
Blades of Fire review – forging a new style of hack-and-slash combat
MercurySteam have created a deep and intriguing fantasy world where creative melee combat is unequivocally the main attraction.
Providing you don't mind getting turned around every so often, Blades of Fire delivers a worthy twist on the Soulslike template thanks to its unique combat and weapon-crafting system.
Don't be fooled by the protagonist's broad shoulders and burly beard. There's far more thought given to Blades of Fire than what its Xbox 360 era aesthetic and character designs may initially suggest. It's a third-person action-adventure about going on a quest to protect a fantasy kingdom from the forces of evil, yes, but beneath this relatively ho-hum premise is a new kind of combat system that quite literally puts out the more you put in – thanks to the ability to create and modify your own weapons.
As such, taking on enemies is always stuffed with a lot more meaning and risk than you'd find in other typical hack-and-slash fare. And while the systems outside this core hook aren't quite as exciting, it's hard to deny the thrill that comes from repairing, recycling, and creating your own spin on the game's namesake whenever heading back to the forge.
At the centre of this fiery tale is Aran De Lira, part-time reluctant hero and full-time master forger, who finds himself in the rather unique position of being one of very few still able to craft steel following Queen Nerea's spell that has since turned everyone else's weapons into stone. His determination to do something about this properly begins after being gifted with a magical hammer by a young squire, Adso, that inspires the pair to fight their way to the queen's royal palace.
It results in a road trip of sorts that challenges Aran to fight and forge through all kinds of interlocking dungeons and areas. From here Blades of Fire falls into a structure that is very Dark Souls in style, although in a way that reshapes your expectation due to the nature of weapons that will over time become blunt and degrade.
Knowing that the weapons you've hammered into shape and spent time gathering better materials to make will eventually wear might sound disheartening. And yet, it's a core part of the Blades of Fire experience, one that forced me to think better about my actions both in and outside of combat. See, specific weapons are more and less susceptible to different enemy types, to the extent that, say, a polearm won't do as much damage to someone in full body armour.
From here you can either switch weapons from the four Aran can carry at any one time, or you have two other options: change the stance with your equipped weapon or try to target a part of the enemy's body that is vulnerable to a certain directional swipe.
As you can probably already tell, developer MercurySteam has placed a lot of depth into the way you not only can – but should – approach combat scenarios; a fact that quickly prevents you from being able to just continually button mash your way through crowded areas. The god of war Aran De Lira is not, and therefore it always pays to seek out the green outline on enemy limbs, being the best way of quickly telling whether your crafted weapon will deal out the most damage it's capable of.
From Twin Axes to Greatswords to Spears, there are seven different weapon types you craft at the forge in total. The better you hammer the metal into each one's shape at the forge, the more damage they'll do when swung – not to mention the more times you'll be able to quickly repair it so as to avoid the need to start forging entirely from scratch.
Forged in fire
Once you get past how to swap weapons in and out on the fly and how to switch stances to slash, thrust, or otherwise, facing down goblins, spirit creatures, and bosses becomes a delicate dance of knowing not just when to attack, but how. The result is a genuinely unique and refreshing mode of third-person hack-and-slashing that is more meaningful than it is mindless, and something totally different to the usual combat language of 'attack, parry, block' that most modern action games can sometimes use as a crutch these days.
Outside of combat is where the light that usually burns bright within Blades of Fire tends to dim somewhat, since story-wise there's not a whole lot going on here surprisingly. I spent a good ten hours, for example, barrelling my way through zones before I was reminded about Aran and Adso's mission, and it's still a while longer before Queen Nerea makes a full appearance.
Sure, this makes the extent of her evil and power all-encompassing. But in terms of actually having a tangible adversary present in the narrative? Meh, I personally would have enjoyed learning more about her whole deal much earlier on. Thankfully, there's a small but impactful cast of quirky characters that the central pair bump into, such as the magical witch Glinda and Melcart the old and forgetful spirit. As opposed to the villain, these personalities help coat Blades of Fire's world with some much-needed texture.
