![]() The maps are great, generally lacking in choke points but also making some objectives easy or overly-difficult to defend or assault. It ends up being quite confusing, however, since the general chaos at an objective is likely to see you killed by an enemy as much as an ally. These make for the best game types since you get the respawning of free-for-all and the team play of team deathmatch to get a nice long match with little objectives to feel like there is something besides killing enemies to do. This generally results in bottlenecks since some objectives are more difficult to achieve than others and strong teamwork is required to hold or assault a point. They are generally a sequence of objectives one team is supposed to accomplish and the other team stop. ![]() The other game modes are more interesting as they seem to be what Chivalry was made for. Team deathmatch is similarly messy, but has more organization due to deaths being permanent in a match and it takes a number of matches to cement a win for a team. The regenerating health is not at all a detriment to the fun or design of the combat. ![]() One of these modes has a player on one team eventually crowned king and targeted as the ultimate goal, though the king gets a boost to his abilities as compensation. The objective-based modes each have a map specific to them. The first can be played on any map, really, but there is a map modeled after a gladiatorial arena made for this game type. There are six maps and three modes: free-for-all, capture the flag, and objective-based game modes. This can be fixed by forcing camera movement to be slowed during an attack, but it is easily filed as an exploit that should be patched. Also, if your attack misses someone running perpendicular to yourself, you can quickly move the mouse to point at the enemy and hurt them anyway, making all the weight behind the attack nonexistent. If you move the camera, you can move that sword wherever you can look and as fast as you can look, which means that people physically dodging your attacks can only put distance between themselves and your weapon, not sidestep you. If you start a swing, it animates with weight and momentum as long as you keep the camera still. These are all design issues, though, and are difficult to fix, unlike my biggest issue with the combat: moving the camera moves your weapon. A too-enthusiastic offense could result in the inability to put up a good defense.Īs you can see, though the combat system is great, there are issues with it in action. This is also tied to the fact that you have a limited amount of stamina, so exchanging blows must be taken at a certain pace. A canceled attack means a wasted parry, which means you cannot parry again quite so soon. Blocking at the right time means more than waiting for them to attack, but to anticipate if they will cancel their attack or follow-through. What makes this timing even more important is the fact that the animations for attacking and defending take time to occur. It is all based on timing, being able to learn how your opponent works and fake them out or give a kick at the right moment to throw them off and get an attack in. The combat is, as stated earlier, superb. There is everything here for a player to be happy about the audio. The most important goal, having enough feedback, is achieved. ![]() The grunts and voice work are also fairly well-done, though the parts in the tutorial were kind of bad, even for trying to be funny. The audio design is very high quality, the clash and bash of the battlefield sounding excellent, giving the impression of distance or closeness very well.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |