Blue Fire
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Über das Spiel
Eine bedrohliche Welt
Reise durch die zerstörte Welt von Penumbra, um einzigartige Zonen voller vielfältiger Feinde, cleverer „Jump ’n’ Run“-Herausforderungen in 3D, Missionen, Sammelgegenstände und vielem mehr zu erforschen.
Bahne dir einen Weg vorbei an mächtigen Gegnern
Tritt gefährlichen Feinden mit individuellen Kampfstilen entgegen und beteilige dich an erbitterten „Jump ’n’ Run“-Kämpfen gegen Bosse.
Begegne wunderlichen Überlebenden
Es ist lange her, seit die Dunkelheit Penumbra befallen hat, aber die, die den Fall des Königreichs überlebten, werden dir auf deiner Reise helfen, wertvolle Belohnungen freizuschalten.
Sammelgegenstände
Als einst wohlhabendes und prächtiges Königreich ist Penumbra voller Sammelgegenstände und Items, die du entdecken, plündern, sammeln, verkaufen, handeln und erwerben kannst.
Aufwertungen
Kein großer Krieger kann die Gefahren, die in Penumbra lauern, ohne die richtige Ausrüstung bewältigen. Werte deine Schwerter auf, sammle wertvolle Amulette und schalte neue Fähigkeiten frei, um dich in einen unerschütterlichen Kämpfer zu verwandeln.
Verloren im Nichts
Weit entfernt von Penumbra liegt ein vergessenes Land, das „Das Nichts“ genannt wird. Finde auf der ganzen Welt Eingänge in das Nichts, um abstrakte „Jump ’n’ Run“-Herausforderungen aufzudecken, die herausragende Fertigkeiten erfordern, um die in ihnen verborgenen wertvollen Belohnungen zu sammeln.
Systemanforderungen
- CPU: Requires a 64-bit 3.0GHz processor and operating system
- GFX: DirectX End-User Runtimes (June 2010)
- RAM: 4 GB RAM
- Software: Windows 7
- HD: 6 GB verfügbarer Speicherplatz
- LANG: Deutsch, Englisch, Französisch, Italienisch, Portugiesisch
- CPU: Quad-core Intel or AMD, 2.5 GHz or faster
- GFX: DirectX 11 or DirectX 12 compatible graphics card
- RAM: 8 GB RAM
- Software: Windows 10 64-bit
- HD: 6 GB verfügbarer Speicherplatz
- LANG: Deutsch, Englisch, Französisch, Italienisch, Portugiesisch
Steam Nutzer-Reviews
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715 Std. insgesamt
Verfasst: 04.04.22 17:17
Some leveldesigns were questionable, and downright confusing or unintuitive. Especially the beginning part left me confused.
The platforming aspect sometimes was fun, but often got frustrating, especially in the challanges.
The story is super generic and downright skipable, which is saddening, because the settings themselves allowed for much greater worldbuilding.
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2154 Std. insgesamt
Verfasst: 20.02.22 09:59
Blue Fire ist nicht das perfekte Game und hat hier und da seine Fehler, aber diese Welt und dieser Vibe hat mich einfach in Bann gezogen. Wenn ihr Hollow Knight oder Zelda Fans seid, dann würde ich euch empfehlen ein Blick zu Riskieren. Aber Leute, die diese Games nicht so feiern, würde ich eher davon abraten.
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629 Std. insgesamt
Verfasst: 08.04.22 08:39
- The combat is very underwhelming. Mindless button mashing is often more effective than timing or tactics.
- The game only has a handful of save points. Quitting or dying means you have to replay a significant portion of the game.
- The platforming can be very frustrating, especially when you have to jump to platforms you can't see (arounds corners, behind a wall etc).
- There's NO map. If you find a new key or ability, you'll have to search every area again for a locked door or a new path you can access, which is very annoying without a map.
- Shopkeepers are spread throughout the game world, and are hard to find without a map. Warping is only possible in the second half of the game, and only between the sparse save points.
- There's way too much needless backtracking. For example, to access some of the later bosses in the game, you need to find new paths or dozens of hidden orbs in sections that you've already played.
The latter actually made me quit the game: to reach some of the orbs, you need abilities that are well hidden in other area's. This game requires you to search the entire game world over and over again, without a map and with only a few save/warp points. With over 500 games in my backlog, this felt like a huge waste of time to me. Meh.
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2545 Std. insgesamt
Verfasst: 19.03.22 14:35
Good gameplay.
Cool Challenging bits, but not hard overall.
Story and Lore is interesting.
Metroidvania Progression is good.
Looks pretty.
Plattforming is fun.
Very fun Game.
Always support Indie-Developers!
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404 Std. insgesamt
Verfasst: 01.02.22 11:35
-The story. The game begins with some interesting visual storytelling elements, heavily inspired by Zelda and Hollow Knight. It quickly falls extremely flat. It's just your average, bland 'prophesied hero appears and saves the world' story with gods and spirits telling you how you are the savior and all that. It's been done before, a hundred times or more. I found myself skipping dialogues progressively more often because they were completely uninteresting.
-The combat. It's incredibly repetitive and redundant. All of the enemies feel pretty much the same. Even the bosses (at least the first two bosses, which I fought against before stopping the game) had the same moveset. They used the exact same mechanics. Overall, combat in this game is a drag and I ended up just running past enemies whenever I could cause I was too bored to fight them.
-The platforming. For a game that has so much emphasis on platforming, it feels unpolished. The difficulty of platforming challenges often comes not from well-designed levels but from weird angles and other cheap tricks like small platforms. The platforming challenges themselves feel a bit repetitive, utilizing the same patterns. Also, there are sections when platforming just feels completely out of place, like having to platform inside the main town hub. I should not have to face challenges when navigating the main hub... Leave those for the actual levels. I don't want to have to do the same platforming challenge just so I can get to a merchant I've already gotten to ten times before.
-The 'upgrades'. If you are going to give me more weapons and the only difference they have is just a higher attack number value, that is not a new weapon. That is just an illusion of progress. It's literally just a higher attack number, nothing more.
-Backtracking. Backtracking is ok when done well. I am used to playing Metroidvanias and I usually enjoy the process of retracing my steps and accessing areas that I could not before. Blue Fire is the opposite of that. Backtracking is just a pain in the ass. First of all, no fast travel. There is a merchant that allows you to buy new spirit slots, but he is found very early on in the game and when you meet him you do not have a lot of currency to buy that much. When I eventually did have more than enough money and nothing to spend it on, I couldn't be bothered going all the way back there. Just give me a way to go there faster, please. Second, the game's world is very confusing to navigate and the lack of a map makes it even more so. It's difficult to remember areas where there were stuff you could not access and since the game does not give you clues as to what you are supposed to do next, I was left confused and unsure where to go more than once. I eventually had to look up a guide even though I always play games completely blind, so I could see where I am supposed to backtrack to pick up a new powerup so I can go to the next area etc.
-Exploration is not rewarding. All you get is chests with ore that you sell for currency. There are also some optional platforming challenges to find, but most of them are fairly out in the open. I think I only found one which was kinda hidden.
-The save points and respawn mechanic. There are simply not enough save points in the game. Please don't make me have to replay the same areas I've already beaten just because I had to turn off the game and go to bed. Also, and more importantly, the game does an EXTREMELY annoying thing that is hard to describe. When you take damage from falling into environmental hazards (holes, water, spikes etc) you do not respawn close to where you fell but a lot further back. I still haven't understood how the respawn point is decided. Keep in mind that this is not an actual death, so it's not akin to corpse running upon death - it's just upon taking damage by falling. This is fine when playing Dark Souls or Hollow Knight and you actually do die in combat and have to run back to your corpse, but picture this: You are platforming. There is water below the platforms. You slip and fall into the water. Where do you respawn? Not where you fell, not even at the start of the platforming section, but at some random place further behind the platforming section and you have run back to the platforming section itself. Mind you, this even happens in the main hub. The thing I said before about platforming in the main hub? Yeah, imagine falling and having to cross half the main hub again just so you can access a freaking NPC.
-The music. I don't know, could be me, but I just found the music to be soulless. A couple of hours in I muted the music, kept the sound effects, and played the game with Spotify playing in the background.
All in all, the game has too many red X's and not enough green ticks to keep playing. It offers pretty much nothing new, being a bland child of its genre. If you have played any 3D action / platforming game, you have played this one. On the contrary, it does have quite a few shortcomings that prevent it from being a good example of its genre.
Sorry Blue Fire. I really did want to like you.
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553 Std. insgesamt
Verfasst: 31.01.22 00:10
Heck its more of a combination fo Zelda-like + Hollow-like
Gameplay
The movement felt really great and fluid although i did have some sketchy moments parkouring but those were rare.
The combat while simplistic and worked well, i wish there was more of a wind up or perhaps a slower attack speed from enemies to parry them, because the parrying seemed alot more precise and there didnt feel like alot of time to haave the chance to try/perform it.
