Sure thing. Here goes:
Wow, making a video game? It’s like scaling Mount Everest with a blindfold. At least that’s how it felt when I wandered into the MercurySteam office in Madrid. These folks, if you didn’t know, are the wizards behind things like Metroid: Samus Returns and the Castlevania stuff. Their new baby, Blades of Fire, is something I got to peek into. And let me tell you, this game is gonna make you rethink every controller button you’ve ever pushed.
So, I sat down with Joan Amat, the lead game dude. I half expected him to be juggling fifteen game controllers at once. Anyway, he was super chill, and we dove right into how this “fantasy world” of theirs took shape. It’s like, everyone’s got their little puzzle piece, you know? Enric Alvarez, the big boss, cooks up the vision and then hands it around. Each team chews on their piece and comes back with something wild. Ever tried to design a monster without first deciding how big its sword should be? Yeah, that’s a thing.
Now, about the control scheme – it’s bananas. They didn’t just slap on a “unique” label for kicks. It’s like when you walk to the kitchen for a sandwich, and decide chocolate cake is calling instead. Blades of Fire pokes the norm, and you know what? If Amat believes in it, maybe we should too. The way they explained it, every little choice stems from the game’s vibe. They want swords to be the centerpiece, and that means making you feel like you’re swinging Excalibur after every loot haul.
Speaking of swords, you get to name yours. Yeah, really. And not some phony name like “Swordy McSwordface,” but a name with oomph. This is where I picture some player lovingly christening their blade “The Kevin,” just because. And your weapons? They’re not getting any boost over time. Instead, they gain Reputation. I mean, I’ve heard of giving a sword a story, but this takes the cake.
Let’s backtrack a sec—Joan’s origin story. 14 years ago, he was knee-deep in creating virtual worlds at MercurySteam. Programming slot machines one day, enchanting Castlevania enemies the next. Funny how life throws these curveballs, right? Now, he’s the craftsman behind Blades of Fire. He’s lived through several game births over there. Seeing a game mature from a tiny idea to a full-grown beast is kind of heartwarming; it’s like a pet you didn’t mean to adopt, but now couldn’t live without.
When you’re on the final lap with a project, especially one that’s taken years, there’s this strange brew of anxiety and excitement that bubbles up. It’s like you’re at the top of that rollercoaster, praying everything stays on track. Joan and the team feel it. You can see it when they crack jokes, trying not to jinx things by claiming it’s gonna be epic. But deep down? Yeah, you know they believe it will be.
And there it is. From dreams to screens, Blades of Fire is speeding towards reality. This team has had their noses to the grindstone, finessing every detail, persevering through challenges. And soon enough, it’ll be our turn to grab a controller and dive into their chaotic, yet beautifully crafted world.
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