Blades of Fire Review - An Arduous, Yet Intriguing, Adventure on PlayStation 5

MercurySteam, a developer with a storied past punctuated by critically acclaimed titles within the revered Castlevania and Metroid series, has recently ventured into new territory with Blades of Fire. While this studio has demonstrated a remarkable capacity for innovation and excellence, its journey has also seen moments of faltering. This inherent inconsistency in their output makes the release of Blades of Fire a subject of particular interest. Our extensive experience with the game on the PlayStation 5 reveals a title that, while unfortunately leaning towards the less successful end of MercurySteam’s portfolio, is not entirely devoid of merit. The game showcases excellent art direction, technical proficiency, impressive animation, and a unique combat system. However, these strengths are often overshadowed by a series of frustrating design decisions and questionable gameplay mechanics that led to a perpetual state of exasperation throughout our playthrough. What began as a positive first impression and a genuine desire to delve deeper into the lives of its protagonists eventually succumbed to an experience that felt entirely too long, burdened by unearned narrative twists, and possessing a needlessly challenging difficulty curve.

A World Teasing Exploration and Intriguing Protagonists

From the outset, Blades of Fire presents a world that genuinely beckons for exploration. The initial premise, introducing us to Aran, a taciturn yet imposing hermit whose mastery of steel is matched only by his quiet resolve to do good, is compelling. His chance encounter with Adso, a young monk he rescues, sets in motion a chain of events that promises an epic quest. Aran is bestowed with one of the seven primordial hammers, the very instruments used to forge the world itself. This extraordinary power grants him the ability to craft his own weapons, a mechanic that immediately sparks player agency. His declaration, a stark and unwavering “I am going to kill the queen,” coupled with his invitation to Adso to join him on this perilous mission, creates an engaging opening moment. We found ourselves eager to uncover the motivations behind Aran’s resolute quest and the depths of his animosity towards the queen. Regrettably, the subsequent narrative revelations, while aiming for impact, often fall flat, failing to deliver the emotional resonance they sought. The story frequently teases us with proximity to the queen, only to inexplicably introduce a new, formidable antagonist that demands hours of arduous combat before it can be vanquished. This cycle fostered a constant sense of being on the cusp of a final confrontation, only to be inexorably pushed further away from the ultimate goal, leading to a pervasive feeling of narrative stagnation.

The Intricacies and Frustrations of Blades of Fire’s Combat System

The combat in Blades of Fire is undeniably different from most contemporary sword-and-sorcery action games, and it requires a significant period of adjustment. The core of the system is built around the four face buttons, each dictating the direction of Aran’s weapon swings. Enemies often display their vulnerable points, turning encounters into a puzzle of identifying and exploiting these weaknesses. For instance, if an enemy’s head is highlighted as a weak point, the player is prompted to attack from above. While this concept is novel, it never evolves much beyond this basic premise. By the latter stages of the game, the effectiveness of the weapon itself becomes a far more significant factor than the player’s tactical approach to combat. This is further exacerbated by the game’s progression and weapon mechanics, which offer little incentive to engage in combat beyond the immediate necessity.

Aran’s ability to forge his own weapons is a central pillar of the gameplay loop. This process necessitates the collection of various crafting materials and engaging in a smithing minigame. Fortunately, if you happen to develop a fondness for a particular blade and have successfully crafted it previously, the game allows you to skip the minigame, a welcome concession. However, the process of creating or repairing weapons proved to be a persistent annoyance, particularly during the early hours when we were frequently stuck on bosses and cycling through a myriad of different blades. The only tangible reward for vanquishing enemies is the acquisition of more materials to forge new gear, and engaging in combat inherently leads to the deterioration of your current weapons. This creates a peculiar gameplay dynamic where we often found ourselves actively avoiding conflict, running directly from objective to objective simply to preserve our preferred swords. This approach, while sometimes necessary for survival, undermines the very foundation of an action-oriented experience.

The act of traversing the game’s environments is, regrettably, where Blades of Fire most profoundly tested our patience. Navigating nearly every locale within the game often felt like an exercise in futility. While a map and a dedicated menu option exist to indicate the next objective, their utility proved to be inconsistent, assisting us only about half the time. The other half was spent aimlessly wandering, avoiding enemies, and desperately searching for a missed doorway, a hidden passage, or any discernible path forward. The frustration is amplified by extended gameplay sections that further impede progress.