The bosses were well, not really hard at all, if anything they were kinda meh till like the very end of the game, which they seemed more interesting to fight.
Felt like a really nice seratonin boost to do the sidequests and collect different dyes and weapons, (I'm a sucker for the details and cosmetics)
Characters
Memorable, interesting....but more importantly... [spoiler] hecking adorable [/spoiler]
Story
Very interesting, well developed and had a sense of depth, but then again it wasnt anything very special (ik sounds weird) . even the story felt like if ya tooks bits from like Zelda: Twilight Princess' story and combined with bits of Hollow Knights story. I was invested.
Overall
Despite some of the meh parts of the game, i was invested and had fun with this. It's wont everyones cup of tea, but if you're a fan of a lil Zelda Flair, or enjoyed and want something like Hollow Knight, i really recommend this, this was such an enjoyable experience.
Personal Score: 8/10
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519 Std. insgesamt
Verfasst: 07.01.22 15:22
Its a really really short legend of zelda inspired game with lots of easter eggs and tidbits to find but not much to do outside of that. Most of the 'items' you find are just sellables for currency injections to buy stuff and the spirits feel straight busted, it felt like I was straight up cheating with the mobility spirits in the parkour challenges but I don't know how in the hell you would complete some of those without them unless you wanted to sit there for 2 hours playing a super meat boy level.
I feel like this game is more built as like, a speed runners game of choice since there is just a bunch of ways to use the mobility in the game to just straight up skip alot of stuff such as doors that require keys and so forth as well as all the sellable items in the chests for quick cash for purchases. So if you like speedrunning I guess this is the game for you but as someone that likes to go through games with a fine tooth comb, even with a 100% save file I still felt kinda let down, there just isn't much to the world or the game it seems.
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2027 Std. insgesamt
Verfasst: 05.01.22 23:09
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712 Std. insgesamt
Verfasst: 05.01.22 06:49
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1274 Std. insgesamt
Verfasst: 10.12.21 06:03
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1488 Std. insgesamt
Verfasst: 05.11.21 08:29
Pros:
1.) Level design and overall game-world
2.) Soundtrack and sound effects
3.) A lot of -fun to use- movement abilities
4.) Great and challenging platforming parts, especially in the DLC
5.) Free, big, DLCs and upgrades! You can't mention something like that often enough these days with all those absolutely trash and useless micro-DLCs or cut-out content DLCs in most of the games
Neutral:
1.) The story is very generic and i think the lost a lot of potential there
2.) Because the main focus is on platforming, combat falls a bit short. Don'T get me wrong, combat is kind of fun. You can parry, dodge and use your movement abilities. But there aren't many parts where you really have to fight and a lot of monsters are just lurking over a bit, where you can't use anything from the above. That sucks.
Cons:
1.) Boss fights. Meh. Just meh. The first ones are extremely easy and the later ones all over a bit, so you can't use all of your awesome fighting abilities. Really weird game-design.
2.) Platforming would be really great, but the camera just makes it awkward too many times. Just give us the option to put the camera more in the back, so you actually can see where you are jumping. One of the most important things in any platformer is the camera. Yikes!
Conclusio:
So overall, a great Zelda clone with just enough uniqueness to separate it. If it weren't for this terrible camera at times, it would have jumped onto my top tier list of platformer games. So it's just a little bit bellow that. If you can get your hands on it and like the genre, you can't go wrong here. At full price and definitely on sale.
Ps.: Actually there was a major balancing update a few days ago, which makes the game even more enjoyable from what i read. Keep up the good work.
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231 Std. insgesamt
Verfasst: 28.10.21 22:49
Overall, really good game!
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1485 Std. insgesamt
Verfasst: 25.10.21 14:25
Other players have called the gameplay wonky for different reasons. I agree that the camera perspective can, at times, be confusing and infuriating, but in the entire time that I played the game it never hindered me from having fun. I've also seen complaints about the jump'n'run mechanics, to this end I have no understanding, I don't know how anyone can not understand the simple mechanics of the game. At the beginning, you jump and you dash. There's nothing complicated about it. With time, you learn to double, triple jump, double dash, wall jump and wall glide, and more, these can be slightly trickier to get the hang out of, but certainly not complicated.
There's a lot of other topics worth mentioning, but no one has probably read to this point anyways, so I will leave it at that. For about 20 to 30 hours of intense jump'n'run, puzzle and fighting fun, plus a recently released free expansion (included in the mentioned hours) which was super fun, Blue Fire gets a clear recommendation from me!
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106 Std. insgesamt
Verfasst: 23.10.21 19:37
There's really nothing original about Blue Fire. It's a Dark Souls world with a Hollow Knight aesthetic and Zelda dungeons strewn about with Mario Sunshine/Hat in Time platforming voids. And that's ok! A game can be very unoriginal and still be really good! But Blue Fire incorporates some of the worst aspects of each while missing what makes the inspirations work.
Dark Souls: Dark Souls is opaque, often frustratingly so. But the world is designed to keep looping you back to central hub areas with large features that draw your eye and hint at how to progress. In Blue Fire, I often wind up with two or three different paths, mostly identical looking, resulting in a lot of backtracking and repetition. It also suffers from the issue of most Souls knock-offs in having pretty boring environments, with the first four major areas just being different shades of spooky castle.
Hollow Knight: Hollow Knight has a lot of ultra precise precision platforming and tough bonus areas, which is a style of platforming that just frankly doesn't work in floaty 3D environments. There's a reason there aren't really any successful equivalents to Meat Boy or I Wanna Be The Guy in the third dimension, because the funnest 3D platformers need to accommodate a bit of wonky physics leeway. Needing to jump or slide or wall-jump in just the precise way is annoying as hell while also dealing with a frustrating camera right out of the N64 era.
Zelda: Creative dungeon design is hard! Zelda (usually) manages to get it just right; it has to be fun to explore, linear enough to prevent sequence breaking but open enough so the player feels like they have options on how to clear it. Here's an example of the kind of dungeon design I don't like in Blue Fire from the forest temple. You reach a T intersection. Left and straight are identical locked doors. Right is an ambush, with a chest, with a key. This key for whatever reason only works on the left door (there are holy keys and regular keys, and locks only take one or the other, except both key and lock look exactly the same, but that's a whole other design issue). Inside the left door is an ambush with the same enemies, giving access to another chest with another key. Now you open the centre door and inside is, guess what, an ambush with the same enemies, with the upgrade you need to progress. Including the T room itself, that's four rooms of not very compelling, unnecessarily linear padding that could have been either a tougher, more fun encounter or spread out for some non-linear exploration.
Mario/Hat: There's nothing more frustrating than finding a hidden void level and not being able to do it because you're missing some Metroidvania upgrade. Either you need to have your whole moveset from the get go (like Hat and most Marios) or you need to properly gate those areas behind obstacles that require the upgrade. It is way too easy to unintentionally sequence break Blue Fire and unintentionally sequence breaking a game feels real bad.
I really did not like Blue Fire and dropped it, came back with the new rift DLC, and dropped it again because, well, I still don't like it. There's a lot of good ingredients from some very good games, but it congeals into a really frustrating experience I just can't recommend.
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799 Std. insgesamt
Verfasst: 17.10.21 09:41
What begins as a promising Zelda-style dungeon explorer quickly throws away all its initial promise with innumerable baffling design decisions and rough edges.
In the times when the game just lets you explore, there's a glimpse of something much stronger than the actual final product, but for the most part you'll be grappling with infuriating platforming sequences and really shoddy combat.
All of this is hampered by genuinely terrible level design and quest structuring. I don't remember the last time I had to consult a walkthrough so regularly just to figure out where to go next (the fact that the developers published their own official guide alongside the game suggests that they are away of this problem). Maybe other people didn't have the same problem, but the critical path for progression regularly relies on backtracking, or small out-of-the-way items that you'd never normally think to look for.
Yes, there is a 'retrieve your souls when you die' mechanic, but it feels like a completely bolted on mechanic that neither adds or subtracts anything from the gameplay. It's just there. If I'm being charitable, I'd say that the developers just like souls games and copy & pasted that mechanic because they didn't know what else to do. The cynic in me would say that it was an easy way to earn the game a 'soulslike' tag on Steam as a way of attracting *that* crowd.
I know this game will be popular amongst the masochistic precision platforming crowd, but it honestly just reeks of difficulty for difficulty's sake, punishing just to punish, rather than grasping the subtle role difficulty plays in a true Souls game. Unless you're truly desperate, there are countless better ways to spend your time and money.
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550 Std. insgesamt
Verfasst: 13.10.21 00:08
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145 Std. insgesamt
Verfasst: 20.08.21 21:04
My only complaint, thus far, is the lack of a map. The paths are winding and frustrating and difficult to remember, and the idea that not having a map is 'what's best for the game' is utterly mystifying.
