If the title is not given up, then your weapon is at the heart of the Fire Blade. They need a lot of attention compared to most games. Repeated edge weapons are dull, meaning each consecutive strike is less damage done than the last one. This all adds up over time, so you need to use sharp stones to supplement the blades of your weapon. That or switch to a different position; the edges and tips are tired independently of each other, which helps these feelings are tangible items that are influenced by your fighting style.

Like Monster Hunter, you will learn to make room for your sword to fight in the midfield. But no matter how much you take care of each weapon, there is a durability meter that keeps running out of time. When your weapon inevitably breaks, you can do repairs at the anvil checkpoint. Alternatively, you can melt it into its raw materials to start remaking the most important and distinctive innovation of the fire: Forge.

Once the weapon design is complete, you must physically hit the metal on the anvil.

It is an understatement to say that Mercury has made a wide range of weapons production systems. The life of each weapon did not find new arms in the world, but began in forging. It starts with the choice of choosing the basic weapon template, which Aran outlines on the blackboard. From here you make adjustments and modifications. For example, when designing the spear, I adjusted the length of the rod and the shape of the spear. Each decision is reflected in the weapon's statistics; longer poles increase the spear's range, while the shape of the head determines whether it is more proficient in cutting or puncture. Different materials can affect weight, which in turn changes the weapon's need for a stamina pool. All of this makes you really Production Your weapon. You can even name your creations.

Most production systems will end here. In the fire, it's just halfway. Once the design is finished, you have to physically hit the metal on the anvil. This is achieved through a very involved mini-game where you can control the length, force and angle of each hammer. The curves on the screen represent the ultimate ideal, and with each hit of the hammer, you try to arrange a series of vertical bars similar to the graphical equalizer to match the shape of that curve. Overworked steel will result in weaker weapons, so the purpose is to recreate this line with as few as possible. Your efforts have been awarded a star rating. The more stars you get, the more you can repair your creation before it breaks forever and is lost forever.

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Forged minigames are a good idea and feel a little too dull. |Picture source: Mercury/505 Game

I really like the idea of ​​fakes and how it introduces skill elements into the usual menu-driven system. But even after a few sessions at the anvil, I found the mini game frustratingly dull. There seems to be no clear connection between the area I hit and the area between the metal shape. Hopefully some improvements are implemented before launching, or just a better tutorial – this would be shameful for Fire's most interesting features.

The core idea of ​​forgery goes beyond the boundaries of a three-hour presentation session. MercurySteam wants you to be deeply attached to the weapons you created and carry them with you on the go – the journey that developers claim will be “not less than 60-70 hours.” As you explore the world and find new metal, you will be able to redecorate trusted swords, axes, hammers and spears to enhance their properties to ensure they are always suitable for new, more difficult challenges. The system of death emphasizes this relationship between you and your arms. After failure, you drop the weapon you use and respawn.

This is another mechanic inspired by the dark soul, but can be based on another more meaningful bond: lost souls can always be supplemented with more killing, but a clever sword you build with you can be irreplaceable. Fortunately, your discarded weapon will remain in the world forever, so your only challenge is to find a way to recover what you lost. I look forward to seeing this perform throughout the campaign, and if any kind of backtracking can reunite you with weapons from a dozen hours ago, you can rebuild and rebuild your relationship with you.

It is not surprising to see Mercury adopt multiple ideas from the dark soul and its siblings. This is partly due to the seemingly irreversible influence of Software on action games, and also because Fire Blade is the spiritual successor Dark blade: It is a relic from the early 2000s, developed by the founding members of Mercury, and (at least a follower of the cult) is regarded as a pioneer of the Souls series. In many ways, these developers simply picked up from where they left, implementing other studios’ progress during their time away from the genre.

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Aran joins with his young companion Adso, who can help solve puzzles and comment on the knowledge of the world. |Picture source: Mercury/505 Game

While I was playing, I could feel the gravity of all the influences that Mercurysteam clearly influenced – the project’s brutal battles of decades-old predecessors, Fromsoft’s innovations and World of War Design. But while these ideas are clear, they have not yet defined the studio’s latest work. Those firmly built systems did not make soul-like people or like God of War as part of a larger canvas of thought. Fire's blades have their own recipes that can successfully stand out from any obvious gaming touchstone.

I do have some doubts – I'm not sure if this rather versatile dark fantasy world is coping with the challenge of a 60-hour adventure, and in three hours I did the same Gatekeeping Miniboss three times, which brought me into questioning the variety offered. However, the depth of the relationship between your forging blade and the enemies you face makes me completely interested. In complex and frankly speaking, blunt games like Elden Ring and Monster Hunter have become mainstream hits, I think Fire Blade has the potential to contribute something fascinating to the scene.

Matt Purslow is an advanced feature editor for IGN.



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