Speaking of which, the locations you visit throughout Blades of Fire could have absolutely been the stars of the show, were they not a tad irksome to navigate. The huge map being interconnected is one of the most effective ways MercurySteam sold me on Aran and Adso's adventure being a colossal road trip. However, it's when exploring each individual zone, fort, or dungeon that navigation can often be a real pain, where more than a few times me working out where to go next simply boiled down to guesswork.
There's a compass on screen at all times that points to the closest forge or previously dropped weapon, but they weren't enough to keep me set on the correct path. Thankfully, some areas like The Doyen Graves are better laid out than others. So often, however, did I find myself turned around due to some inconsistencies in layouts more than I'd like, which led to me being occasionally frustrated with traversal and exploration.
Shallow narrative hooks in the early game and the odd annoying biome aside, Blades of Fire excels in presenting an alluring and brand-new fantasy world I couldn't wait to dive into and chip away at further. Even in instances where I was bashing my head at a wall unable to find the next best route forward, I knew that persevering would be worth it since it meant getting to test out my newly forged, more powerful weapon at the next gaggle of enemy soldiers who lined up for slaughter.
I can't say I ever truly invested in Aran's personal plight, but I very much enjoyed the way he goes about resolving it, all thanks to one of the most unique and thoughtful melee combat systems I've experienced in the past few years. Blades of Fire borrows from the past, but when it comes to combat and creativity it also forges its own way forward.

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The Courier
7 hours ago
- The Courier
Dundee games boss Chris van der Kuyl investing millions in new technology
Chris van der Kuyl spent more than a decade helping Minecraft become a global phenomenon – but believes his new game could keep his Dundee company busy for the next 20 years. Chris has several surprises in store for his appearance at The Courier Business Conference next month. These include a demonstration of what a new 'world-class' Dundee virtual production studio is capable of. And Chris, who co-owns 4J Studios with Paddy Burns, will give a sneak peek of its new game which is the culmination of more than five years of work and millions of pounds of investment. The conference will take place at the new events space, The Real Deal, within the Water's Edge building he and Paddy own at the City Quay. The Courier Business Conference, held on June 24 in partnership with Henderson Loggie, has the theme of Powering Scotland's Creative Economy. 4J Studios will celebrate its 20th anniversary this year. It started off as – in Chris' words – a 'scrappy, work-for-hire games developer' with dreams of building a game based on its own intellectual property. After a series of successful projects, the company was recommended to Swedish games developer Mojang as a good option for creating a console version of Minecraft – now the best-selling video game of all time. The 4J team spent a year creating Minecraft for Xbox 360, which was released in 2012. 'We always knew that the game was quite special but we had absolutely no idea what it was to become,' Chris said. 'By the time it was getting close to launch, you could feel there was a different kind of anticipation for it compared to anything else. 'I think we hit a break-even point in the first five minutes of launching it. 'Then it went on to become the biggest ever selling Xbox 360 title. 'Our console versions sold almost 70 million copies. It was an incredible period.' 4J created seven console editions of the game, the last being for the Nintendo Switch in 2017, and it continues to provide updates for its existing versions. For more than five years, 4J has developed its own games engine – software from which games can be developed. This multi-million-pound investment on its Elements engine has been the basis of 4J developing its own original game, Reforj, which has reached the testing phase. Chris continued: 'If you told me we'd have had even three or four years of involvement with Minecraft I would have gone, 'wow, that's such a long time, that's mad'. 'To still be involved 13 years later blows my mind. 'But there was definitely a point where 4J had a real desire to reach out and start to develop our own games. 'We released Manic Mechanics a couple of years ago. That was us just really exercising our creative muscles again. 'The Elements engine is about five years of work from our top technical team. 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'And it's all ours, so we're very excited about where we can take it.' The other major project Chris has been working on is the next stage of the Water's Edge office development. It has won numerous awards since opening in 2019 and houses several of the city's most entrepreneurial firms, including 4J. These include some of the local businesses that have received financial investment from Chris and Paddy – Broker Insights and Ace Aquatec. The final part of the development is a new events space, The Big Real, which contains one of Dundee's most exciting developments, a virtual production studio. Abertay University's CoSTAR Realtime Lab specialises in the use of computer-generated imagery (CGI), augmented reality, and motion capture to create immersive virtual film, game and performance sets. Its vast screen will be the backdrop for this year's Courier Business Conference. Partnership working was key to securing funding for this facility to come to Dundee. Chris explained: 'Professor Gregor White from Abertay approached me about the project. The funding from the Arts and Humanities Research Council relied on partnerships with existing creative studios,' Chris said. 