics of research and fighting with frequent visits into a forge. The loss of weapons after death (it can be returned, having reached the place of death) only exacerbates this feeling, although the opportunity to forge a new, perhaps even the best, somewhat softens the blow.
The control and reaction of the character to teams could be more responsive, especially in tense moments. Some opponents, despite interesting concepts, may seem more ridiculous than truly threatening. The variety of enemies is also not always on top.

The history of Blades of Fire tells of the confrontation between Aran and his young satellite-scientist ADSO the evil Queen Nereus, who turned all steel into stone. The plot is quite straightforward and easy for understanding, especially against the background of often confusing stories in Souls-Like games. However, the depth of the elaboration of the world and characters raises questions. The relationship between Aran and ADSO seems to be hasty and not fully worked out, and dialogs can be repeated.
Visually, the game offers a familiar medieval aesthetics, which contrasts with the gloom of the narrative. In general, the world looks worthy, sometimes offering impressive views. The study is rewarded with new materials and improvements, but the locations themselves, despite the apparent confusion, are often quite linear, and navigation on them can be difficult. Musical accompaniment from Oscar Arauho can be praised for the epic and compliance with the atmosphere.

Blades of Fire is a paradox game. It is based on a fresh and fascinating idea of a deep system of creating a weapon, closely integrated with combat mechanics. Mercurysteam clearly sought to create something unique in the framework of a familiar Souls formula. However, the implementation of this idea suffers from a number of problems: the excessively rapid wear of the weapon, annoying the forging mechanics, is not always a honed combat system and some roughness in the narrative and design of the world.
This is the case when “almost did.” The game can give pleasure, especially those who appreciate innovative mechanics and are ready to put up with their imperfection. If you are attracted to the idea of forking your arsenal with your own hands and testing it in methodical, although sometimes slow, battles, Blades of Fire can offer interesting experience. The game causes respect for courage, but leaves the feeling of lost opportunity to completely reveal its potential, as if a magnificent blank has not received perfect sharpening.