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Blades of Fire review – forging a new style of hack-and-slash combat

Blades of Fire review – forging a new style of hack-and-slash combat

Daily Mirror20-05-2025

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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Games Inbox: What is the hardest video of modern times?
Games Inbox: What is the hardest video of modern times?

Metro

time20-06-2025

  • Metro

Games Inbox: What is the hardest video of modern times?

The Friday letters page ponders the strange world of video game pricing, as one reader thinks the Nintendo Switch 2 line-up has been a disappointment. To join in with the discussions yourself email gamecentral@ Natural rhythm As a big fan of Elden Ring I have been trying to play Nightreign but I just cannot get anywhere. Maybe I'm being unlucky with the matchmaking or something but I don't get the feeling I'm the only one struggling. I didn't mind that with the original game, because the open world was so much fun to explore, but with this smaller world I'm not so into it. I wouldn't say it's so much the difficulty though, as the fact that I'm not as into it as some of the other harder games I've played. I wouldn't say I'm that great at games but I would say I'm above average, and have beaten all three Dark Souls games and Bloodborne. I could never get on with Sekiro: Shadows Die Twice though and I think that's because the game is so dependent on parrying and having a sense of rhythm. I'm terrible at rhythm action games and I'd be interested to see if people that are good at them, but don't usually play Soulslikes would be good at it. So for me, I would say Sekiro is the hardest game of the last few gens (I'm sure there's lots of cheating 8-bit games that are harder). Curious to know what other people think, as I've heard some actually consider Sekiro to be one of the easier From games. So if that's not the hardest what is it? Zeiss Luxury item I'll be shocked if Microsoft's Xbox plans for the next gen don't change at least once more before they properly announce something. The leaks for them are always super accurate, I guess because they're American, and it makes it obvious how often they change their mind. Sign up to the GameCentral newsletter for a unique take on the week in gaming, alongside the latest reviews and more. Delivered to your inbox every Saturday morning. As many have pointed out, all their current plans point towards very expensive hardware, whether it's home or portable, but this is surprising to me considering how much emphasis they put on Xbox Series S this gen. It doesn't seem to have worked, so I wonder if the thought now is to go all in on a high end device for the hardcore? That seems a dangerous path to me, without at least one model that's reasonably priced. Even Sony has the Digital Edition. Mentat99 Predictable response I don't really agree with Nintendo being able to brick your console, or even just force it offline, just because you used modding hardware but on the other hand I haven't got much sympathy for those that do, since they must know Nintendo's attitude to it. You can't be so into games that you want to be modding your Switch 2 a week after it came out, that you don't know how crazy Nintendo are about suing pirates and modders. It's like those people that make all these unofficial games, like extra Pokémon games and whatnot. How can you not guess what's going to happen? They say you can never predict Nintendo but that's not true for everything they do… Gifford Email your comments to: gamecentral@ Levels of bad I see you will be able to pre-order Fear Effect 1 from Limited Run Games on PlayStation 5 and Switch 1 physical versions soon. What is GameCentral's opinion of Fear Effect 1 and 2? I remember your review of Fear Effect Sedna being that it was an appalling game. I was at school and college in the '90s so I missed a lot of games that came out, so have been picking ones up now as remakes or remasters. I am interested in picking it up if GameCentral think it is any good? Andrew J. GC: Sedna is pretty terrible but the originals are just… not very good. It's a long while since we've played them, but we suspect they have not aged well. The one game With your review of Survival Kids describing another dud I think it's fair to say that the Nintendo Switch 2 line-up has actually been pretty bad. Beyond a few ports of old games Mario Kart World is literally the game for it, which is not what I expected from Nintendo. I know Zelda: Breath Of The Wild was pretty much it for the original Switch 1 but Nintendo were in a much worse position back then. Plus, they at least had Snipperclips as well, which is 10 times better than Welcome Tour. I guess it's the problem of games taking too long to make again but I still expected more. Let's hope Donkey Kong Bananza is good – at least that Nintendo Direct was promising. Korbie Always interesting I loved the look of Romeo Is A Dead Man, Suda51's latest uninhibited artistic endeavour. That opening cut scene/promotional sequence with the highly expressive, experimental art style instantly piqued my interest, and even at this early stage the combat and enemy design look distinctive and imaginative. I thoroughly acknowledge that Suda51's game design philosophy is inordinately peculiar and appeals to a niche demographic of gamers. And there's a certain level of crudeness and clunkiness in his game's characters and gameplay mechanics, but his games are almost always irrepressibly fun, charming, and interesting to me. Something like killer7, which for me is Suda's magnum opus – with its artistically, thematically, and mechanically audacious design – felt ahead of its time in many ways. I replayed the PC remaster a couple of years ago and was amazed by how well it had aged. It was like Fever Dream: The Game, just magnificently madcap from start to finish. 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Half of them being Metal Gear does seem a bit of a shame, given they're all pretty similar. Eldar More Trending Email your comments to: gamecentral@ The small print New Inbox updates appear every weekday morning, with special Hot Topic Inboxes at the weekend. Readers' letters are used on merit and may be edited for length and content. You can also submit your own 500 to 600-word Reader's Feature at any time via email or our Submit Stuff page, which if used will be shown in the next available weekend slot. You can also leave your comments below and don't forget to follow us on Twitter. MORE: Games Inbox: Is the next gen Xbox a console or a PC? MORE: Games Inbox: What is the worst modern video game? MORE: Games Inbox: What is the second best Nintendo Switch 2 game?