'Water's Edge is a perfect home for it – we believe it's the beginning of something very special. There's nothing else like it in Scotland. 'It's phenomenal that the first major event we're hosting is the Courier Business Conference, and it'll be a showcase for the potential for this technology in this space. 'I think once they see what it's capable of, people's imaginations will run riot. 'It's a world-class facility. It's perfect for film and television units to do music videos, advertising or small parts of much larger productions. 'It can act as a catalyst for businesses to come to Dundee and we want local companies to use it. 'At the Courier Business Conference I'll also talk about how the games industry's next chapter is going to stretch way beyond what people think of as games today.' This year's conference will feature a keynote speech from Geoff Ellis, the chief executive of DF Concerts, which is behind the T in the Park and TRNSMT music festivals. There will also be a panel discussion featuring local business success stories on the theme of monetising creativity. The conference will run from 8.15am to 1pm followed by lunch and networking. Tickets are available at


Metro
2 days ago
- Metro
Elden Ring Nightreign review
FromSoftware transforms Elden Ring into a co-op roguelite that turns everything you know about the game upside down. We're more convinced than ever that Nightreign must have started off as DLC for 2022's Elden Ring. Developer FromSoftware's post-launch plans for the game evolved quite a bit and ultimately the only paid-for DLC was Shadow Of The Erdtree. All of From's Soulslike games have included co-op, so focusing Nightreign purely on multiplayer is not much of a stretch for them, even if it's not necessarily what most fans were hoping for from a new game. The Duskbloods for Nintendo Switch 2 proves that this is not a one-off experiment but while that title is being built from the ground up, as an entirely new IP, Nightreign is much less expansive in scope. It's a roguelite that jams together randomised section of the original game (actually, just the Limgrave area) to make new maps, as you face off against new and old enemies, using both familiar and brand-new weapons and abilities. If it had stayed as DLC it would have been welcomed as a clever reuse of existing assets but as a mid-budget standalone game its flaws are brought into sharper focus. There's a reasonable chance this will be the last Elden Ring game, at least for some time, but inevitably there's no sense of closure or any real explanation for what's going on. The storytelling is much more limited than the parent game and technically the whole thing takes part in a different reality, so it's not clear that any of it is even really canon. A successful run will take around 45 minutes and begins with you selecting which Nightlord boss you want to take on. Your quest takes place over three days, with the boss battle being the whole of the final one. The other two have you exploring and levelling up as quickly as possible, trying to find the best weapons and armour, and taking on mini-bosses to try and acquire runes to spend on levelling up. The explorable area shrinks, Fortnite style, in the second day, as you focus your exploration on specific points of interest, that are clearly labelled on the map. The obvious intention is to try and encapsulate the whole of Elden Ring with a single run, although the minimal amount of time available means that everything is very rushed and often extremely simplified compared to the parent game. Nightreign can be played on your own, and we're sure some smartass will soon be demonstrating how they beat it all while only using a saxophone and a dance mat. For mere mortals though the game is far too difficult to ever consider playing on your own. Although the problem is not just that it's hard, but that it's horribly unbalanced if you don't have two other people with you – especially as there's no one to revive you if you die. That's not really a fault – the game makes it perfectly clear that it expects you to be playing it as a three-player co-op experience – but what is a problem is how difficult it is to get a capable team together and keep them focused long enough to get anywhere. Most people end up playing Elden Ring for hundreds of hours, carefully exploring and learning, often through trial and error, how to overcome enemies – as well as the tells and weakness of bosses. That takes commitment and so does Nightreign, so when one of your team suddenly decides it's time for their dinner, or just happens to be off their game, suddenly progress for everyone comes to a halt. FromSoftware is known for purposefully making things difficult for players but the lack of cross-play