Isn’t it about time we apply real-life sword fighting standards to video games?
For some reason this article reminds me of the kickstarter Clang.
...And now I'm sad. It's too bad such a great idea for a project was started by a team with so little apparent experience/expertise. That could have been something special.
There's definitely room for more realistic weaponry and fighting in video games. I don't think I've played any game that has realistic swordfighting since Kengo.
I've done some fencing and it's bloody exhausting... the 'armor' is basically just padded foam with a mesh for your face, but it still wears you down to the point that it becomes an effort just to raise your sabre (which weighs next to nothing). I can only imagine what it was like to fight in full plate armor with an iron broadsword... it would've sucked. So when it comes to swordsmanship in videogames, I think an 'unrealistic' approach is preferable... the Witcher Geralt's mutant pirouhettes aren't just entertaining - they're bloody effective. That said, Crytek's 'Kingdom Come' and Ubisoft's 'For Honour' are both incorporating 'realistic' techniques into their attack/defence mechanics, albiet in very different ways to one-another... it will be interesting to see how they're recieved in this post-Arkham era.
I think my biggest problem with most melee focused games is that once you've made your choice and pressed a button you have little or no control over the strike until its animation is complete. In reality only a super heavy sword would work like this, with any medium or smaller weapon you're able to make adjustments to the trajectory or your weapon during the swing. If I remember right, Jedi Knight II had a nice amount of aftertouch on your moves. I'd quite like to see a combat system based on weapon weight, the heavier the weapon the less control you have during a swing but obviously the reward is more damage.
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