It’s often interesting when a game wears its inspirations on its sleeve, especially so when they actually manage to capture some of the magic of the beloved titles from which it draws said influence. Spoiler alert: Blue Fire is a roaring success, weaving together elements from several other games in a way that still manages to forge its own identity.
First and foremost, it’s a platform game. And we mean a platform game, with platforms. Extensive platforms. This is no toothless ramble; what we’re dealing with here is a defiantly old-school 3D action-adventure that’s not afraid to confound you, test your reflexes and drop you to your death if you miss a dash-jump onto a tiny platform suspended in a void.
That’s not to say it’s some grinding masocore meme game, just that it’s got some teeth. It’s quite refreshing, really. It's a bit of an obscure pick, but Blue Fire reminded us mostly of a more polished Jersey Devil, a PlayStation platformer that had the difficulty sensibilities of a classic NES game. This is not to say it's unfair, more than it has a surprisingly demanding feel compared to its contemporaries like A Hat in Time.
Also thrown into the mix is exploration, which is gated from the most intense platforming in a fairly traditional but surprisingly rarely-seen way; as you journey through the game world you'll encounter "Void" stages – essentially just short-ish platforming challenges that, by our reckoning, most recalled the F.L.U.D.D-less stages from Super Mario Sunshine in their abstract, floating-through-space style. The exploration areas are more akin to something like the Darksiders series – platforming is still present, but there's fighting, fetching and switch-hitting to be done.
The combat is probably the weak link of Blue Fire, but that's not to say it's bad. Locking on with the ZL trigger, you can dance around the enemies with your useful dash move, activate a block in order to parry attacks, and of course, swipe maniacally at your foes. It feels a little scattershot, but the difficulty of these sections is pitched quite low so you won't find yourself irritated when it's time once more for pugilism. You'll have to play carefully, though, because many of these battles take place on unstable ground, meaning a hit-and-run strategy becomes optimal.
Control-wise it's a little loose, but in a way that feels more liberating than frustrating. You move at a fair old clip and the aforementioned air-dash move covers a lot of ground. You can stop it short by releasing the ZR button during the move, but you'll need to learn how to judge this distance pretty quickly as even the second Void stage requires you to do this on remarkably precarious ground. The knockabout feel of the combat controls suits the combat, which is more the means to an end than a really compelling part of the gameplay.
Customisation plays a big role, too – you're able to augment and upgrade with new abilities that aid your traversal, with a double-jump and a wall run to name just a couple. These powers can be improved with collectables (in a similar way to the excellent Hollow Knight) and you'll always have something new to play with all the way through the game. And that's a lot of game, with our playthrough easily cracking 20 hours without ever getting repetitive or boring. You're also able to upgrade your weapons and switch out your outfit, the former of which going so far as to change up your animations, too – one of many signs that this was a game made with a lot of TLC.
It's all very pretty, too, with an ethereal, unusual aesthetic which recalls the darker, odder scenes of Studio Ghibli films. Character designs are appealing, with fun writing enhancing the brief NPC encounters. Things are brought down to earth just a little by Blue Fire's performance – it seems to hover around 30fps, but certainly not consistently. It doesn't hitch in a way that will affect your gameplay, but it could definitely be better.
Conclusion
A very pleasant and enjoyable surprise, Blue Fire is an auspicious debut from ROBI Studios. Only the performance issues, mildly sloppy combat and high difficulty are points of contention, and the latter will certainly depend on your point of view. Developed with passion and skill, this is a world you can lose yourself in that'll reward you the more you play and the better you get. It's uncompromising in its difficulty but doesn't resort to cheap tricks and "gotchas". The graphics are appealing and, crucially, clear as day. This is a fantastic experience overall, even if it isn't made up of the most original pieces. It's gameplay first and once you're traversing the infinite space of the Void stages, everything else basically just falls away.
Comments 31
Way too much colour in this game for me, they really need to tone it down
I have been looking forward to your review of this game since launch week. I am glad to hear that this is a solid pickup.
I am excited to give it a go, especially as a stop gap game ahead of Silk Song if that launches this decade yet...
Doesnt rely in cheap tricks and gotchas...........I have to disagree.
Im a short way in 1 dungeon done on my way to the 2nd only to encounter some fustrating platforming.
Its fiddly enough chaining wall jumps with spin attacks into dashes on small ledges.
But add in enemies that freeze and knock you off the moment you land. Or blast you mid air due to its tracking ability whilst on small ledges......causing you to start again from scratch.
I eventually get to a save point realising I dont have enough to unlock it. Back down I go to grind before going through the whole process again.
Some of the platforming challenges (beeded for health upgrades) are tough requring just the right amount of dash (its not a fixed distance dash)
This is fine in itself. But sending you back to the start rather than the nearest solid ground becomes increasingly fustrating as the challenges ramp up.
Its a but buggy. Sometimes I have a chance to recover lost currency on death whilst other times nope (and no I havent died twice)
Theres a good game in there but boy can it get fustrating at times
Sounds good. When I saw the original announcement it looked a bit like a 3D Hollow Knight to me. Going to have to pick it up at some point.
This is one that I've had my eye on since it was announced and I was almost tempted to pick it up during the launch sale but ended up deciding to wait for now as I was busy playing other things. As soon as it gets a slightly larger discount though, I'm down.
This game has received crazy mixed reviews. Super good and super bad and I'm super confused.
I was loving the game, but once I finished the first dungeon I lost all interest in it. It's not bad, but the combat is not the greatest. The framerate was also horrible, and I'm not the type of person that really "cares" about FPS.
