There’s something admirable about a studio pushing itself into unfamiliar territory, and that’s exactly what MercurySteam has attempted with Blades of Fire. Known for its work on high-octane action titles in the past, the studio ventures into new territory with this lengthy 3D action-RPG. The idea of stepping into the boots of a blacksmith-turned-hero and forging your own path — and weapons — through a crumbling fantasy kingdom is intriguing. Unfortunately, while the crafting mechanics glimmer with potential and creativity, they’re too often dulled by a lackluster narrative and repetitive combat.

At the heart of the game is Aran, an unremarkable man who stumbles into significance when he inherits a mythical forging hammer. This catalyst sets off a journey to thwart a tyrannical queen whose rule has cast a shadow across the realm. The core gameplay loop revolves around three main components: the action-oriented but simplistic combat, an in-depth and surprisingly enjoyable weapon crafting system, and a storyline that struggles to leave a lasting impression. These elements do enough to fill out the adventure’s generous 55-hour run time, but they rarely elevate it beyond mediocrity. By the time the credits rolled, what should have felt like a major milestone instead led into a tedious scavenger hunt for the “true” ending, draining much of the goodwill built up along the way.

The standout feature, without a doubt, is the weapon crafting system. Aran’s mythical hammer allows him to forge a variety of deadly implements, each tailored to suit different combat situations. You start with the Hyssop, a massive polearm that strikes hard but depletes stamina rapidly. As Aran defeats more enemies, he gains access to new blueprints based on their weaponry — for example, eliminating dozens of skeletons unlocks a hefty claymore, while defeating a few spear-wielding soldiers nets you a nimble long spear. The game encourages experimentation and exploration through this mechanic, making each new encounter a potential key to expanding your arsenal.

Crafting these weapons involves more than simply selecting ingredients. At an anvil — which also functions as both a checkpoint and a fast travel node — Aran enters a magical forge space. Here, players adjust weapon characteristics like handle length, blade size, and pommel types. These tweaks don’t just change how the weapon looks, but also affect its stats: weight, balance, stamina cost, and more. Forging is more hands-on than in most games. Rather than a passive menu system, you actively shape the weapon by striking metal to match target patterns — a mini-game of sorts that requires rhythm and precision. Although the game is stingy with explanations and tutorials, mastering this technique becomes deeply rewarding. After a few initial failures, crafting max-quality weapons becomes second nature and a real highlight of the experience.

If crafting isn’t your thing, the game offers the option to automate the process after completing it once manually. However, doing so limits the potential quality and longevity of the forged weapon, creating a smart balance between convenience and reward. Naming your creations adds a nice touch of personality, whether you go for humor or mythology. Early on, silly names like “Let Me Axe You” gave way to more serious ones as weapons became legacy-worthy tools in Aran’s arsenal.

Combat, sadly, doesn’t reach the same heights. Despite featuring 35 weapon types with differing reach and attack speed, combat feels overly mechanical and rigid. Attacks are mapped to directional buttons, corresponding to the body parts of your target — a novel idea in theory, but in practice, it quickly grows stale. Whether you’re targeting heads, sides, or legs, the lack of variation in enemy reactions and the repetitive animations suck the impact out of battle. Charged attacks provide some flair by triggering graphic finishers, but even these lack variety. There’s also no real incentive to mix up your attacks, making it easy to fall into a repetitive rhythm.

The only elements that add a dash of spice are parries and precision dodges, which create small openings to counterattack. As the game progresses, some enemies introduce more complex mechanics — like trolls with regenerating health and dual life bars — but these are the exception, not the rule. Most enemies are humanoid and while they differ in minor ways, the overarching sameness dulls the thrill of combat. Boss battles fare better with their dramatic scale and unique mechanics, but the regular skirmishes in between feel uninspired and predictable.

Death, while inconvenient, isn’t punishing. If Aran falls in battle, his weapon is dropped at the place of death, turning to stone. Unlike other action-RPGs where lost gear or resources are permanently gone if you die again before retrieval, here the weapon waits patiently for your return. It’s a more forgiving approach that removes some of the genre’s traditional frustrations, especially considering the effort it takes to create these weapons in the first place.

Where the game stumbles most dramatically is in its storytelling and character development. Aran’s journey never manages to resonate emotionally. Significant moments often fall flat due to lackluster direction or awkward pacing. One particularly telling scene has a major enemy simply kneel after defeat, only for Aran to deal the final blow in total silence — a moment that clearly aspired to be dramatic but ended up feeling oddly unfinished.

The supporting characters fare no better. Adso, the scholarly sidekick, is presented as the brains of the duo but rarely contributes anything beyond the obvious. His repeated comments on Aran’s size when climbing ladders aim for humor but land awkwardly, especially given their otherwise serious mission. Their relationship is written as if it has history, but the script never supports that idea convincingly.

Other characters follow familiar fantasy archetypes with little variation. Glinda, a witch-like figure who resides atop a flying beetle, and Arwen, a brash late-game companion with unexpected narrative significance, never develop into anything more than functional tropes. The comparisons to more established characters from other action games are inescapable, and unfortunately, Blades of Fire does not hold up favorably when placed beside them. These parallels, rather than lending a sense of homage, highlight the game’s lack of originality.

Exploration, too, is hindered by some frustrating design choices. While the game is filled with secrets and hidden paths — offering valuable items like health upgrades, healing flask expansions, and dyes for outfit customization — the map system leaves a lot to be desired. The visual design of the map is flat and doesn’t provide clear information about elevation, often leading to confusion when navigating multi-level areas. Though you can place colored markers to guide you, the system never feels intuitive or helpful enough, especially when backtracking to find missed items.

Final Thoughts

Blades of Fire shines brightest at the forge, where the tactile joy of crafting powerful weapons nearly carries the entire experience. Unfortunately, those forged tools are not given the chance to truly sing in battle, where the combat system rarely rises above adequate. Coupled with a dry story, underdeveloped characters, and a clunky map, the game’s more inspired ideas struggle to break through. For all the promise in its premise, Blades of Fire ultimately fails to ignite the lasting spark it clearly aimed for.