Blades of Fire Gameplay & First Impressions

It looks interesting but I can never wrap my head around stance switching (Nioh, For Honor, etc.). I also wish there was a more elegant way for the developers to present what is open for attack than the Simon Says color highlights.
 
When the OP follows up with this post, I've already lost all interest in checking the video 🤷‍♂️

We might have different taste. I just hoped it would at least look superior to the combat in Lords Of Shadow(a game they made years ago) but it looks very stiff. Might be a decent romp in the $30 range but no way I would pay full price. MecurySteam might be one of those developers where they need someone with more experience/talent looking over them when developing. Lords Of Shadow 1(Kojima as a producer) and Metroid Dread(Yoshio Sakamoto as producer) are stellar.
 
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I'm so sick of TPS camera on melee action combat, maybe they are trying too hard be like God Hand but none of them ever come close being as good as that game.
 
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It looks interesting but I can never wrap my head around stance switching (Nioh, For Honor, etc.). I also wish there was a more elegant way for the developers to present what is open for attack than the Simon Says color highlights.
What about For Honor's system?

for-honor-gaming.gif
 
It looks interesting but I can never wrap my head around stance switching (Nioh, For Honor, etc.). I also wish there was a more elegant way for the developers to present what is open for attack than the Simon Says color highlights.
Color highlights weapon effectiveness. Sword, hammer, spear etc. The 4 face buttons are attack directions and you pick the places to strike on their body based on their armor or other openings
 
What about For Honor's system?

for-honor-gaming.gif

I think that's better but still not elegant. It's also why they have the health/stamina right over the player character's head which I hate.

Color highlights weapon effectiveness. Sword, hammer, spear etc. The 4 face buttons are attack directions and you pick the places to strike on their body based on their armor or other openings

Ahh. That makes sense but is somehow even worse. I'm guessing that can be disabled once players memorize the rock-paper-scissors strengths and weaknesses.
 
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Generic, bland, uninspired...

LOL, LMAO even at the art style being the same as Raiders of the broken planet/Space Lords, what the the heck were they thinking, I can't believe that they thought this looked good during production - especially after Castlevania LOS which took inspiration from the Del Toro esthetics.

Man, what the fuck happened to Mercury steam ? They always had some bad-ass artists over there but this...this, looks like some bargain bin material.
 
Who knows? I've I could create elegant UI solutions, I'd be rich.
Sorry, that's not what I was suggesting nor where I was leading to. I thought you might have a game or two for reference as to how it should have been done instead.

Your suggestion might lead me to something new to play and experience that would do what this game's combat does, but better.
 
I actually like something about the art style. Can't figure it out though. Maybe a little more toned down though some of you see it as generic. I don't think it's gone that far though.
 
Sorry, that's not what I was suggesting nor where I was leading to. I thought you might have a game or two for reference as to how it should have been done instead.

Your suggestion might lead me to something new to play and experience that would do what this game's combat does, but better.

I wasn't taking it that way. All love.
 
I actually like something about the art style. Can't figure it out though. Maybe a little more toned down though some of you see it as generic. I don't think it's gone that far though.
It has that 2000s midrange PC RPG look to it, like Enclave:

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I think that's why I kind of like it too.
 
This is the sort of game From Software would have released ages before Demon's Souls.

Graphics look very dated, but I can see someone running with what's good about this (directional attacks, involved blacksmithing etc) and refining it into a bonafide hit. This feels like a cult favorite in a lot of ways imo.
 


To say I'm not impressed is to say nothing. It's a B level X360 era type game in the purests sense of the word. What's up with the super zoomed in cutscenes with eratic movement, bad animations, poor and clunky combat? Also not a fan of modern God of War influence at all. The first Lords of Shadow is miles better.

The budget is obviously is not high, you can tell, but after watching this gameplay I think I'll lose nothing if the game will not be released on Steam. Probably after so many years, people who made the original Lords of Shadow possible is no longer at the studio and Kojima obviously wasn't around.

Oh well, maybe someone else will find it interesting.
 


To say I'm not impressed is to say nothing. It's a B level X360 era type game in the purests sense of the word. What's up with the super zoomed in cutscenes with eratic movement, bad animations, poor and clunky combat? Also not a fan of modern God of War influence at all. The first Lords of Shadow is miles better.

The budget is obviously is not high, you can tell, but after watching this gameplay I think I'll lose nothing if the game will not be released on Steam. Probably after so many years, people who made the original Lords of Shadow possible is no longer at the studio and Kojima obviously wasn't around.

Oh well, maybe someone else will find it interesting.

Crazy that Castlevania from 15 years ago looks better than this game. Big oof.

Shows the importance of budget and talent retention.
 
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