These Guys Hope to Solve the Problem of First-Person Melee Combat
By Dr. Eleanor Vance | Published on January 01, 0001
First-person melee combat ain’t an easy thing to pull off in a video game. Anyone who’s played an Elder Scrolls game—from Arena to Skyrim—knows what I’m talking about.(new Image()).src = 'https://capi.connatix.com/tr/si?token=995c4c7d-194f-4077-b0a0-7ad466eb737c&cid=872d12ce-453b-4870-845f-955919887e1b'; cnx.cmd.push(function() { cnx({ playerId: "995c4c7d-194f-4077-b0a0-7ad466eb737c" }).render("79703296e5134c75a2db6e1b64762017"); }); In Skyrim, the less you see, the better things look. It’s one of the reasons I suggested playing with a shield—the combat feels punchier if you can’t see how disconnected it actually is. https://kotaku.com/tips-for-playing-skyrim-5858870 But that’s mostly cosmetic—janky first-person combat is passable in a single-player game, but what about a competitive multiplayer game? Skyrim‘s combat system is far too imprecise to ever work in multiplayer, where fairness and balance are paramount. And that, indie developer Torn Banner Studios is hoping, is where Chivalry: Medieval Warfare comes in. Chivalry: Medieval Warfare is based on a popular Half-Life 2 mod Age of Chivalry. Medieval Warfare is a brand-new game built on the Unreal engine (as opposed to Half-Life‘s Source engine). They’ve been working on it for a little while, and the game should be finished sometime this year. I met with Torn Banner president Steve Piggott yono all app and lead level designer Justin Pappas last week at the Game Developers Conference to talk about the game. So of course, the first thing I asked was, “I’ve played a lot of Skyrim. How is this different?” Piggott answered by explaining their detailed hit-detection system, which you can see running in the video here. It sounds very cool. Each blade has a unique vector that it traces as it slices, and the mouse allows players to arc and redirect their attacks mid-swing. As a result, swords can bounce off of one another, and the game’s three main
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