I haven't finished the game yet, but I expect to if the standard of quality continues throughout.
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1456 Std. insgesamt
Verfasst: 20.08.21 00:33
There are 2 difficulty levels: newcomer (easy) and recommended (normal). I played on “recommended”.
Things I liked:
• Visually stunning
• Music is great
• Freedom to explore, and interesting and diverse areas
• No map, which makes it feel really rewarding once you figure out how to get to where you want to go. The world isn’t that huge to require a map, and I think it would be way less immersive if there was a map.
• No waypoint markers, which also makes everything more immersive, rewarding, and makes the screen less cluttered. There aren’t many main quests and side quests, so it’s not that hard to keep in mind what your objectives are while exploring.
• Steam achievements are, essentially, completing all the quests. I like how straight-forward it is. There’s nothing absurd like “Complete the game in 2 hours without dying” or hidden achievements you would never find out without looking up on the Internet.
Things I didn’t like at first, but ended up being ok with:
• Enemies get too powerful too fast. It’s scary at first, because out of nothing you walk into enemies that can kill you with 2 or 3 hits. But once you get used to how they behave, it’s not that hard to deal with them.
• Special rooms in which your platforming skills are put to the test. Some of them are REALLY hard, and there are only checkpoints in the newcomer mode. And the camera angles sometimes get annoying… However, it feels very rewarding once you beat them, and the rewards you get really help you become stronger.
• Lack of enemy diversity. Throughout the game you face very similar enemies, it’s like they’re the same, but just wearing a different costume. It felt boring at first, but later I realized that it didn’t matter to me, because on this type of game the combat is not really what I care about, so having a lot of enemies behaving in a similar way ended up making things easier.
• The bosses are kind of boring. It’s hard to understand the pattern of some bosses, and in some cases it’s hard to use the function to lock the camera on them. I just ended up smashing buttons. I was able to kill most of them on the first try (even the final one), though, and it never took me more than two tries to kill any of them. So, in the end, since I’m much more into exploring than into combat, it didn’t matter that much.
Things I didn’t like:
• There’s some dialogue with bosses in a language invented for the game, which is kind of impossible to decode, so I hated going through dialogue that I could not understand.
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1037 Std. insgesamt
Verfasst: 14.08.21 02:51
The game has a lot of good things about it, but some issues make it go from great to pretty good.
There's several thing to like about this one: the sound design, the aesthetics, the zelda like lore, the nice controls, the freedom to explore and the feeling of progression make for a fantastic experience. At its best the game was incredible and I couldn't put it down. The bad part is that it takes a bit of time to get there. The souls like influences felt more like a hinderance at the start of the game than anything else. You don't have the cool traversal skills unlocked, nor the fast travel and when you couple this with souls-like lack of map, limited saving and loss of progression (currency) upon death, the beginning of the game was not really enjoyable.
Mostly the whole save system just felt like an annoyance instead of a challenge. In the beginning it limits freedom and after the first quarter of the game it just inconveniences the player. There is also a weird choice of menu navigation that seems silly: in 99% of modern games you confirm with A or X and cancel with B or circle, in this one you confirm with both A and B and cancel with Y. This led to some wrong menuing and unwanted interactions. There is also an aggravating color choice in the first really hard challenge level (void). You have to keep jumping through obstacles on a white moving platform in a white background. Being able to see the platform should not be the challenge...
Also, some of the hardest challenges have some timing elements to them which I'm not a fan. If you are gonna put some insane hard platforming with moving things, make them always start at the same position. I don't wanna wait for the wall to turn 1-2 seconds every attempt when it's gonna take 20-30 attempts.
After you get to about 25% of the game and mostly deal with the bad start, you'll be rewarded with a incredible word to explore and very nice skills and controls to do so. Double and even triple jumping, wall running and jumping, dashing and attacking. You can use all that to get to the most weird places in the most weird ways. Exploration becomes extremely fun. And with the fast travel unlocked, going back and forth to pursue the secrets and side quests becomes dynamic and rewarding.
Although I really didn't care for the souls influence, I think there's much to be liked here and if you are a 3d platforming fan and have played the few good titles available for PC already, this is a good one to scratch the itch. I hope they release a sequel some time doubling down on the good parts and maybe letting some concepts go.
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1152 Std. insgesamt
Verfasst: 09.08.21 09:00
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40 Std. insgesamt
Verfasst: 05.08.21 05:46
Blue Fire is a mess. Not ruined by too many chefs, but by too many ideas, all half-baked and under-developed.
