Creating a video game is not a small performance, and this is especially true for AAA titles as Blades. He developed Madrid Mercurysteam Studio that previously worked Metroid: Samus returns, Metroid Dreadand Castlevania: Lords of Shadow series, Blades is the upcoming soul who is not afraid to create his own identity.
During a recent visit to the Mercurysteam studio, Game Rant sat down with some Blades“The leading developers, many of whom have been working in the studio for more than ten years. Blades Joan Ama's main game designer is one such developer and has spoken about the most important features of the game, as well as the heights of video game development. This transcription has been modified for brevity and clarity.
Related
6 best souls of similar games you probably never heard of
Each knows Elden Ring, Dark Souls and Nih, but several great souls are relatively unknown.
Blades of Fire is a soul that is not afraid to break mold
QUESTION: How did you get into creating BladesFantasy world?
AND: We have specialties. We are a team that has done games before, so everyone takes a different role. We have our director Enric (Alvarez) and has a vision. It communicates this vision to each management and team. This vision means something different from each department. We talk to potential customers like Arturo (Serrano), artistic director. He works on his part, we work on ours, then compare and see if they are going in the same direction.
Essentially, Blades It's about weapons, so we had to talk about the size of enemies and the size of weapons. This is a kind of things we coordinate, but everyone has its own specialty. I am a designer of systems, so I suggested forge, fight and elements of RPG. We just made sure that our thoughts were closer to something.
Question: BladesThe control scheme is slightly different from the other soulslings. It was a deliberate decision to make Blades protrude?
AND: No. You have to go with what is coherent and what the game needs. Sometimes you have to do things that are original and you have to be brave about the player's reception. Will they be weird? Well, if it's really what the game needs, then we'll do it.
Sometimes you have to do something exactly like a popular game. If the game needs it, you have to be brave and say, “Yeah, we did it because it works in our game.” We are not trying to create something different just because it must be different. Systems must serve each other.
We have a unique control scheme because we need to have four directions of the attack. You produce weapons for the purpose of target. This is sometimes a goal to have speed or reach, sometimes it is to penetrate the armor. So we need armor, we need helmets. Because we have helmets, we must be able to attack the head. Then we need four directions of the attack.
The control scheme comes from these needs. We, as players, know that some learning is needed when switching games. But Blades It is a long game and hopefully players will play the game because the control scheme has a sense of game systems.
Games are increasingly related to finding the target audience. Platforms are much better and there is much more to choose from, so personality is more important than ever. With our game we have to be proud and comfortable.
Weapons are the “absolute soul” of the blades of fire
Q: You have a favorite weapon Blades?
AND: Only one? I definitely can't decide. I helped them to design them all. The weapons that I love most are those that I can use as a CAN opener for a particular enemy. Blades It is designed around the need for specific weapons to take over the enemies of a higher level. You should be able to feel a natural increase in difficulty and you should be able to solve it using the Forge system. I try to use weapons as a can for a can, focus on specific enemies.
QUESTION: There is one particular Blades You can't wait for the players to get into your hands?
AND: Absolutely. It is the ability to name swords. The name of the sword is so important. This is something that Playtesters and previews can not really experience, because it is not really their real file of storage. Weapons care is an absolute soul Blades.
When you play BladesYou make a weapon, then another weapon, then another. They are tools. In the end, however, you will get some sources that require you to choose what you do and make a weapon and say, “That's the one.” Then you can start using it and you can fall apart! You may have realized it wasn't the one.
Then you will continue to look. Sometimes you have to manage a particular enemy to unlock this weapon, but eventually find it. You invest materials, you will repair them every time. Some enemies can cause a difficult increase with this weapon, but you will adapt because you really like the Play style. Although this enemy has been designed to screw this specific game style, it is a skill -based game, so you can walk if you really want. He will have his own name.
But there is this loop Blades where weapons do not improve. When you immerse your weapon, it's as good as it will be at any time. It could get worse, but not better. It gets a reputation. As in the real world, the old katana can be renowned for what is happening. Reputation is one of the BladesA key mechanics that allows you to get better weapons.
The weapon you originally fell in love with will eventually break. It's convicted. But as the game progresses, you get better materials, better parts of weapons and fall in love again. It can again be the same weapon, but with new statistics such as longer reach. You will want to make new decisions and want to return to the smithy. They are these relationships that create BladesSpecial weapons.
QUESTION: What is one movie, a TV show, a comic or a novel that inspired you in production Blades?
AND: I specifically? I fell in love with Falged in Fire (Competitive show of reality of historical channels). We watched the TV show and felt like experts. The feeling that we could identify weapons, know names and feel like experts. We wanted to make a game that captured the same feeling. You may not be an expert in arms, but hopefully you will play Blades And you will learn everything about parts and names of weapons even when we are Hollywood Falged in Fire Yes.
The highest and minimum of video game development, as Mercurysteam's chief designer said
Q: Could you tell me something about how you first got into the video game industry?
AND: It was 14 years ago. I've always worked in Mercurysteam. I have programmed machines before. But then I became a designer of the level. When I started in Mercurysteam Castlevania: Lords of Shadow 2. They have just released Lords of ShadowThe first installment on which another team worked on Castlevania: Lords of Shadow – Mirrorand I started on Lords of Shadow 2 since the beginning.
I worked along the entire length Lords of Shadow 2Development, then I moved to Robbers broken planetsWhich happened Spacelords. When it ended, I started with Blades. It's funny, I worked on three games in 14 years. But I am very lucky; I was there at the beginning of three games. Some people could work on eight games, but that could be due to cancellation or because they were brought at the end to complete the game. We have really stable workforce here in Mercurysteam.
Q: What is the feeling? Will we take the game from the first step to complete?
AND: It's absolutely great, of course. The fact that you remember your state of mind and the discussion you had when it could be called something completely different. And things happen in this industry. Publishers are changing. So some games don't start as they happen.
Blades He almost started what happened. We had concepts “What if I could make my own weapon? What if I played this game but weapons were mine?” since the beginning. But it was just words in the air, he promises. We watched it and we had to iteral and the functions came and left. But you can say that the spirit is still there.
QUESTION: What is one key lesson you have learned during your career and how it affected BladesIs the development?
AND: On a personal level, there is something that I think you should do with other people. You're as good as a team. Blades He has a really solid team. Some departments have already matured, and that meant that we started a really solid base.
The team must always grow and mature. We collect the knowledge that needs to be consolidated, and the teams must be diverse. You must have roles and you must have balanced teams. Good thing Blades It is that we started with a balanced team instead of hiring. This allowed us to have a more mature discussion of why and how certain aspects of development. If we are interested, if we learn and communicate well, the game will be great.
QUESTION: What is it like to be so close to the target line Blades?
AND: It's the biggest moment. You have been working on the game for many years and these weeks are really great. We speculate, have fun, laugh more than ever. You almost don't want to say, “I feel good about it,” just in case, but it's really great.
[END]
Blades
- Released
-
May 22, 2025
- Esrb
-
M17+ for mature 17+ // blood and gore, intense violence, strong tongue