Creating a video game like Blades of Fire is no walk in the park, and that’s particularly true given it’s a triple-A title. This ambitious project is under development by MercurySteam, a studio based in Madrid known for their work on Metroid: Samus Returns, Metroid Dread, and the Castlevania: Lords of Shadow series. Blades of Fire, an upcoming Soulslike game, isn’t shy about carving out its unique niche.
During a recent studio tour at MercurySteam, Game Rant conversed with several key developers of the upcoming game, Blades of Fire, including Joan Amat, Lead Game Designer, who has been with the company for more than a decade. In this discussion, Amat discussed the essential aspects of the game and shared insights into the challenges and triumphs of video game development. For clarity and conciseness, some parts of the transcript have been condensed.
Blades of Fire is a Soulslike That Isn’t Afraid to Break the Mold
Q: How did you set about creating Blades of Fire’s fantasy world?
Our team is composed of specialists, each with unique roles. Since we have prior experience in creating games, everyone contributes differently. We have our lead, Enric (Alvarez), who sets the overall vision. He conveys this vision to each department head, and interpretation varies among departments. For instance, we consult with Arturo (Serrano), our Art Director, about his area of expertise. Each team works independently on their respective tasks, then we compare progress to ensure everyone is moving in a unified direction.
Essentially, “Blades of Fire” primarily revolves around weapons, thus we needed to discuss aspects such as enemy scale and weapon scale. This is one area where we collaborate, but each team member specializes in different domains. As a Systems Designer, I was responsible for creating the Forge, the combat mechanics, and RPG elements. Our goal was to ensure that our ideas were harmoniously merging into a cohesive concept.
A: Is the control setup for Blades of Fire distinct from other Souls-like games on purpose, to give it unique appeal?
It’s not a matter of choice; it’s about sticking with what makes sense for the game and what it requires. At times, you might need to take risks with unique ideas, and you must be ready to face varying player reactions. If something is truly essential for the game, we’ll go ahead with it, even if it might seem unusual at first.
Occasionally, you might find yourself adopting a similar approach as a well-known game, but if such an approach is essential for your game’s success, don’t shy away from acknowledging it. After all, effectiveness matters more than uniqueness in certain situations. We strive to create something that complements rather than competes with existing systems.
Our control system stands out due to requiring four distinct attack angles. When designing weapons, there’s usually a specific aim – sometimes it’s about speed or range, other times it’s about piercing through armor. Consequently, we need armor, helmets. Since we have helmets, it’s crucial that we can target the head. That’s why we also require those four attack angles.
The control setup is derived from the game’s requirements. As gamers, we understand that adapting to new controls is necessary when switching games. However, since Blades of Fire is an extensive game, it’s hoped that players will appreciate the game due to its intuitive control scheme which aligns well with the gameplay mechanics.
As gaming platforms advance and offer a wider variety of choices, it’s increasingly crucial for games to identify their niche audience. With pride and comfort in one’s creation becoming essential, the unique persona of a game has never been more significant.
Weapons Are “The Absolute Soul” of Blades of Fire

Q: Do you have a favorite weapon in Blades of Fire?
A: Can’t choose just one! Since I was involved in their creation, all of these weapons hold a special place in my heart. The ones I enjoy using the most are those that function as a ‘can opener’, tailored to tackle particular enemies. Blades of Fire is designed with this concept in mind, featuring weapons that become necessary against tougher adversaries. You should encounter a noticeable increase in difficulty, but you can overcome it by utilizing the Forge system. I prefer to use these weapons like a ‘can opener’, focusing on specific enemies.
Q: Is there one specific Blades of Fire mechanic you can’t wait for players to get their hands on?
Indeed. It refers to the skill of giving names to swords. Naming swords holds significant value in the game, which playtesters and previewers may not fully grasp because it’s not their personal save data. The emotional attachment to weapons is indeed the heart and soul of “Blades of Fire”.
In the game Blades of Fire, instead of continually crafting weapons one after another, you eventually reach a point where you must select what to create from available resources. You’ll then forge a weapon and proclaim, “This is the one.” However, there’s a chance you might start using it, only to find that it may break down! This could lead you to question whether it was indeed the right choice.
Eventually, you’ll continue searching for the perfect weapon. Occasionally, you may need to battle a particular foe to access it, but in time, you’ll discover the right one. You’ll put in the necessary resources, ensuring it’s always in good condition. Some enemies could present a challenge when using that weapon, but you’ll learn to adapt as you appreciate that playstyle. Even if this enemy seems designed to disrupt your preferred approach, it’s a skill-based game, so with determination, you can overcome it. That specific weapon will carry a custom name of your choice.
