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Blades of Fire Demo Review: Unforgettable Experience!

Authore: ElijahUpdate:May 25,2025

Blades of Fire Review [Demo] | Completely Un-forge-ettable!

Blades of Fire Review [Demo]

Completely Un-forge-ettable!

Blades of Fire Review [Demo] | Completely Un-forge-ettable!

Have you ever backed out of something you were dead-set on just moments before—and had it turn out to be the right call? For someone as impulsive and indecisive as I am, that's basically a Tuesday (the backing out part, not the "it being the right call" part). Fortunately, my initial hesitation with Blades of Fire proved to be a blessing in disguise. My first encounter with the game was underwhelming, nearly convincing me to dismiss it entirely. But, as I delved deeper, what began as a rough start transformed into a distinct experience that the single-player RPG genre has been eagerly awaiting.

Yes, I'm raving about a demo, but stay with me through this review, and you'll understand how I transitioned from skepticism to sheer excitement, eagerly awaiting the full release. Let's ignite those forges and hammer out this review, shall we?

No Ashen Ones or Unkindled Here—Just A Humble Blacksmith!

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We start with the unpolished introduction to Blades of Fire. I wish I could sugarcoat it, but this is where the game is at its weakest. Kicking off with a low point isn't ideal, but it's crucial to understand the journey from here.

The game introduces us to Aran de Lira, a blacksmith working in the depths of a forest. A distant cry for help interrupts his work, prompting him to grab an iron axe and rush to the scene. He saves a young Apprentice, though the Abbot they were with is not so fortunate. Aran then brings the survivor back to safety—and that's the entire opening sequence.

Don't think I'm glossing over anything; that's it. No cinematic intro beyond a brief establishing shot and fading text. It's a demo, so some elements are incomplete, but even The First Berserker: Khazan had more engaging tutorials with proper dialogue and cutscenes. Blades of Fire just drops you in and hopes for the best.
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The tutorial also introduces the combat system. Expecting something akin to Dark Souls, I was surprised to find a directional combat system reminiscent of For Honor. You can strike with overhead, body, or lateral attacks from either side, each with a heavy variant if you hold the button.

Initially, I found this system clunky and unnecessary, especially since enemies don't block directionally. But as the game unfolded, my perspective changed.
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After the tutorial, different damage types—blunt, pierce, and slash—are introduced, each interacting uniquely with enemy armor. A color-coded targeting system aids in weapon selection, making strategic weapon swapping essential for survival. The combat loop evolves into something fresh and satisfying, not through flashy animations, but through the interplay of its core mechanics. It's even grounded in real-life principles, which, as a medieval weapon enthusiast, I appreciate. Unarmored enemies are vulnerable to most attacks, while mail-armored foes resist slashing and piercing. Plate-armored enemies are immune to both, but succumb to blunt force from maces or hammers. And against beasts with thick hides, like trolls and ogres, blunt weapons are less effective.
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With a bit of medieval armor knowledge, you could excel in this game. It's a refreshing departure from typical fantasy titles, and that's just the tip of the iceberg. The real highlight? The weapon crafting system.

No Weapon Drops Here Either—You Gotta Make Your Own!

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Blades of Fire boasts an intricate weapon crafting system, distinct from the likes of Monster Hunter. Instead of crafting oversized fantasy weapons from beastly remains, you gather basic, grounded materials to forge meticulously detailed melee weapons.

Of course, real weapon forging is far more complex and time-consuming than what's depicted in the game, but Blades of Fire comes remarkably close.
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The process begins at your divine forge, introduced mid-tutorial as your central hub. Before you start hammering, you sketch out your desired weapon. Take a spear, for example. Most games would simply require ingredients and produce a finished product, with perhaps some stat adjustments or material swaps.

In Blades of Fire, however, every detail matters. You choose the spearhead's shape, its cross-section geometry, the haft's length and type, and the materials for each component. Crafting a sword involves deciding on the cross-guard design, pommel shape and size, and the materials for every part. You can even create custom alloys to fine-tune your weapon's performance.

These choices aren't just cosmetic; they directly impact your weapon's stats and effectiveness. You're crafting a tool tailored to your combat style and the enemies you face.
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Once your design is complete, the forging begins. Initially, the forging minigame is confusing and poorly explained, reflecting the trial-and-error nature of real forging. You adjust sliders to shape the metal, with each hammer strike affecting the outcome. Misjudge it, and you might ruin your weapon. Get it right, and the quality of your final product improves. It's a system that captures the essence of handcrafting, rewarding patience and precision.

You'll likely struggle at first, but mastering the mechanics brings immense satisfaction. The game even lets you save your best creations as templates, rewarding your skill.
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And that's just the beginning. Blades of Fire offers other unique mechanics that push the genre's boundaries.

New Blueprints, Weapons as Checkpoints, and Weapon Altars

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In Blades of Fire, "loot" comes in the form of new blueprints, materials, and parts for your forge. The game introduces this concept in multiple innovative ways.

Firstly, through enemy encounters. Each enemy type wields a unique weapon, and defeating enough of them unlocks the ability to craft their gear. Footsoldiers grant swords, captains unlock warhammers, and invisible assassins provide dual knives. This hitlist-style progression system encourages engaging with varied enemies, enhanced by respawning foes that reappear each time you rest at your anvil, akin to Dark Souls' bonfires.
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The anvil serves as your checkpoint and resurrection point. Upon death, you respawn here, and it's also where you can recycle or repair weapons and access the full Forge.

Secondly, Weapon Altars offer another way to unlock new gear. These wooden sculptures depict warriors with specific weapons. Interact with one while wielding the same weapon, and you'll unlock new components, such as alternative blade shapes or haft styles. It's a clever way to reward experimentation and repeated forging.
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Lastly, the game's take on the souls system is unique. Without traditional currency, what do you lose upon death? Your equipped weapon. You must backtrack to retrieve it, and if you die again before reclaiming it, it's gone forever. Run out of weapons, and you're forced to return to the forge and start crafting anew.

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This cycle—forge, fight, fall, and forge again—is tight, intuitive, and refreshingly different. I'm enamored with it, though some aspects of the game reveal its imperfections.

God Awful Voice-Acting with Unfinished World-Building

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Unfortunately, not all initially off-putting elements evolve positively over the demo's 3-hour duration. The voice acting, for instance, remains consistently poor. The recording quality is subpar, with some lines sounding canned or muffled, and the delivery often lacks conviction. The casting choice for the Abbot's apprentice is particularly jarring.
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World-building also falls short. The demo is heavy on exposition but light on payoff, leaving the story feeling inconsequential. While it's a demo, and some leeway is expected, the lack of follow-through on plot points is concerning. If the narrative doesn't improve in the full release, it could significantly detract from the game's overall quality.

Not A Game For First Impressions

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If the Blades of Fire demo is indicative of the full game's potential, it's a title you'll need to trust the process with. It's not designed for strong first impressions but rather for crafting an experience worth investing in.

The demo showcases innovative mechanics alongside a mix of other elements, suggesting ample room for growth. Even in its half-forged state, I see the potential for a masterwork. It may not be the crown jewel of 2025, but it's a game you won't soon forget.

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