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Yeah, from what I've gathered about katanas they're more suited for one-on-one dueling, like a rapier, as opposed to the big melees, which longswords are better suited for. This is probably a big reason why the katana design lasted for so long in history; it was able to find use as a self-defense weapon outside of war. In Europe, the longsword was used for war, but rapiers were developed for self-defense. The kensei uses a nodachi, which IS more suited for big melees, so the kensei is better at getting into the thick of things while the orochi is good at one-on-one.
As for duel wielding, Miyamoto Musashi used it to great effect with katana, so I imagine that it would work fine for axes. While you do lose shield protect, the axe does work better as an actual weapon, having reach, a sharper edge, and more leverage. You can still parry and deflect with it too, and attack from multiple angles. It isn't necessarily worse, just a trade off.
Most of the classes in the game don't use wooden shields, so there isn't a problem of the axes getting stuck, and even though the foot soldiers use them, the berserker probably isn't meant to be fighting them often, much like the other two assassin character types.
Well the conqueror uses a shield, as you can see, but I doubt they'll have a mechanic that lets a sword get stuck in the wood.
Technically speaking, Musashi's "two heavens as one" technique combined a longer katana with a shorter wakizashi, much like what the actual examples of European dual-wielding tended to use.
Wouldn't an axe with a wooden haft have a far better chance getting separated from a sword striking it though? That's certainly not an issue with a shield since of course, the purpose of the shield is a tough thing that gets hit so your everything else doesn't. An axe also wouldn't stab effectively either so it pretty much would be more limited against many forms of armour...granted, there's few findings on the Norse wearing armour at all. This is basically all hypothetical however, since...well, still never really heard of it.
Also, from what I was meaning is, getting your axe stuck in the enemy's shield is strictly better than hitting their shield and getting nothing. It's just that dual-wielding axes isn't the way to go for intending that to happen.
All good points. One other advantage axes do have though is they can hook and catch limbs and weapons and grapple, which the berserker does in the trailer.
Btw, Ubisoft is now sending out alpha test codes, I don't have one yet, but I heard they do it in batches.
I'M IN FUCKIN' WHOOOOOOOO
If you have a spare PS 4 code, I'd really appreciate it.
Otherwise I'm seething with envy.
Sorry, I did it on PC.
I can't play because I don't have a console with me on campus >_<
I wonder, since this is on PC I wonder if Total Biscuit will do a thing about it.
So I get to be tvtropes' foray into the xbox alpha, yay.
Here's a Kensei guide.
Sure wish I could play this because it seems like the different classes are all going to be even more unique than I thought.
edited 14th Sep '16 7:42:01 AM by StarOutlaw
Yep, I remember when I looked at the game's footage and thought it looked nice but I couldn't really tell too much in the way of the actual gameplay's depth.
Saw a guide there, proceeded to get hyped.
edited 14th Sep '16 8:05:39 PM by VutherA
StarOutlaw, you wondered about the visual differences between the sexes, and what I see of the classes so far is the females are noticeably smaller by width and height, but the female Raider still generally preserves the◊ stout body shape to the model◊, like Hafthˇr J˙lÝus Bj÷rnsson.
edited 15th Sep '16 4:46:10 PM by VutherA
Yeah, I've been noticing that in some livestreams I've been watching. Overall, however much of a difference their height and width is, their weapons still make them easy to recognize.
From what I've seen, the game's multiplayer and combat system are still fun, but it does seem to have some buggy collision detection at times. It looks like it uses the same engine as Assassin's Creed, maybe? Something I would change is the UI and the general presentation. I bet it's fun to play hands on, but just watching it feels kind of boring at times. The UI and menus kind of feel too modern and nor medieval enough, and it could do with some more grandiose music and a more enthusiastic announcer.
Is it me, or does Orochi seem to be getting really popular? Also, Berserker seems to be strong at the moment, but that could change.
Finally got a ps4 code! Gonna play it soon. BTW play this while listening to epic music by 2 Steps from Hell. It makes the game feel so much better.
I can imagine xD
You know, I think a cool mode for this would be a Siege mode, like groups are defending a fortress and you can focus on various parts on the outside to attack, like say defending the ram while it busts the gate down.
Well the alpha ended half an hour ago. I'm disappointed I didn't get to play it for longer, but at least I was lucky enough to play it at all. I got plenty of gameplay recorded too, which I'll upload. I need to review what the NDA say though, in case there are things I shouldn't be showing.
Pretty sure there is no NDA (I know - shocking, for a closed alpha)
So how did it feel?
He said the lack of NDA was shocking.
But he doesn't know if I'm into that or not, thus how that would feel would is difficult to assume from my statement.
How is the gameplay because a lot of people are calling it boing & the HUD breaks the experience?
This game is NOT boring once you get the hang of it. The combat is slower and more technical, but it's about dueling and mind games, and the game has a knack for creating these really cool moments where you can completely turn the tides or pull off some really badass stunt.
Couple of pretty basic examples is throwing an enemy off a ledge and to their death. You can also jump down on enemies from above to instant kill. And each character plays very differently from each other, so there's a ton of variety. It's practically Team Fortress or Overwatch but with melee combat. I compiled the tutorials for each of the six heroes featured here, just to give you an idea:
There's a lot of depth to each mode, especially in dominion which requires the most strategy and map knowledge. There's a high bridge on one map where you'll die if you get knocked off, BUT you can see the battlefield below and if you're good you can do a Death from Above attack on an enemy below, at the risk of causing heavy damage to yourself from the fall (though I didn't get much time to test that out).
edited 19th Sep '16 6:04:13 AM by StarOutlaw
Seemed pretty darn fun to me. The stance system is simple but everything else interacting with it makes it feel like a fighting game turned into a third-person action game that I'll definitely need more practice with.
I didn't find the HUD intrusive in any way aside from when you're real close to your target, and then only because it covers up the kewl animations I wanna see and mostly just in fights larger than duels. I didn't regard there as being any trouble with the HUD gameplay-wise.
That being said, I certainly would be interested in a HUD-less mode. I think it'd definitely be possible to get used to the animations without the stance indicators.
edited 19th Sep '16 7:43:59 PM by VutherA
Yeah, that would probably be an option to put in, but combat here can be fast too, especially if you don't have two guys that are using huge weapons.
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