In the captivating world of “Blades of Fire”, I’ve found an intriguing twist in weapon upgrading. Unlike other games, when you forge a weapon, it reaches its peak quality right there and then. Instead, it may degrade over time, but never improve. This worn blade, however, will earn Reputation, much like an antique katana in our world might gain esteem based on its history. Reputation is a fundamental mechanic in “Blades of Fire”, enabling players to acquire more formidable weapons.
In the course of the game, the weapon you initially cherished may eventually fail. It seems destined for breakdown. However, as time passes and you advance in the game, you’ll acquire superior materials and components for your weapon, fostering a renewed affection. The resemblance to your previous weapon might persist, but with enhanced characteristics such as increased range. This newfound attachment will prompt you to reconsider your choices and return to the Forge once more. It’s these emotional bonds that set the weapons in Blades of Fire apart.
Q: What’s one movie, TV show, comic, or novel that inspired you while making Blades of Fire?
A: Personally speaking, I developed a deep fondness for “Forged in Fire” (the History Channel reality competition series). Watching this show made us feel like experts on weapons. We could recognize various weapon parts and their names, and it was an exhilarating experience. This inspired us to create a game, “Blades of Fire”, which aims to replicate that same sense of expertise. Even if you’re not a weapons expert, we hope that playing the game will help you learn about different weapon components and terminology, as we’ve given it a touch of Hollywood drama, much like how “Forged in Fire” presents its content.
The Highs and Lows of Video Game Development, As Told by MercurySteam’s Lead Designer

Q: Could you tell me a little bit about how you first got into the video game industry?
For nearly 14 years now, I’ve been a constant at MercurySteam. Before that, my work revolved around programming slot machines. However, I transitioned into the role of a level designer. When I joined MercurySteam, they were in the early stages of preparing for Castlevania: Lords of Shadow 2. They had recently released the initial installment of Lords of Shadow, while another team was focusing on Castlevania: Lords of Shadow – Mirror of Fate. I began working on Lords of Shadow 2 right from its inception.
For the entire duration of developing Lords of Shadow 2, I was part of the team. Later, I transitioned to Raiders of the Broken Planet, which eventually transformed into Spacelords. Once that project concluded, I began working on Blades of Fire. It’s amusing to consider that in a span of 14 years, I’ve contributed to three games. While some may have worked on eight, it could be due to cancellations or joining the team near the end to wrap up the game. Our workforce at MercurySteam is remarkably stable.
Q: What is that feeling like? Taking a game from its very first step through to completion?
It’s truly impressive that you recall those details – the mental state and conversations from way back when, even though the project might have been known by a totally different name at that time. Change is common in our field, as publishers shift, which means some games don’t start out as what they eventually evolve into.
Initially, Blades of Fire was conceived with ideas similar to its eventual form. Questions like “What if I could craft my own weapon?” and “Imagine if the weapons in this game were mine?” were present from the beginning. However, these were more concepts than tangible realities, mere ideas floating around. Yet, we’ve fulfilled our initial vision, made numerous revisions, and added and removed features. But you can sense that the original essence remains intact.
A: Could you share one important insight gained throughout your professional journey, and explain how this learning experience impacted the evolution of Blades of Fire?
On a more casual note, creating video games would be more rewarding when done collaboratively, as the strength of the team contributes significantly to the final outcome. The team behind Blades of Fire is particularly strong, with some departments already at an advanced stage, which provided us with a solid foundation from the start.
For a team to thrive, it’s essential that it continues to develop and deepen its understanding. This involves consolidating the knowledge we’ve gathered so far, as well as fostering diversity among team members. Each member should have a defined role, contributing to a balanced team dynamic. Fortunately, with Blades of Fire, we began with a well-balanced team, eliminating the need for constant recruitment during the process. This has enabled us to engage in more sophisticated discussions about the reasoning and methodology behind certain development aspects. As long as we remain curious, continue learning, and maintain open communication, Blades of Fire is destined for success.
Q: How does it feel to be this close to the finish line with Blades of Fire?
B: This is an incredibly exciting time! After years of work on this game, the last few weeks have been particularly thrilling. We’re brainstorming, we’re enjoying ourselves, and we’re laughing more than usual. It’s hard not to feel optimistic, but it’s just so cool!
[END]
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2025-05-01 13:25