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I am 99% sure the underling that repeated "Break it down!" is Carmine aka Michael Gough.
The game looks pretty (A bit like a linear Viking! Battle for Asgard) but something about it seems disconnected. Even with the parrying etc. I suppose I'm too used to Arkham style combat, which "flows" into finishers. Also, it still doesn't quite connect in terms of animation. And like all Ubisoft titles, the overlaid Hud is strangely jarring.
I did like how the knight actually uses the sword not just as a hacking weapon, but also holds the blade and uses the cross-guard as a hammer and a "parry" method, like actual swordsmen of the era use.
When I saw this, I thought it was just a multiplayer game, so glad to see there's an interesting campaign behind it too. I need a good hack n slash linear game.
I like how it's more realistic than Dynasty Warriors, myself, like you can't do something like wave a club around at blinding speed.
I just wish we had more sword and board options, rather than being limited to greatswords, long axes, and katana.
The only classes they've announced are two-handers fellows while I saw an ninja-like "Oni" class for the Samurais, so I'm sure they just haven't announced the other styles yet.
They also announced all of the character classes general concepts, and names◊ of all◊ of them◊
edited 17th Aug '16 1:00:00 PM by VutherA
That reminds me to mention this guide on the Warden class which sounds like quite the effective endorsement on the game's combat to me.
I'm looking forward to this game, and I hope I get in the closed alpha. I think the combat system is rather intriguing, though I wonder if it's going to be difficult to pick up.
One thing I am curious about though is how character customization might effect certain elements. There are four classes for each faction, and each needs to be readily recognizable in appearance. I think it's very cool that you can choose your gender, BUT, I can't help but wonder how this could affect the Heavy classes.
I have yet to see a female version of a Heavy class, and I have to wonder if they would still LOOK like a Heavy class. The female Warden does look shorter than the male, so would the same apply to the other classes? The Shugoki looks like a big dude, so would the female version be a huge, buff woman? I'm very interested to see what direction they decide to go with that, if each class needs to stay visually distinctive, while still allowing for the gender option. Personally, I hope the female versions have the same visual variety that the guys have.
edited 8th Sep '16 1:28:33 PM by StarOutlaw
I hope the game is more interesting to play than to watch. I mean, I am kind biased against being a spectator in general, but that didn't exactly put me on the edge of my seat.
With that said it seems like you can pick any faction you want regardless of location and team, so I guess this is nice (and should've been expected honestly).
Also, there seems to be female characters that looks HUGE. I could hardly tell until she squealed from being axed by a Viking.
I hope this game doesn't pull an "Evolve" on us and becomes dated after the first few matches. I remember playing Evolve's alpha and thinking "Ya nah I'm not paying to play this".
Hopefully as long as Ubisoft keeps adding things like DLC and whatnot it'll stick around for a while.
Here are the problems I can foresee happening;
1.) Bad netcode.
2.) Broken gameplay. All it really takes for something like this is one of the classes having one really cheap move or tactic to ruin the meta. Combined with a bad netcode, it just makes things much worse. I remember back when I played Anarchy Reigns how people could abuse Blacker Baron's One-Hit KO punch and the almost unlimited dodge perk. OR, we end up with a really boring meta that boils down to just a bunch of light attacks because all the cooler moves end up being superfluous.
One thing that does look good is the variety of game types so far, but I'd like to see more than just point capturing and deathmatches. I do think this will be good though; from the developer video I've seen, these guys do have a lot of respect for fencing and martial arts beyond just the spectacle, one that kind of resonates with me.
The creative director apparently took a course on the art of the German longsword 14 years ago...so, probably.
That would not surprise me. That guy's like my favorite creative director XD
Yeah, this is an original project with a lot of passion behind it. I think it's in good hands.
I watched some more extended gameplay. I believe that there's a good enough blend of both random, semi-random, and controlled gameplay elements to keep it really interesting. Spacing and environment is a big deal, as is executions, the revenge meter, and the feats.