and the inability to play with just two people (the game will find you someone random to fill in the third slot) is just perverse. So too is the lack of any in-built voice chat option – in a game that practically demands it. The requirement for three highly skilled players, all with plenty of time on their hands, is unreasonable and yet From seem to acknowledge this, given much of the game's design is an attempt to artificially reduce the time commitment. Neightreign encourages speed and aggression at all times, but that's the complete opposite of the original game and none of the existing systems are set up to work that way. In terms of combat, Nightreign is essentially identical to the original, but other aspects are awkwardly truncated, such as the automatic levelling up and the fact that, since Torrent isn't part of the game, you can now awkwardly run up vertical cliffs instead (From's next game is in desperate need of a proper mantling ability, that doesn't look like you've broken the game by merely trying to climb a wall). Some of the new features are more welcome though, with the new class-based characters working very well, since they all have unique abilities of their own. The Wylder, for example, has a grappling hook that lets you yank lesser enemies towards you, jump towards bigger foes, or just shoot yourself forward. The Executor is also interesting, as they don't play like an Elden Ring character at all, but instead have a parrying technique that's very similar to Sekiro: Shadows Die Twice. Each class also has their own story objectives, called remembrances, that can earn you extra powerful relics, which can be kept between runs and confer various bonuses and special abilities. You also get these if you beat a run, but they're randomly distributed and can often be for a class type you're not using at the time. More Trending In perfect conditions, Nightreign is a very enjoyable game, with a full suite of excellent bosses that are very original and all of which require unique strategies. Although even this underlines the game's inherent flaws, as the bosses are clearly designed to be taken on by three people, often in specific roles – such as attracting aggro or long range support – and if your teammates don't play their role effectively then there's close to zero chance of you persevering on your own. On top of that, there's the inevitable fact that the whole thing gets very repetitive, worryingly quickly. The bosses are great but there's only eight of them and having to start again if you all die becomes increasingly frustrating, as the novelty of battling through the first two days begins to fade. It's hard not to think that Nightreign just isn't a very good idea and while From has forced it to work, even when it's firing on all cylinders it still feels janky and contrived. Some people are going to love it – especially those who have easy access to talented teammates – but for most ordinary players Elden Ring Nightreign seems like one unreasonable demand too many, in terms of both their time and patience. In Short: FromSoftware struggle to force the square peg of Elden Ring into the round hole of a co-op roguelite, and while they just about manage to make it work the whole game feels like only a half-successful experiment. Pros: The core gameplay and combat of Elden Ring is as entertaining as ever and the boss battles are excellent, even for a From game. As usual, the art design is superb and the class types work well. Cons: Turning Elden Ring into a fast-paced roguelite just doesn't seem like a good idea, especially given how difficult it is to put together an effective team. Quickly becomes repetitive and the wall jumping is embarrassingly bad. Score: 6/10 Formats: PlayStation 5 (reviewed), Xbox Series X/S, and PCPrice: £34.99Publisher: Bandai NamcoDeveloper: FromSoftwareRelease Date: 30th May 2025 Age Rating: 16 Email gamecentral@ leave a comment below, follow us on Twitter, and sign-up to our newsletter. To submit Inbox letters and Reader's Features more easily, without the need to send an email, just use our Submit Stuff page here. For more stories like this, check our Gaming page. MORE: Persona 4 remake is happening as actor reveals he was rejected by Atlus MORE: Pokémon Legends: Z-A release date announced with Switch 2 upgrades MORE: Apple to rival Switch 2 launch with new gaming app


Metro
2 days ago
- Metro
Blades Of Fire review - hammer of the gods
The makers of Castlevania: Lords Of Shadow and Metroid Dread return with an original game that has a very unique system for both using and creating weapons. Success in any medium can be a double-edged sword, from actors being typecast by certain roles to directors who can only get work making the same sort of films over and over again. It's even worse for video games, with some studios, like Call Of Duty's Infinity Ward, having been working on the same franchise, and nothing else, for over two decades. Spanish developer MercurySteam isn't quite in that position, but they have spent a significant portion of their 23 year existence making Metroidvania games, starting with the Castlevania: Lords Of Shadow series, before perfecting their art with Metroid: Samus Returns and the excellent Metroid Dread. It's unknown whether they'll return to work on a new 2D Metroid game for the Switch 2 but in the meantime, they've