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Blades of Fire Review [Demo]
Completely Un-forge-ettable!
Have you ever changed your mind about something at the last second—only to realize later that it was the right decision? For someone as impulsive and indecisive as I am, this kind of scenario plays out more often than I’d like to admit. In this case, however, backing out of my initial judgment paid off big time. My first encounter with Blades of Fire almost convinced me to skip the game entirely—but had I followed through, I would’ve missed out on one of the most refreshing single-player RPG experiences in recent memory.
What began as a rough, unpolished demo gradually transformed into something truly special. This is a game that starts off feeling raw but ends up forging a unique identity in a genre dominated by familiar formulas. Stick around, and I’ll walk you through how my perspective evolved from disinterest to genuine excitement.
No Ashen Ones or Unkindled Here—Just A Humble Blacksmith
Let’s start with the beginning—which, unfortunately, is also the weakest part of the experience. The demo opens with Aran de Lira, a blacksmith working alone in the forest. As he hammers away on an iron axe, a distant cry for help catches his attention. He rushes to the scene, saves an apprentice, but fails to rescue the Abbot who was traveling with them. Aran brings the survivor back to safety—and that’s where the intro ends.
It might feel abrupt, and honestly, it is. There’s no cinematic opening, no voice-over storytelling, just a few lines of text and a quick establishing shot. It's minimalist to a fault, especially compared to other indie demos that invest heavily in narrative setup. Still, keep in mind this is only a preview—some elements may be incomplete or intentionally scaled back.
The tutorial follows quickly after, introducing players to the combat system. At first glance, it appears to borrow from titles like Dark Souls, offering light and heavy attacks. But soon enough, it becomes clear that Blades of Fire leans closer to For Honor in terms of mechanics.
Players can perform overhead, body, and lateral strikes from both sides, each with a heavy variant. Initially, this felt clunky and unnecessary—especially since enemies don’t block directionally. However, as the gameplay deepened, so did my appreciation for this system.
Combat expands further with the introduction of three damage types: blunt, pierce, and slash. Each interacts differently with enemy armor. Mail resists slashing and piercing, plate nullifies both, and thick hides shrug off blunt force. The game helps guide players with a color-coded targeting system, encouraging strategic weapon switching based on enemy type.
Add solid parry, block, and dodge mechanics into the mix, and you’re left with a surprisingly engaging loop. This isn't flashy action—it’s grounded, intuitive, and rewarding when executed correctly. Even better, it aligns with real-world medieval logic, making every battle feel meaningful.
But the true standout feature comes next—weapon crafting.
No Weapon Drops Here Either—You Gotta Make Your Own
Unlike traditional RPGs that reward players with loot drops, Blades of Fire takes a different approach—you craft everything yourself. And not just superficially. This is one of the most detailed and immersive crafting systems I've encountered in any game.
At the heart of it all is your divine forge, introduced midway through the tutorial. Before you even begin crafting, you sketch out your weapon design. Want a spear? You decide the shape of the head, its cross-section, the shaft length and material, and much more. Switching to a sword introduces even more variables—cross-guard style, pommel size, blade geometry, and custom alloys.
Each choice impacts performance, not just appearance. You're not just building a cool-looking weapon; you're engineering the perfect tool for your playstyle.
Once you finalize the design, the forging process begins. This mini-game involves manipulating sliders to shape the metal into your desired form. Precision matters—each hammer strike affects the outcome. Mess up too many times, and your weapon could become unusable.
It’s frustrating at first, but incredibly satisfying once you get the hang of it. Best of all, you can save successful creations as templates for future use, streamlining the process.
New Blueprints, Weapons as Checkpoints, and Weapon Altars
Since there are no traditional loot drops, progression revolves around unlocking new blueprints. Defeating specific enemy types allows you to craft their weapons. Soldiers drop swords, captains yield warhammers, and stealthy assassins wield dual daggers. Enemies respawn each time you rest at your anvil—a clever mechanic borrowed from Dark Souls.
Your anvil serves as your checkpoint, resurrection point, repair station, and access hub for the full forge. It’s your central base of operations.
Another innovative feature is the Weapon Altar—wooden statues depicting warriors holding specific weapons. If you interact with one while wielding the same weapon, you unlock new components like alternative blade shapes or haft styles. It’s a smart way to encourage experimentation.
And then there’s the twist on the souls-like death mechanic.
Instead of losing currency upon death, you lose your currently equipped weapon. If you fail to recover it before dying again, it’s gone for good. This forces you to return to the forge and rebuild your arsenal—keeping the cycle of creation and combat alive.
God Awful Voice-Acting with Unfinished World-Building
Unfortunately, not every element improves over time. The voice acting is arguably the weakest part of the demo. Audio quality ranges from muffled to poorly recorded, and some performances feel flat or forced. The apprentice character, in particular, delivers lines with little emotion, which detracts from otherwise compelling moments.
World-building also feels underdeveloped. While the setting has potential, much of the exposition goes unresolved. Plot hooks are introduced but never followed through, leaving the narrative feeling disjointed. Hopefully, these issues will be addressed in the full release.
Not A Game For First Impressions
Make no mistake—Blades of Fire is not a game built for instant gratification. Its early hours can feel rough and unrefined, but those willing to stick with it will discover something truly special. It rewards patience and curiosity, slowly revealing layers of depth that elevate it beyond typical fantasy fare.
The demo offers a glimpse into what could become a standout title in 2025. It’s not without flaws, but the core ideas are strong enough to overlook the rough edges. If the final version builds upon this foundation, Blades of Fire could carve its own space among the greats.
Game8 Reviews