I really feel bad saying that I hated this. But have no doubt, I HATED this game. I also give art bonus points when it was made with love and neat ideas. With that in mind I can say that Blue Fire is a bad game that was made with love, and I hated, hated, hated every minute of playing it, but I can tell that the makers wanted to make something not bad. Pity that they failed.
Movement: The controls are floatty and sloppy. When moving around you'll dash in every direction, easily falling off of cliffs and careening into damaging terrain. Jumping is likewise a strange mess, I think the game tries to assist when jumping, or something strange is happening that I can jump from a platform and the character will suddenly shift direction. This was what caused me to give up on the game.
Combat: Your basic attack involves a dash forward. In the first room you'll discover why this is a absolutely horrible. Say there is a vase you want to destroy, and behind the vase is some fire. You'll dash through the vase straight into the fire. More on this later, but you can very easily die from this.
There is a button to lock-onto an enemy, and you should use it because if you are not locked-onto an enemy when you press attack the game will pick an enemy at random to point you towards and force you into that direction. This is horrible and caused me to fall off of cliff once before I realized what was happening.
My favorite incident involved me fighting two dudes on a narrow bridge with fire stuff around us. I was not locked-on at the time, but I was facing the closest one when I pressed attack. The game forced me to face the second one, which dashed me into the fire stuff that was nearby, I was then trapped in the geometry of it and just burned to death without being able to move.
I'm not sure if there are invincibility frames or not, but you can be stun locked and pushed into damaging terrain, this seems to kill me almost instantly, or at least so quickly I had no idea what was happening.
The World: The game is just too big for its britches. You'll find an ugly, drab world without identifiable terrain markers or art assets to assist you in navigating it.
You can TELL that they wanted this to be Dark Souls, but they just didn't have the budget or capacity to make it Dark Souls. I feel that, I really do. I wish they could have made Dark Souls. But they didn't have the capacity and aimed to high, hitting nothing.
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374 Std. insgesamt
Verfasst: 07.06.21 04:59
Sadly, the game is janky as hell.
It commits the worst sin a 3D platformer can commit: You never know how far you will jump, you have little control over the character. Look at Mario 64, perfect, tight controls. This game? Not so much.
The platforming challenges are not challenging, they are just bad.
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411 Std. insgesamt
Verfasst: 05.06.21 22:59
TL;DR: Beautiful graphics, nice NPC's, barely any action, combat is non-fluent and movement system just never feels nice. Also some bugs here and there.
The game looks beautiful. And usually when you start a review like that you know a game is bad. Which is the case. I really like the character designs, the NPC's and the environment, I really do. I love that the game has an implemented camera mode which allow good angles. But I rarely can rarely enjoy the world out of many reasons. One is the enemies, they are just placed so horrifically. They are stationary air targets in your way, just for the sake of it. They are not there to enrich to world, they are just there to stop you from moving, nothing more.
The combat seemed very appealing to me, but honestly, you rarely get to it and if you do, it is just 1-2 enemies in their own little corners. Then there is a lock system, which seems alright, but reeeally gets clunky once you fight aerial. First, you can only dash and double jump once in air, only once. No reset for hitting those enemies in air like in Hollow Knight (they did it right) which make you fall down in a stupid way, especially if the enemy moves backwards and you try to catch up only for being punished with fall damage.
Now let us get to the movement system. It really could be easily fixed with one patch or a mod but let me get into it. The camera, generally, has a hard time following you around, it is rather slow and often gives you unfavorable angles. It first feels alright but as soon as you get to spots where the platforms are far and you need to dash, it gets frustrating.. Many times, you will fall down not because the platforming is hard, but because it is just so damn inconsistent. You wanna grab on edges? Too bad, because you reaaaallyy have to touch that 1 pixel of the edge to grab on to it. Then comes the wallrunning. I really don't know how you can mess up wallrunning, seriously. Why does it feel bad to wall run? Because first of all, there is no dash and jump reset. That means if you dash to a wall and jump of it, you cannot dash again. Which make you then again rely on grabbing edges. Which feels so inconsistent with the already slow camera. Which is even much much worse when you fight and dodge enemy shots, you really just cannot get a proper feel to the gameplay. Then, you cannot jump upwards repeately on one wall to reach an edge because, just because. To top it all of, water insta kills/resets your character and damages you AND there is fall damage. A platformer with fall damage which discourages early, fast-paced jumping. What kind of platformer has fall damage? Please. There are also the void challanges (a bunch of parkour) which really is just never fun to play and all you stress yourself for is just for some extra hp.
