Page 2 of 2 First 12
  1. #11
    DdlR's Avatar
    Join Date
    Apr 2005
    Posts
    4,802
    --
    Hell yeah! Hell no!
    Here's the Alpha test version of CLANG:



    Even at this early stage, it's the most realistic swordfighting I've ever seen in a video game. N.B. that the game system is designed to be modded and adapted to different weapons and fighting styles in future iterations.

  2. #12
    W. Rabbit's Avatar
    Join Date
    May 2010
    Posts
    10,425
    --
    Hell yeah! Hell no!
    It's funny, Nintendo Wii Sports has a goofy Mii sword dueling game similar to CLANG. Obviously the Wii version is child's play but the basic movements are the same.

    Duel simulation is a neat concept alone, but combined with things like RPG or historical elements it will be interesting. Hack and slash is way more entertaining when you're not just hitting buttons.

  3. #13
    Mr.Miyagi's Avatar
    Join Date
    Feb 2003
    Location
    Brisbane, Australia
    Posts
    1,012
    --
    Hell yeah! Hell no!
    Wow, the mapping looks cool, the most annoying thing would be to miss the precision. I've always wanted something like this!
    Daniel: I don't know if I know enough karate.

    Miyagi: Feeling correct.

    Daniel: You sure know how to make a guy feel confident.

    Miyagi: You trust the quality of what you know, not quantity.

  4. #14

    Join Date
    Jan 2008
    Location
    Seattle, WA
    Posts
    671
    --
    Hell yeah! Hell no!
    I hope they have messerfetchen. . .

  5. #15
    Permalost's Avatar
    Join Date
    Nov 2012
    Location
    San Diego
    Posts
    13,092
    --
    Hell yeah! Hell no!
    Do you suppose this will be educational for the player about how historical fencing "works"? Obviously not as training but to teach the gamer/layman about swordsmanship?

  6. #16

    Join Date
    Jan 2008
    Location
    Seattle, WA
    Posts
    671
    --
    Hell yeah! Hell no!
    . . . What do you mean by 'how historical fencing works'?

  7. #17
    DdlR's Avatar
    Join Date
    Apr 2005
    Posts
    4,802
    --
    Hell yeah! Hell no!
    Quote Originally Posted by Permalost View Post
    Do you suppose this will be educational for the player about how historical fencing "works"? Obviously not as training but to teach the gamer/layman about swordsmanship?
    Yep. The strategic "rock/paper/scissors" of moving fluidly through the various wards is already a giant leap forward from the way sword fighting is typically portrayed in games and I think the physics-based play will allow for realistic subtleties.

    I do kind of regret that the close-quarters options are currently limited to a pommel smash and close thrusts, in that half-swording and sword-grappling are obviously major aspects of real historical longsword play; I'm hoping those elements can be added as the game system evolves.

  8. #18
    It is Fake's Avatar
    Join Date
    Jan 2005
    Posts
    34,442
    --
    Hell yeah! Hell no!
    Looks interesting; may have to give it a try when it is finished.

  9. #19
    Permalost's Avatar
    Join Date
    Nov 2012
    Location
    San Diego
    Posts
    13,092
    --
    Hell yeah! Hell no!
    Quote Originally Posted by DdlR View Post
    I do kind of regret that the close-quarters options are currently limited to a pommel smash and close thrusts, in that half-swording and sword-grappling are obviously major aspects of real historical longsword play; I'm hoping those elements can be added as the game system evolves.
    The addition of the half-sword seems like it'd be quite a change to gameplay. I think it might even make it too cumbersome to be done fluidly. Maybe they could introduce sword grappling as a gaming concept in a similar way to stealth kill techniques in games like Tenchu and Manhunt.

  10. #20
    DdlR's Avatar
    Join Date
    Apr 2005
    Posts
    4,802
    1
    Hell yeah! Hell no!
    Quote Originally Posted by Permalost View Post
    The addition of the half-sword seems like it'd be quite a change to gameplay. I think it might even make it too cumbersome to be done fluidly. Maybe they could introduce sword grappling as a gaming concept in a similar way to stealth kill techniques in games like Tenchu and Manhunt.
    That's what I'd expect, and using that approach for cinematics (the technique normally used for stealth kills and "special moves") would also allow for some half-sword actions. Players wouldn't have the same level of control over those actions as they would over in-game actions (as seen in the video), but it would still be satisfying to play and increase the historical accuracy quotient.

Page 2 of 2 First 12

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

Log in

Log in
Single Sign On provided by vBSSO