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Chivalry 2 is a medieval warfare game developed by Torn Banner Studios, and is sequel to Chivalry: Medieval Warfare. The Mason Order was victorious in the last civil war and has ruled the land for 20 years. The Agathians are now launching a new offensive under the leadership of King Argon II, while the Masons counterattack anyone and everyone the least bit sympathetic to Argon. Or you can not worry about that and just focus on hacking to bits anyone who isn't wearing your team's colors.

The core gameplay of its predecessor remains largely the same. Players still take the role of medieval soldiers on some kind of battlefield, wielding many different weapons with a variety of properties. The premiere mode is Team Objective, which generally involves one side attempting to overrun a town or castle while the other side tries to stop them. There are also Team Deathmatch, 3v3 Arena, and Free For All modes, the last of which can also be used for dueling via an honor system.

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Compared to its predecessor, the following major gameplay features are new:

  • Each class (Archer, Vanguard, Footman, Knight) is divided into three subclasses, each with their own unique properties.
  • All weapons may be thrown or dropped, and any class may scavenge any fallen weapon from the ground. Did you run out of arrows as an archer? No problem, pick up that huge axe and start swinging.
  • All classes have an expanded list of basic moves, such as jabs, dodges, counterattacks, and special attacks unique to each weapon. All classes also have a support ability that charges up over time and by performing class-specific actions.
  • Combat in general is more dynamic and mobile. At any given moment, there are more options to mix up attacks or survive longer when outnumbered.

Chivalry 2 was released on June 8, 2021.

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Examples of Tropes in this Video Game

  • An Arm and a Leg: Rarely, a player dealt a near-lethal blow may lose an arm and continue fighting for a while in "only a flesh wound" mode.
  • And Your Reward Is Clothes: There are separate levels tracked for account, each class, and each weapon. The first few levels include some gameplay unlocks so you aren't overwhelmed by choices all at once, but the vast majority of unlocks are purely cosmetic.
  • Annoying Arrows: Zigzagged depending on the bow. Longbow arrows are of the annoying sort, doing little damage but having a very fast fire rate. Crossbows are quite powerful, but require a stationary reload after each shot. War bows are also powerful, but have a long draw time. Anyone caught by the latter two is going to be looking for a bandage, not laughing off the annoyance.
  • Audible Sharpness: All over the place! Bladed weapons make exaggerated "sharpness" sounds when swung or drawn.
  • Blown Across the Room: Crossbow kills at short range have quite a tendency to send the target flying and spinning head over heels.
  • Bow and Sword, in Accord:
    • As in its predecessor game, Archers carry a melee weapon and still have access to all of the basic combat moves. Their secondary weapons are a bit weak, but a skilled player can definitely score melee kills as an Archer.
    • Although it can sometimes be difficult to find a spare bow, the melee classes are perfectly capable of picking one up and relying on their decent secondary weapons for melee. For the Vanguard Raider, that secondary weapon could be a very large sword in accord.
  • Character Class System: The four classes of Archer, Footman (renamed from Man-at-arms), Vanguard, and Knight return, now divided into three sub-classes each. Class determines the armor and general role, while the sub-class determines weapon options and their support power.
  • Charged Attack: The basic attack moves (slash, overhead, stab) can be converted into a heavy attack. Heavy attacks have the same animation with a longer windup, but do a little more damage and continue swinging through even when blocked.
  • Cherry Tapping: Scoring knockdowns or kills via jabs, fists, kicks, or ridiculous improvised weapons such as thrown fish or chickens.
  • Combat Resuscitation: Dropping below zero health due to a weaker attack may cause a character to fall to their hands and knees, only able to crawl and punch. A teammate may help them back up to their feet, or they may stand after successfully delivering a couple unanswered punches.
  • Death-or-Glory Attack: Special attacks on most weapons have a big stamina cost, long windup, and restricted aiming. The risk is that you might be left exhausted, interrupted, or with an outright miss. But if it lands on-target, it cannot be counter-attacked and has massive damage potential.
  • Do Not Drop Your Weapon: Averted — running out of stamina while blocking an incoming strike will cause the weapon to be knocked from your hands. This means falling back to a secondary weapon or bare fists, or else scrambling to find another weapon lying around.
  • Emergency Weapon: It's possible to throw other weapons or be disarmed, but fists are always a weapon of last resort. It's not something you would want to use willingly, but a punch or two might be just enough to take down a wounded opponent.
  • Grey-and-Gray Morality: Regardless of which side you sympathize with more, the Agathians and Masons have good and bad traits in nearly equal measure. Agatha supports loyalty and honor (good), but their hereditary monarchy lends itself to power abuse (bad). The Masons support self-determination and meritocracy (good), but their policy is to kill everyone who doesn't agree with them, including defenseless peasants (bad).
  • Heal Thyself: Everyone starts with a single-use bandage for healing themselves, and a replacement can be grabbed from any supply box. Certain subclasses can throw down a bandage box that is consumed on pickup, or sound a horn that restores health to multiple nearby allies.
  • Helmets Are Hardly Heroic: At each player's discretion, you can customize your avatars to wear helmets or not. The helmets look good, but they also obscure any facial customization. Helmets can be knocked off by strikes to the head, but they serve no gameplay purpose.
  • Hold the Line: The basic premise of most objectives in Team Objective mode. One team has an active objective (kill targets, destroy constructions, push siege weapons, capture a zone) while the other team tries to hold the line until the timer runs out. There are multiple "lines" throughout the map, giving the defenders multiple opportunities to successfully hold for victory.
  • Improbable Use of a Weapon: Weapons can be used in ways they're not meant to be, such as thrusting with a blunt weapon like a cudgel or hammer, although it can sometimes do much more damage than it realistically should. Bows can be swung as a melee attack, but this is meant as a desperation move rather than something practical.
  • Improvised Weapon: Maps are packed with miscellaneous objects such as brooms, branding irons, chickens, fish, and more. All of these can be swung and/or thrown for potentially lethal damage.
  • Lady Looks Like a Dude: Players may choose female faces and voice sets, but it doesn't automatically change what the rest of the body looks like. While it makes sense that bulky armor would mask some differences, it still means that the women look quite burly from the neck down. There are armor sets that can only be used alongside the female faces, but this is optional.
  • Large and in Charge: The VIPs such as the Mason Heir are larger and more physically imposing than any of the common soldiers. Even without the identifying icon above their head, they stick out in any crowd.
  • Multi-Melee Master: Everyone! Not only does everyone start with at least two weapons, there is no restriction on picking up any fallen weapon. Every class uses every weapon with nearly equal skill, with just a few exceptions.
  • Pinned to the Wall: A possible outcome for anyone killed by an arrow while standing next to a wall or scenery object.
  • Regenerating Health: Under some circumstances, health will partially regenerate on its own. There is a soft minimum that each player will regenerate to (about 1/4 of max) if they haven't taken damage for a while. Damage dealt by friendly fire will also regenerate after a few seconds.
  • Shown Their Work: As with its predecessor, the top priority is Rule of Fun, but there are quite a few nods to realism.
    • As was the case during the late medieval period, shields are a rarity rather than something used by half the army. You can bring a shield if you choose, but most soldiers are wielding two-handed weapons like greatswords, halberds, poleaxes, and mauls — weapons that would have an actual chance to defeat the enemy's armor. Secondary weapons (typically one-handed) are often notably weaker and are treated as backup when the primary weapon is lost.
    • Weapons are still at their best when swung correctly. Thrusting with a blunt weapon or axe is still possible, but it does much less damage than using the proper attacks.
    • The amount of armor worn by each class still reflects the amount of punishment they can endure, and the system has been simplified from the prior installment. Archers are essentially unarmored. Vanguards wear a few bits of piecemeal metal, with their relatively low health making them most vulnerable to arrows and cutting weapons. Footmen wear some plate and chainmail, with decent all-round durability but some vulnerability to chopping and blunt weapons. Knights wear full plate, making them very resistant to arrows and cutting weapons, but take a lot of extra damage from chopping and blunt weapons.
  • Sound-Coded for Your Convenience: The sounds made by your enemies are much louder than the sounds made by teammates. If you're ever running along and hear loud footsteps right behind you, it'd be a good idea to turn around.
  • Sword and Fist: One available combat move is the jab, a quick strike that does little damage but can interrupt an enemy's attack. While wielding a one-handed weapon and no shield, the jab is animated as an offhand punch. Kicking also returns as a way to stagger a blocking opponent.
  • Sword Sparks: For gameplay purposes, yellow sparks fly on a successful parry, and blue sparks fly on a successful counterattack. And, yes, this occurs even when the two weapons making contact aren't made of metal.
  • Throwing Your Sword Always Works:
    • The entire arsenal can be thrown for decent damage, including the biggest halberds and two-handed swords. Although the throw is somewhat inaccurate and may miss, it always lands blade first.
    • The Dane Axe is a potent melee weapon, but is specifically suited for throwing as well. It has a quick release, flies quite far, and does a lot of damage. Axes in general throw better than swords do, which throw better than polearms do.
  • Unbreakable Weapons: Zigzagged. Weapons are still unbreakable, but they can be knocked out of your hands by trying to block with no stamina. Shields do splinter and break after absorbing too much punishment.
  • Warrior Monk: During the last phase of the Galencourt map, several Agathian players are given the option to respawn as warrior monks. The monks are physically imposing, carry two-handed clubs, and their attacks cannot be interrupted.
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