There are also some bugs which disable levers/switches or put keys for doors behind that locked door...some people could not 100% the game because of that even.
I really wanted to love the game but no matter how much I forced myself to bite through, it is just never more fun then a few minutes.
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1239 Std. insgesamt
Verfasst: 31.05.21 08:31
(Definitely recommend playing this game on controller, it feels much more geared towards controller play with 360° directional movement. There is a lot of complex platforming that you'll have a difficult time on if you're limited to the 4-direction movement of WASD on keyboard)
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709 Std. insgesamt
Verfasst: 24.05.21 02:38
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708 Std. insgesamt
Verfasst: 22.05.21 07:10
I was planning on giving this game a negative out of spite for being unpolished and bug ridden. But then I remembered I only paid like $13 for it so whatever. It's good for what it is. I bought it because the A Hat In Time devs were shilling it and it does scratch the same itch but has it's fair share of issues.
The janky controls threw me off at first and made me really hate the game but I got use to it and it didn't bother me anymore about 5 hours in.
Also it's not really hard. The only issues is having to restart at statues or beginning of voids whenever you slip up. Also there's a lack of directions so you will wander into puzzles you don't even have the proper tools to complete without knowing so. So you will most likely struggle through it in a handicapped manner then facepalm yourself when you backtrack and get the item you needed for it to do it much easier.
They have a discord for quick answers and bug reporting.
I'll look forward to what this team makes next. Hopefully they learn from the mistakes of this project. And by mistakes I don't mean all the bugs, I'm referring to the god awful fresh outta hell design choice to make the Y button on controller CANCEL instead of B! like wtf dude?
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554 Std. insgesamt
Verfasst: 23.03.21 23:46
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792 Std. insgesamt
Verfasst: 15.03.21 01:45
If there is one platformer to recommend this year, this is the one.
This is coming from somebody who is rather bad when it comes to platformers; some of the challenges were incredibly hard but were a joy to get into rythm to complete. This game will punish and reward you in equal measure.
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1380 Std. insgesamt
Verfasst: 11.03.21 09:04
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1027 Std. insgesamt
Verfasst: 09.03.21 23:44
It has some rough edges, but the fundamentals of movement and great level design are all there. If a 3D metroidvania focused on platforming appeals to you, you'll surely like this game.
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262 Std. insgesamt
Verfasst: 01.03.21 05:36
Zitat:
Blue Fire
~~~~~~~~
ROBI Studios just brought in another of their excellent 3D Action-platformers, Blue Fire. An excellent mix of well-crafted gameplay with amazing audio and visuals.
A dark fantasy filled with hack and slash combat and platformer elements with a strong push to explore the game's beautifully crafted world.
Initial reaction to the game? A fun hack and slash platformer with stunning visuals, which also comes with a strong storyline. But it’s not all sunshine and sunflowers, Blue Fire also comes with it’s a fair share of issues which we will get to in a bit.
Plot: Penumbra is a far-away, desolate kingdom, engulfed in darkness and ravaged by the dark forces. Penumbra once was a peaceful and prosperous land but now it’s in the grasp of malevolent forces.
Just when all hope of light fades, a hero awakens in a laboratory. He finds nothing but death, destruction, and darkness upon breaking free from his comatose slumber. Now our young hero must investigate these dark forces and save the kingdom of Penumbra from their grasp.
Gameplay: Right from the get-go Blue Fire pushes players to explore and investigate the world that surrounds our main protagonist.
At first, nothing is certain and there are very few clues given in the form of item interactions as to where the story is heading. But as you explore further into the game, you will be greeted with more pieces of the story through the NPCs.
And as you explore you will encounter handy stepping stones that will give you more insight into all the neat features of the game.
The base movement machines are simple and effective, with WASD to move and the mouse to move the camera. So far so good, but where the game starts to confuse me a bit is with its jump machines.
Many people seem to be okay with it ,but tbh I am not a big fan. To perform some simple jumps all you have to do is face the right direction and hit W and jump at the very edge; simple enough.
For longer gaps, it’s the same process; just hit Dash with the ALT key. I actually changed main to CNTL Left for convenience, which also works well but I failed quite a few times due to lag/game freeze midair.
My main issue is with the difficult jumps, that felt quite unpredictable and difficult indeed with these controls. Even when performing jumps from static object to another static object I failed a lot!! Why? I have no clue.