Wuchang Fallen Feathers could be a smart Soulslike where parrying won't save you
Wuchang Fallen Feathers could be a smart Soulslike where parrying won't save you

Daily Mirror

time17-06-2025

  • Daily Mirror

Wuchang Fallen Feathers could be a smart Soulslike where parrying won't save you

Wuchang: Fallen Feathers is shaping up to be a confident Soulslike spin that pits you against some particularly tough bosses using flexible, inventive melee combat. More than just anothersoulslike set in ancient times, Wuchang: Fallen Feathers makes some smart and creative mechanical changes that so far keeps the formula fresh. By this point, even as someone who covers these games for a living, I'm used to routinely getting my arse kicked by whatever hot, new Soulslike the release calendar spits out next. The question is: will I be enthused to do it all over again whenever that 'You Died' screen (or its equivalent) inevitably hits? ‌ Thankfully, every time an enemy shoved my face to the floor in my recent Wuchang: Fallen Feathers preview, the answer was inevitably, yes, mostly due to the generous level of customisation and combat freedom the game provides by way of distinct melee-focused builds. It has a story focus, of course, which when combined with a beautiful world and some fairly flexible weapons, easily makes this one soulslike to watch in 2025. ‌ On the surface, Wuchang: Fallen Feathers doesn't look to be doing too much new. You play as an amnesiac pirate warrior experiencing an affliction that is slowly transforming her arm into feathers, which causes her harm but allows her to wield a type of rage that sees her inflict more damage on others (as well as herself). While searching for answers to this quandary, there's the usual gamut of underlings to sneak behind and defeat, labyrinthine environments to traverse, and bosses. Oh, the bosses, which might be some of the hardest I've faced since probably Lies of P. (No, I didn't go back to play the DLC). Wuchang makes the most of its otherwise typical premise, however, by letting the character's unique 'feathering' ailment bleed into actual gameplay. The biggest example is the aforementioned Rage mechanic, whereby the more times you die, the more weakened you are to pretty much any type of attack, while also being able to deal more damage to others. It's a different variation on the risk/reward approach Soulslike titles traditionally take that made traversing biomes – here spanning everything from ancient ruins to underground mines – much more of a challenge. The game purposefully makes ridding yourself of this Rage really tricky, and so I was forced to just deal with it for the majority of my demo. Learning all Wuchang's specific intricacies was made much easier due to the fact I got to play three-and-half right from the very start. Casting spells, landing light and heavy attacks all feels very responsive and natural, though I couldn't shake the feeling that something was still missing whenever time came to slice up a few fools with my standard sword. ‌ Because while dodging around works well for a while, some enemies hit so hard that a standard block wasn't enough – especially using the slow-moving Halberd weapon. Dodging is always on hand to remedy this to an extent, yet Wuchang shakes things up by only making parries available to deploy with certain weapons. READ MORE: The 10 best Nintendo Switch 2 games you can play right now – must-play titles to try at launch Birds of a feather When I eventually did find a weapon capable of parrying, taking down bosses like the giant underground spider and blade-slinging empress felt a bit more of a possibility. But it looks to totally be up to the play, and mostly dependent on their preferred playstyle. The sheer flexibility of combat builds is what I came away from my Wuchang: Fallen Feathers impressed by most, especially since every weapon comes with two unique manoeuvres such as my starting sword's Dash Strike or the hammer's 'Mighty Blow', all of which combine with any gained spells (received after defeating bosses), charm abilities, and devastating Obliterate attacks that can be performed when enemies are staggered. There are plenty of ways to get the upper hand. ‌ Interesting combat is one thing, but I was also pleased to see in my demo that Wuchang: Fallen Feathers also has the chops in terms of locations. Set during the late Ming Dynasty, it features the expected settings of ancient temples, multi-tier huts, and luscious forests. However, following the second boss I defeated, I was thrust into a dark and winding underground area, where shortcuts mean taking a lift up and down various floors after going the long way round via spiralling pathways. It was in this area where I could no longer rely on dodging to get out of scrapes, either, since mistiming the slightest step meant falling to my death instantly. Luckily, I felt that Wuchang was fairly generous with its Shrine placement during the three hours I played, all of which are activated after making an appropriately gruesome-looking blood sacrifice. Despite how it might look superficially, then, Wuchang: Fallen Feathers manages to introduce enough new elements, such as the Rage mechanic and flexible melee weapon builds, to prevent it from falling into the category of 'just another soulslike'. Geoff Keighley's most recent Summer Games Fest showing proved just how generic these types of titles can be these days, yet so far, from what I've seen, there's every reason to get excited about what Leenzee has been cooking up. It could turn out to be something special, provided you don't mind some particularly tough bosses and not always being able to rely on constant parrying to stay alive.