made Blades Of Fire. It's not a licensed game or something based on an existing franchise but a brand new action adventure that seems to exist purely because MercurySteam wanted to make it, and not because 12 months had passed since the last one. And that alone makes it an intriguing prospect. There are multiple influences on Blades Of Fire, including MercurySteam's previous work, the recent Zelda games, the work of FromSoftware, and the modern God Of War games. The plot is straight out of Breath Of The Wild, with all the swords in the kingdom being rendered useless by an evil sorceress. You play as a warrior who gains the ability to forge your own weapons, which comes in very handy when everyone else's has turned to stone. Unfortunately, the plot and setting are bog standard fantasy, and while there are a few interesting wrinkles, such as the occasionally inspired bit of art design, a lot of it could have come from any game in the last decade or so. Even if the oddly proportioned human characters are reminiscent of Lords Of Shadow and the weirder monsters are when the comparisons to Dark Souls et al. seem most obvious. Being able to forge your own sword is the most unique element of the game and, thankfully, works very well. You have a magic hammer that, unlike with Thor, is actually used for the sort of things hammers were invented for. Not banging in nails but tempering molten steel into various blades and other usefully sharp and pointy bits of metal. Defeating multiple enemies of the same type eventually unlocks a blueprint for whatever weapon they were using, from spears to swords. The enemy variety is already good but because you know there's a very useful reward for beating lots of the same kind it helps greatly in avoiding problems with repetition. The blueprint has lots of customisation options, depending on the type of steel you use and the length or shape of a blade – which has a small but measurable effect on things like power and how much stamina is expended when wielding it. Once you've made your choices you have to play a forging mini-game, to try and maximise the amount of time until the weapon becomes useless. This is not easy, or well explained, but after a few hours you begin to get the hang of it, and it becomes surprisingly satisfying. The problem is that you get the feeling the whole forging weapons aspect was the impetus behind the game getting made, with nothing else being as fully formed in concept or execution. The third person combat is fine, and relatively unique, but it's not involved enough to support a game where there are no other substantial gameplay elements. Combat is original in the sense that rather than just using light and heavy attacks the face buttons are mapped to what part of an enemy you're trying to attack: the head, left or right torso, or legs. As novel an idea as that is, there's not much more to the combat than that, expect for charged attacks and the inevitable parries and dodges. There are no proper combos and while you do sometimes have to target specific body parts, to avoid heavy armour or attack weak points, the whole concept feels undercooked. Blades Of Fire is a peculiar game, that flits between feeling impressively unique and disappointingly generic. Some of its ideas are entirely its own, while others, such as the way health potions work and having to collect dropped weapons after you die, are very obviously borrowed from Soulsborne games. More Trending And yet, the only truly bad part of the game is the terrible map, which is very easily the worst we've ever seen in a modern game. It's purely two dimensional and makes it almost impossible to tell where you are, where you've been, or where you're going. It also seems to be an awkward compromise between not wanting to have a map at all, like a Soulsborne title, and providing only the bare minimum instead. With a better story and more engaging characters this could've still been worth a recommendation but unfortunately the storytelling is no better than the game's cartography. What Blades Of Fire is left with is a collection of good idea that are never forged into an effective whole. In Short: A flawed but interesting attempt at a mash-up of everything from God Of War to Dark Souls, but where crafting weapons is often more fulfilling than using them. Pros: The core business of forging weapons works very well, including in terms of how you get blueprints and the level of customisation available. Weighty combat and memorable boss battles. Cons: The combat is interesting but too simplistic to sustain the whole game, while the storytelling is bland and cliched. Awful map system. Score: 6/10 Formats: PlayStation 5 (reviewed), Xbox Series X/S, and PC*Price: £49.99Publisher: 505 GamesDeveloper: MercurySteamRelease Date: 22nd May 2025 Age Rating: 18 *Epic Games Store only Email gamecentral@ leave a comment below, follow us on Twitter, and sign-up to our newsletter. To submit Inbox letters and Reader's Features more easily, without the need to send an email, just use our Submit Stuff page here. For more stories like this, check our Gaming page. MORE: Games Inbox: When will the new Tomb Raider be revealed? MORE: Nintendo Switch 2 is getting an old school midnight launch at major UK toy store MORE: Official PS5 price cut slashes up to £140 in upcoming PlayStation sale