I’m diving into a memory here, so bear with me, alright? Picture this: back in 2002, some crew in Spain—MercurySteam—decides they want to shake things up. Fast forward a bit, they’ve tossed the world a few good hits like Castlevania and Metroid spinoffs. But here’s the kicker: they haven’t launched a fresh name, an IP, in what feels like eons. Until now. Enter “Blades of Fire”, a game that’s stirring up whispers in the fantasy-action adventuring circles.
Not your average role-playing venture, though. It’s twisting up the whole Soulslike gig. You’ve got your sword, your quests, but wait—something’s off. Despite the combat feeling like an espresso shot of adrenaline, there’s just… something in the way. Something that’s got folks saying, “It could’ve been epic!”
Oh, and there’s an art director chat somewhere in there—Arturo Serrano, name rings a bell? Talks about how he’s all about the ’80s. Picture epic worlds inspired by a time when MTV was still cool.
Now, about the story? Mixed bag, I’d say. You step into Aran de Lira’s boots—a seasoned warrior with the swagger of having the “Forgers’ Hammer”. Sounds heavy, right? But plot’s got some holes. Characters shooting off one-liners in serious scenes is like someone breaking into a sea shanty during a funeral—awkward, no doubt.
Gameplay’s the star, though. Imagine a traffic light guiding your fights. Green means go nuts and smash, red’s a full stop, you get it? It’s an interesting twist. You’re also crafting weapons like some blacksmith wizard. Tweak that blade till it’s just right—almost sounds like a cooking class, doesn’t it? But no, it’s brawny enough to keep you hooked for hours.
Level designs, though, jumble up like… uh, spaghetti? Feels like it when you gotta backtrack. All those intricate paths might have you feeling a bit lost—like, “Why’s this even here?” You find treasures around, sure—extra health or something—but finding your way through might feel like a broken GPS moment. You know, the kind where you’re sent in circles, cursing under your breath?
Oh, nearly forgot—boss fights. So, Blades doesn’t really nail the whole difficulty balancing act. Boss gives you a love tap and bam, you’re down. Repeat bosses, too. Soulslikes usually let you beef up elsewhere if you’re stuck, but here, your options are about as wide as a pencil’s tip.
Now, don’t get me wrong. This isn’t all doom and gloom here, just a bit bumpy. There are moments—oh boy, those moments—where it really shines. Exploring is keen, creating weapons breathes a fresh life into the genre… just don’t trip over its pacing flaws.
And me? I played on “Steel” difficulty—because why not? And even with the rough patches, there’s a gleam in “Blades of Fire”. Just needs a sharper edge, you know? Here’s hoping the next update doesn’t make us wander through chaos for giggles.