• Sui Generis footage shows 12 minutes of sword swinging fun times
    4 replies, posted
[url]http://www.pcgamesn.com/indie/sui-generis-footage-shows-12-minutes-sword-swinging-fun-times[/url]
I really liked the appeal of the 'drunken ragdolls that flail swords about' mechanic, because it had the look of Mount&Blade meets GTA Ragdolls. Well... up until the character started teleporting all over the place. It seemed more effective to just teleport all the guards off the side of the towers than it was to actually swordfight. Now that I know it has spells, it looks more like a Diablo meets GTA Ragdolls, which isn't such a bad thing now that I think about it.
[QUOTE=Leintharien;42909933]I really liked the appeal of the 'drunken ragdolls that flail swords about' mechanic, because it had the look of Mount&Blade meets GTA Ragdolls. Well... up until the character started teleporting all over the place. It seemed more effective to just teleport all the guards off the side of the towers than it was to actually swordfight. Now that I know it has spells, it looks more like a Diablo meets GTA Ragdolls, which isn't such a bad thing now that I think about it.[/QUOTE] Yeah, this particular spell seemed a bit extreme, but I still think the game looks great.
Wow, this looks really fun. It reminds me of Hammerfall, or I think it's called Hammerfight now. You know that winding yourself up and landing that sweet bastard sword killing blow is going to feel SOOO satisfying. One thing I noticed, I really like how dynamic the world seemed to feel. The way the inventory/paperdoll system worked, and the way it seemed like EVERY item visible is interactable, the way there isn't like an obvious outline over what few items in the room you can actually grab, but just about everything is actually just a physical object. Also that combat blink spell looked tight as hell, the way it makes it obvious that none of world is scenery, even the parapets and rooftops in isometric games like these that are often just for looks, nope you can hop right up there go for it. I can't help but feel that in such a mouse driven game, having some of the bigger spells using a gesture based system, or at least an option for it, would be kinda cool too, seems like it would be a satisfying way to implement big spells that fits with the way the game seems to play. Hype.
Drunken swordfighting simulator. Looking great.
Sorry, you need to Log In to post a reply to this thread.