Bound by Flame asks players to choose between demonic power and heroic restraint, and the game spends most of its time making that choice feel like a hollow one. Developed by Spiders and published by Focus Entertainment, the 2014 action RPG lands on PS3, PS4, PC, Xbox 360 and Xbox One, and it wants to be a deep, branching fantasy epic. Mostly, it feels like a familiar grind dressed up in demon lore.
Trailer, via Focus Entertainment.
Character Creation and Appearance
Players build their hero’s face, pick their gender, and then choose from three pre-made models. That customization carries over to the demon’s appearance, which shifts as the demonic influence grows. It’s a nice touch, but it doesn’t make up for the rest.
The Three Skill Trees
Bound by Flame offers three skill trees: Ranger, Pyromancer, and Warrior. The Warrior uses slow, heavy strikes with axes and hammers, plus a push/kick ability to interrupt enemies. The Ranger favors small weapons like daggers and grants a dodge ability. The Pyromancer brings fire attacks and lets players combine fire effects with the other two styles. Each tree has its own skill tree with passive and active abilities.
That system sounds flexible. In practice, the differences narrow quickly once players settle on a build.
Crafting and Combat
The crafting system lets players create and improve equipment, including armor and weapons. Players can swap blade and hilt parts separately, changing appearance and stats like +4 crit or +3 speed. Companion companions join the player and react to actions with friendship, romance, or rivalry.
Combat itself is where the game stumbles. Players can use a crossbow, traps, and abilities from the skill trees alongside regular strikes, but the enemy encounters rarely demand switching between styles. Most fights reduce to picking a build and grinding through waves of foes.
The Story of Vertiel
The plot unfolds in the fictional land of Vertiel during a war between Elves and Red Scribes against the Ice Lords and their undead empire, the Frozen Shadows. The player character, known only as Vulcan, is a demolition specialist in service to the sellsword company, the Freeborn Blades. They serve the Red Scribes, who are trying to hold back the undead army of the Ice Lords.
During a ritual gone wrong, Vulcan is possessed by a fiery demon. The unnamed Demon speaks to Vulcan in their subconscious, blaming the situation on Vulcan’s weakness and cowardice. The Demon demands Vulcan liberate the Worldheart, the literal heart that sustains the world, so the Demon can return there.
The Endings of Vertiel
The game offers three endings, each tied to choices made throughout:
| Ending | Choice Required |
|---|---|
| Sacrifice Ending | Rejecting the demon’s powers and killing oneself |
| Demon Ending | Becoming a full demon, destroying Vertiel |
| King Ending | Exterminating the demon and becoming ruler of Vertiel |
The finale determines which ending plays out based on the player’s actions. It’s a neat idea, but the path to each ending feels thin.
Where Bound by Flame Falls Short
The combat loop grows repetitive fast. Enemies telegraph their attacks and die in predictable patterns. The companion systems add texture but don’t reshape the core grind. And while the skill trees offer some variety, the game leans heavily on grinding to progress.
The story, meanwhile, is thin. Vulcan’s backstory is barely explored, and the war between the Red Scribes and the Ice Lords feels like window dressing for the demonic possession plot. The antagonist, Lord Blackfrost, is a figurehead rather than a presence.
Verdict on Bound by Flame
Bound by Flame has a promising premise and a few solid systems, but the execution never quite matches the ambition. The combat loop is shallow, the pacing drags, and the story leaves too many questions unanswered. It’s a decent game for players who want a simple hack-and-slash fantasy romp, but it falls short of greatness.
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