On the surface, it looks awesome, but difficult and performance glitches=frustration
I'm enjoying the game thus far, granted I'm only 2hours in, however I have one problem with it.
This game has the same problem that the Crash trilogy had.
You have no clue whatsoever where you land in the game in a tight platforming section.
If they could patch in an indicator like in Crash 4, that'd make the game so much better.
An 8, that's high praise from NL
Finished with 99% completion recently and loved every second of my twenty-ish hours with it. This is my favorite indie of the last two years. If it looks interesting to you, give it a try!
@sketchturner after finishing the game, I'm pretty sure the range of scores is because of the high old school challenge (no checkpoints on long platforming sequences) and lack of hand holding (no map and no objective markers). Some people will enjoy that and others will be driven absolutely mad by it. Some of the void stages are HARD. Like "put the controller down and give it another try tomorrow" hard
The fluddless levels were honestly my favorite levels in sunshine. I'll put this game on my radar
The death mechanic where you lose all currency and need to go back to that point to reclaim it is an absolute turn off for me. I don't know which mechanic I hate more in gaming, this one or time limits on levels. Anyway, this is one of the reasons I did not like Hollow Knight and not picking up this one after reading about that.
Oof does this one look unpolished.
I guess that's why it got such mixed reviews everywhere.
I read that there's even typos in it.
If this game doesn't fulfill the desire for a old school 3D platformer I strongly recommend Pumpkin Jack. From beginning to end I had a blast and from my experience it didn't have the issues that this game has that some have expressed that are a turn off. The only downside I found is its a on the short side (about 5-6 hours to beat).
We have this on our system and it certainly is good. But difficulty spikes are annoying and don't make sense at time.
I completely forgot about this game after seeing it... in an indie showcase or something last year I think? Regardless, this looked awesome then and I’m glad to hear it is indeed awesome now. This is definitely going to be a pickup for me as I love challenging platformers!
@San_D it's especially annoying in this game where you use currency to unlock save points, which are pretty few and far between. And you get currency by smashing open pots and crates, so you end up smashing every single thing you see just so you have a better shot at being able to actually afford the next checkpoint when you finally find one, which gets pretty tedious after a while. Also there's no map (at least not yet, I'm only a few hours in), so if you die exploring a new area it can be a hassle trying to figure out exactly where you were. I love Hollow Knight and thought the mechanic worked fine there but it feels pointlessly copied into this game. I'm still enjoying it overall but there's lots of little frustrations like that holding it back from being great.
The lead character looks like fierce diety toon Link...
Could be pitched too difficult for some?
Does pitching a game difficult, put more people off than it attracts? Or is it just a way of offering a challenge, rather than including a less challenging mode as well, while making a short game seem longer.
@sketchturner When you get to be an adult, you have to make decisions for yourself.
Nice, I was waiting for the review as well. Will pick it up eventually for sure!
I love this game but I’m disappointed by it also. A couple of changes here and there and it’s an all time favorite for me.
Been on and off with this game since I bought it on release day; while I can get used to its difficulty it's harder to get past the things that one just assumes a decent developer wouldn't forget? There's no map or compass, which besides being frustrating in a game with this much exploring and backtracking, feels outright absentminded when an early NPC uses cardinal directions.
More importantly, last time I played, I put it down after I accidentally sold several gems despite having already reached my wallet's limit. I didn't even know my wallet had a limit until it was too late, and now I've essentially thrown away gems I worked to collect because the game allowed me to keep selling them after I couldn't take any more ore in exchange.
Personally I think an 8 is too high considering the performance issues and glitches I’ve encountered. An 8 would have fit if it wasn’t for those issues IMO.
This is probably the worst gaming performance I’ve played on Switch (mind you I haven’t played as many games as others). I’ve encountered some very sloppy frame rates during crucial platforming areas which ended up giving me headaches. That’s not the mark of a great game.
When it runs smooth though, this game can shine.
@San_D
Yeah, time limits are still my #1 despised thing in video games. Actually, in everyday life as well. However, losing everything collected/progress and having to start over from the start again is an easy second. They're design choices I wish stayed in the past or downright just disappear.
@Kang81 I completely agree about level timers. There is a difficulty setting in Hades which makes levels time limited and I just did it once or twice for the sake of achievements. Otherwise I avoid it like plague, makes a perfect and enjoyable game unnecessarily stressful. Same reason I am not buying Mario 3D World - if I can't explore those greatly designed worlds at my own pace, they become useless.
@GH7Cloud glad u pointed this out. They don't even have a shadow? I think I'll pass or wait for a steep discount.
@sketchturner The game has it's issues performance wise which is a major gripe for many. However, I've noticed these issues when it focuses on the combat which most of the time it doesn't focus on that at all.
It's incredibly difficult for the first 2 hours then it tones it down when you get upgrades and familiarize yourself with the areas. It feels like a platforming dark souls in that sense. Incredibly rewarding and fun to play but it has it's bugs for sure. In my book it's def a 7. If the game was fully patched and they fixed the bugs it would be an easy 8.5-9
I've just picked up a physical version of this for £20. Hoping it lives up to all the good things that I've heard said about it and is a well designed and paced adventure.
@sketchturner if by some chance you haven't played this game yet, I can confidently say it is worth your time. My favorite indie and is in my top 5 switch games. The platforming is akin to harder 3d Mario, the custimization is very fun, and the story is good enough to carry the gameplay. Please, please check out Blue Fire if you haven't. I really don't understand all the negative reviews for this masterpiece.
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