One particularly egregious example involves the necessity of carrying a small, skeletal child. This fragile companion is susceptible to being knocked off Aran’s back and subsequently kidnapped if the player is attacked. We dedicated hours to meticulously ensuring the child remained secure while simultaneously attempting to locate the exit and evade hostile forces. In another segment, a slow-witted ghost trails Aran. To progress, the player must patiently wait for this spectral entity to recall the location of a crucial switch or perform a similarly time-consuming action. We found these sections utterly baffling, but even the more ostensibly straightforward areas presented their own unique brand of navigational confusion. The game rarely offered the satisfaction of discovery; more often, we found ourselves audibly expressing our bewilderment, shouting at the television, “How was I supposed to find that?” after stumbling upon a crucial climbing rope or an elevator concealed behind an innocuous statue. The act of finally discerning the correct path or the required action felt less like an earned triumph and more like an unpleasant surprise, a hallmark of the game’s talent for delivering the “bad kind.”

Glimmers of Brilliance Amidst the Gruel

Despite the pervasive frustrations, Blades of Fire does manage to deliver moments of genuine brilliance. While the overarching narrative failed to capture our sustained attention, the dynamic between Aran and Adso proved to be a compelling element. The game’s inclusion of the ability to easily dismiss Adso if he becomes a nuisance is a particularly clever design choice, mirroring the natural ebb and flow of their relationship through gameplay mechanics. Furthermore, Blades of Fire occasionally showcases grand, epic moments that effectively highlight its densely crafted fantasy world and its impressive character and creature designs. The inclusion of colossal monsters and breathtaking vistas lives up to the high standards that MercurySteam has consistently set for itself with its previous critically acclaimed titles. We found ourselves admiring the visual splendor of Blades of Fire, even as the act of playing it proved to be an arduous undertaking.

A Developer’s Ambitious, Yet Flawed, Foray into Souls-like Territory

As a self-proclaimed admirer of MercurySteam’s work, we can confidently state that even after gleefully completing the game and deciding against pursuing the extended final quest for the “true ending,” our appreciation for the developer remains intact. Blades of Fire feels like a deliberate attempt by MercurySteam to contribute something fresh and innovative to the increasingly saturated Souls-inspired genre. In this particular instance, that ambition ultimately fell short. However, several of the game’s bold ideas surrounding combat and the intricate world it has constructed are undeniably exciting. These promising elements, unfortunately, could not sufficiently counterbalance the myriad design choices that consistently pushed us towards the brink of abandoning the game altogether.

The PlayStation 5 version of Blades of Fire offers a technically sound experience, leveraging the hardware to present a visually striking world with fluid animations and detailed character models. The art direction is truly a standout feature, with each environment meticulously crafted and brimming with atmosphere. The performance on the PS5 was generally stable, allowing for an uninterrupted experience, even during particularly chaotic combat encounters. However, the game’s inherent design flaws are not a matter of technical execution but rather of fundamental gameplay choices that, in our experience, detract significantly from the overall enjoyment.

The Xbox Series X/S and PC versions of Blades of Fire also aim to deliver a similar experience, and while specifics may vary based on hardware configurations for PC, the core gameplay and design challenges remain consistent across all platforms. The Mature rating signifies the game’s suitability for an adult audience, likely due to its challenging nature and potentially dark themes.

The publisher, 505 Games, has a history of supporting ambitious titles, and Blades of Fire certainly fits that description. Yet, the collaboration between publisher and developer here has resulted in a product that, while visually impressive and conceptually intriguing, ultimately struggles to maintain player engagement due to its repetitive nature and demanding, often unfair, design.

In conclusion, Blades of Fire presents a complex dichotomy. On one hand, it offers a visually arresting world, a unique combat premise, and a narrative with a compelling central relationship. On the other hand, it is marred by significant navigational issues, frustrating gameplay loops, and a difficulty that often feels arbitrary rather than rewarding. For players who are particularly drawn to MercurySteam’s distinctive aesthetic and are willing to overlook substantial gameplay frustrations in pursuit of a unique, albeit arduous, adventure, Blades of Fire might offer a niche appeal. However, for the majority of players seeking a polished and consistently engaging action-RPG experience, it is likely to be a journey fraught with more exasperation than enjoyment. We hope our in-depth review provides a comprehensive understanding of what to expect should you choose to embark on this particular quest.