As a former Xbox 360 owner I don't understand Xbox today - Reader's Feature
As a former Xbox 360 owner I don't understand Xbox today - Reader's Feature

Metro

time15-06-2025

  • Metro

As a former Xbox 360 owner I don't understand Xbox today - Reader's Feature

A reader looks back on the Xbox 360 era and is frustrated at how things have evolved since then, with ROG Xbox Ally and the move towards multiformat releases. I though the Xbox Games Showcase on Sunday was pretty good. Like Sony's State of Play, it was mostly third party games but there was some interesting stuff there and I think overall the vibe was better than from Sony. I liked the look of High On Life 2, There Are No Ghosts At The Grand, and Cronos: The New Dawn the best but there was a lot of potentially cool games – I'd include Keeper, because it looked interestingly weird, but I don't feel Double Fine are ever very good at gameplay. The biggest news out of the event was the new portable with the terrible name: Asus ROG Xbox Ally. I bet you can just imagine some parent asking that for that at shop at Christmas, to buy their kid? Not that that would ever happen because the thing's going to be stupidly expensive. It seemed like a distraction, a small experiment at best, and I didn't really pay much attention to it, especially as I already have a Steam Deck. But then today I read that Microsoft has cancelled its plans for their next gen portable and that actually this ridiculously named non-Xbox device may end up being the future of gaming for Microsoft. I've always preferred Xbox as my console as choice, probably because I was always a PC gamer before that. Although now I look back at things I have to admit that I only got the Xbox One out of brand loyalty and I wouldn't have if I'd been thinking about it more clearly. By that point I was in too deep and so I bought the Xbox Series X/S out of muscle memory more than anything, wasn't I proven to be a chump? What frustrates me most about Xbox at the moment is how indecisive it seems. I almost didn't watch the Xbox Games Showcase because I knew I'd have to see Phil Spencer, or one of his goons, grinning into the camera, as if nothing is wrong. And, of course, that's exactly what he did, 'hinting' about the return of Halo, as if everyone was going to be pumping the air to hear about that. Sign up to the GameCentral newsletter for a unique take on the week in gaming, alongside the latest reviews and more. Delivered to your inbox every Saturday morning. News flash, Phil: no one cares. You've run that series into the ground, like all the other Xbox exclusives, to the point where they just feel old fashioned and tired. Old school fans don't care and newer ones definitely don't. It may sell okay at first on PlayStation 5, but only out of curiosity and as a kind of celebration that Sony has finally defeated Microsoft. To all extents and purposes, Xbox is now third party. The only thing that makes them not is that they still make their own console hardware but how long is that going to last? The ROG Ally is made by Asus and if Microsoft don't make a handheld are they really going to put out a home console instead? That's going to cost a lot of money in R&D and marketing and everything else, and I don't know who could argue that it's got a chance of selling more than the Xbox Series X/S. Phil Spencer has been talking about making a handheld for years and yet suddenly it's not going to happen? Is there anything that is set in stone? I even heard people talking about them going back to having exclusives with the next generation, if it seemed like things were working out. I loved my Xbox 360, it's still my favourite console of all time – the perfect balance between modern and retro games – but its golden era is a long time ago now, well over a decade. Xbox at the time was the new kid on the block, full of new ideas and daring to what Sony wouldn't or couldn't. When was the last time Xbox did anything like that? Game Pass probably, and that hasn't worked out at all well. More Trending Nothing has, ever since that disastrous Xbox One reveal, and I just don't understand how a company with basically infinite resources, and which already owns half the games industry, can be such a hopeless mess. I'm just sticking with PC from now and in the future, I'm going to pretend the Xbox 360 was my one and only console. By reader Cramersauce The reader's features do not necessarily represent the views of GameCentral or Metro. You can submit your own 500 to 600-word reader feature at any time, which if used will be published in the next appropriate weekend slot. Just contact us at gamecentral@ or use our Submit Stuff page and you won't need to send an email. MORE: The 5 worst mistakes of the Nintendo Switch 2 launch (and why it doesn't matter) - Reader's Feature MORE: Nintendo Switch 2: does it deserve the hate? - Reader's Feature MORE: I've had the Nintendo Switch 2 for one day and I'm not impressed – Reader's Feature

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