Here's something I would love to see in a mode like Dominion, a sort of Final Duel moment; both teams reach a breaking point, and both get reduced to one combatant each, who square off for final fight to decide who wins. The gameplay is already set up in such a way that this could happen, and I don't want it to add some kind of mechanic for this situation, but I think it would be cool if there was a change in, say, music, changing dynamically to emphasize that it all comes down to these two fighters.
On genders; yeah, it's actually rather difficult to tell who's boy or girl from a distance, which is a good thing because it helps keep each class recognizable across genders. I will say, however, that it's a little tough telling the difference between the Kensei and the Orochi because they both use a singular curved sword. The only immediate difference is that one is larger than the other.
The best way to tell whom you're fighting against is by looking at their weapons, so it can get confusing when you have classes with similar weapons. For instance, the Lawbringer and Raider both use pole weapons with an axe head, but may have different moves. I guess I'll see how it is when I can get my hands on the game, but the biggest drawback right now seems to be clarity. I'm also wondering if this will run at 60fps on console, I can't tell as of now.
But yeah, this game looks to have the potential to be REALLY fun, especially with all the environmental hazards. The Raider's grapple charge is extremely useful around walls and pits.
So basically, as that Blackstone guy says in the Warden's mission: "Trial by combat! Here and now!"
Yeah, basically. A personal, one-on-one climactic duel to end the match.
Oh, and I just found out this game will have not just online co-op but splitscreen co-op. They really do care.
I'm getting more curious as to what the story is going to be. We've already got the concept, which I'm totally sold on, but what we know as of now is that Appolyon leads the Blackstone Legion and wants to keep the war going. The Warborn are aware of her and plan to take her down, but need to attack the Chosen first to gather resources. I'm wondering of the Warden will start out as a Villain Protagonist at first since he/she is technically working under Appolyon, and where exactly the Kensei of the Chosen will fit in.
I would imagine the Kensei is a victim of a Legion attack or something, or they're sent to attack the Warborn as vengeance for the siege of the Mire.
Actually, I read from the official site that the Kensei was an aspiring general who quickly moved up the ranks, but was too honest and got exiled for it. Now he/she is working his way back in. I don't know how that connects to the main story though.
I'm kind of unsure how the Legion comes into conflict with the Chosen as well. The Warborn are attacking both of them for different reasons, but if the Kensei already found new lands to settle, I don't see what their beef with the Legion is. Maybe they took land from the Legion, or are starting to take more?
edited 11th Sep '16 5:56:06 PM by StarOutlaw
Guess they mixed in the ninja inspiration for the Orochi class. Must have really wanted the ninja feel to get in by some degree while not wanting to drop the other samurai classes' weapons.
Also, I recall that it was said the Orochi would be the Samurai's primary representation in the singleplayer campaign. They musta have decided the katana was too signature to not get the spotlight there
edited 13th Sep '16 11:06:17 AM by VutherA
Odd, someone correct me if I'm wrong, but weren't Longbows the weapons that Samurai actually mained? And they left "melee" to peasants or something?
Coincidentally, the Berzerker makes me wonder if twin weapons would actually work in a fight or it's pretty much just wasting what could be a shield-arm.
I have to hand to Ubisoft that their promotional video is top notch. Some of them videos are actually giving chills.
Well, of sorts - archery was certainly key to the samurai's repertoire though they also trained and fought in close combat. Practically speaking in war, the latter would have generally been done by naginata (in the earlier times of the class) or spear "yari" (toward the end of the Sengoku Jidai).
Haven't ever heard of actually dual-wielding axes myself. There'd be some points for it in that it'd a bit lighter than swords and an axe would stand a good chance at splintering wooden shields, but the latter probably means you've lost your axe in their shield anyway (which is probably why there are reports of the Gauls throwing axes at the Romans) and the Norse definitely overwhelmingly employed shields in actuality at the least.
@Samurai: They began as longbowman and swords were generally used as a last resort weapon since their main melee weapon were actually polearms such as the yari and naginata. (But since the yumi isn't exactly a close range weapon it's understandable that they'd stick to swords, shugoki, and polearms.)
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