One moment it’s all seamless, and the next I’m constantly failing. This is mainly due to the lags/freezes that I was facing, which is cool by me as every game faces issues, but these random unpredictable jump fails are weird and kinda hard to explain. Jump machines are really important when it comes to Platformers, so I think these issues should be resolved asap.
The good thing is that the difficulty level goes down as you begin to upgrade your main protagonist, boosting his stats. It was mainly getting more jump airtime that helped a lot for a noob like me.
Combat: In simple words, I absolutely loved it! Simple left mouse click combat system, which works really well with Blue Fire’s simplistic movement and jump machines.
The game also features a decent target locking system, which works really well and surprisingly adds a fun flavor to the game; it’s hard to explain that a basic target locking system makes things more interesting, but it just does.
You also get to use abilities (which for the most part work well), and power by collecting mana and being in the fight. Felt a bit underpowered and taxing.
The enemy types and bosses you will encounter on your journey are pretty well designed, and they playout really well, with each having their own unique thing, and every time you encounter something new it totally throws you off-guard. The enemy types and the bosses are not too difficult to beat but they can certainly pack a punch if you’re not ready.
Blue Fire also does a great job of involving the environment around you, and its platformer elements are put to good use.
World design: At some places it’s dark and grim with an appropriate light gradient, and on the others it’s well-lit but appropriately tuned out which fits the game's theme nicely.
Other than the Lava and the manner in which the main protagonist interacts with it, I loved every single bit of the game’s world design and detailing. Very well thought out throughout the game.
Music and sound effects: Awesome background music selection that goes really well with the theme of the game. Gave my playthrough a great flavor.
The same goes for the sound effects, which are very well-designed and thought out (apart from the sound it makes when you interact with the lava; that one is pretty annoying).
Positives:
+ Great Storyline
+ Good number of quests and side quests
+ Fun combat system
+ Void Challenges
+ Great visuals
+ Great background music and sound effects
+ Well thought-out platformer elements
+ Encourages exploration
Negatives:
- Quite a few lags/game freezes while jumping
- Not a big fan of the jump machine
- Certain sound effects could use a retouch
- Abnormal loading times
- The game often froze while loading
A great hack and slash platformer with an incredible storyline and enjoyable combat system.
7/10
Key provided by the developer/publisher for review purposes. Any opinions expressed are entirely my own!
Zitat:
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1142 Std. insgesamt
Verfasst: 21.02.21 19:05
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567 Std. insgesamt
Verfasst: 19.02.21 01:43
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169 Std. insgesamt
Verfasst: 18.02.21 19:34
PS: The latest patches have fixed all crashing for me, so earlier reviews that note that may no longer be accurate
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75 Std. insgesamt
Verfasst: 16.02.21 22:54
The trailer got me excited because of the impression of a zelda-like style.
Although Blue Fire has some similar details here and there, I was a bit disappointed with this comparison.
Blue fire has challenging parts such as courses that you must be able to complete flawlessly.
As you progress through the game you will also unlock new skills and moves that will be required to complete later courses.
The textures of the characters & locations in the game are also very special and beautiful to look at, just like the music and the game sounds bring out the atmosphere.
https://www.youtube.com/watch?v=JZI0soAsQ6E
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1010 Std. insgesamt
Verfasst: 16.02.21 19:18
If you really like plattformers (like me) this could be a game you would have some fun with.
I've played all manner of games for nearly 30 years, and this is the first time I've encountered this bad enemy design, where I would have honestly had a better time if there were no enemies at all.
Their main focus should have been platforming (and maybe exploration). It tries to be too much, it's not Zelda, it's not Hollow Knight and it's not a Souls game. It takes inspiration from all, but don't do any of it well.
What was fun was the controls, I felt very free, when moving around my character.
Crashed about 4-6 times during my playthrough.
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2635 Std. insgesamt
Verfasst: 16.02.21 16:14
I couldn't recommend a game more if I tried, Blue Fire is 100% worth the price
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783 Std. insgesamt
Verfasst: 16.02.21 04:07
TL DR do you like hollow knight and legend of zelda? this game feels like a mashup of those while still being its own thing
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24 Std. insgesamt
Verfasst: 16.02.21 02:09
I refunded it for now but I'll probably check this out again once it gets updated more. Till then, it's a no from me.
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Release:04.02.2021
Genre:
Action-Adventure
Entwickler:
ROBI Studios
Vertrieb:
Graffiti Games
Engine:keine Infos
Kopierschutz:keine Infos
Franchise:keine Infos
Einzelspieler
Mehrspieler
Koop