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View Full Version : [aspettando] Blade Symphony


Jon Irenicus
23-11-2013, 18:50
http://cdn.steampowered.com/v/gfx/apps/225600/header_292x136.jpg (http://www.blade-symphony.com/)
Pagina Steam. (http://store.steampowered.com/app/225600/) Steam obbligatorio.
Campagna Kickstarter di 2 anni fa (http://www.kickstarter.com/projects/punyhuman/blade-symphony)
Sviluppatore: Puny Human games, canale youtube (http://www.youtube.com/user/punyhumangames/videos)
Motore: source
OS: windows. Pianificano supporto a Linux e Mac una volta stabilizzato.
TRAILER (http://www.youtube.com/watch?v=tV9hVXrGVEA)

Gioco multiplayer che si basa sul melee skill based. Cosa buona visto che di melee non ce n'è mai abbastanza. E' anche piuttosto spettacolare ed elegante con una grafica d'impatto anche se non potente.
Ci saranno attacchi speciali, varie armi, prese, diverse posizioni di attacco (un po' come JK) che cambiano attacchi e parate e 4 classi.
Una cosa divertente è che si può fare una combo di base da 3 colpi per ogni posizione e che la posizione può essere cambiata da un colpo ad un altro senza perdere la combo...
Qui spiega un po' sta cosa:
http://www.youtube.com/watch?v=1KVOqbZ7aEE

La modalità principale è il duello ma c'è anche il 2vs2 ed il deathmatch. Dovrebbero mettere anche altre modalità.
E ora un po' di copia incolla.

Istanze:

Every character has three unique stances you can switch to by using the number keys 1, 2, and 3. In addition to changing your attacks, these determine the outcome of parries. When swords clash Heavy Stance defeats Balanced Stance, and Balanced Stance defeats Fast Stance.

Each character has a different pose for each stance. Using this, you can determine what type of attack they are trying to use as they begin charging up an attack.
Fast Stance
The fast stance attacks are mostly, as you could imagine, fast. These attacks all execute very quickly and usually win in terms of speed, but be careful, as the fast stance is the easiest to defeat when the swords clash and the outcome is determined by a parry. Using a lot of fast attacks is an easy way to let a heavy attack break right through your defenses. However, nothing beats the fast stance when you need to get a hit in right now.
Balanced Stance
The balanced stance consists of attacks that fall between fast and heavy both in terms of speed and damage. In addition to this, attacks in this stance usually contain the more interesting attacks that can be played to one’s advantage. A character’s balanced stance attacks tend to define their play style.
Heavy Stance
The heavy stance is the slowest and most damaging stance. Most of the attacks can be seen coming a mile away, so you have to choose each move in this stance with careful consideration. While landing a hit can be deadly, missing one can be just as dangerous, giving the opponent more than enough time to move in and capitalize on your mistake.
Heavy attacks easily crush any other stance in parries, so it’s inadvisable to try and go toe to toe with a heavy attack unless you’re sure that you’ll slip your attack in through your opponent’s defenses.
Air Stance
The last stance is the air stance, which is activated automatically whenever the player is in the air. Air attacks are useful for getting over an opponent’s defenses, or trying to get close to someone and pressure them. Be careful though, as Air stance is the weakest stance in tracer parries and will always lose to the other stances.

Personaggi:

Phalanx
http://www.blade-symphony.com/wp-content/uploads/2011/07/character_phalanx1.png
Phalanx has a wide array of fencing techniques such as thrusts and lunges. Boasting many straight but long attacks, Phalanx requires a fair bit of precision, but a player who can use his immense reach to their advantage can be very successful in the arena.

Fast: Phalanx’s fast stance consists of a series of narrow thrusts. Charging them can result in differing amounts of range, making Phalanx jump towards his opponent or poke at them and then hop backwards. His side attacks consist of short swipes for when he needs a quick parry or is in close and needs to hit his opponent.
Balanced: His balanced attacks are slow to start, but swing very fast and do great damage. He starts with two close swipes, followed by lunges that are great when used as follow-ups to other attacks. He also has a two string air stance with a deadly air stab attack.
Heavy: Phalanx isn’t the best with heavy attacks, and his stance is a bit cumbersome, but when he needs the power he does have a two string heavy stance available to him. His forward heavy attacks are very slow, but very painful, while his side attacks are a bit more conservative but are easily punished if missed.

Judgement
http://www.blade-symphony.com/wp-content/uploads/2011/07/character_judgement1.png
Judgement, tall and clad in metal armor, prefers big and powerful swings. He has the most damaging heavy stance in the game, and even his faster stances are fairly slow compared to the other combatants. He makes up for all of this in being the most punishing fighter in the game if his opponent is foolish enough to let his swings get through.

Fast: Judgement’s fast stance is a bit cumbersome, being slower than the other fighters, but offers decent damage for a fast stance. He has several overhead swings, and close ranged swipes for side attacks.
Balanced: His balanced stance is slow, deliberate, and powerful. His forward attacks are all powerful overheads, with extra stabbing components when charged – great for catching the opponent off guard. His side attacks are wide swings, and he isn’t afraid to get in your face and show you how damaging they are.
Heavy: Judgement’s heavy attacks are in a class of their own. They’re absolutely brutal if they land, but are some of the slowest attacks in the game. If you see Judgement winding up a heavy swing, stand back. It’s about to get real.

Ryoku
http://www.blade-symphony.com/wp-content/uploads/2011/07/character_ryoku1.png
Ryoku blends his sword fighting with elements of breakdancing to form a unique style, reminiscent of capoeira. He spins and flips while striking at his opponent, causing confusion and making players wonder where he’ll strike next.

Fast: His fast stance consists of six attacks, all blinding quick, allowing the player to dart about the arena poking at the enemy.
Balanced: Ryoku’s balanced stance defines his personality, and is wild and free. His forward attacks offer some interesting swings and moving thrusts when charged, but his side attacks are where he really shines as he rolls about, dancing around his opponent and striking from every angle.
Heavy: Big, strong swings are not Ryoku’s forte, and he only has a single forward heavy attack. His side swings, like Phalanx’s, are more traditional style attacks and easier to land in a pinch, but should not be his primary focus.

Pure
http://www.blade-symphony.com/wp-content/uploads/2011/07/character_pure1.png
Pure’s combat style is largely comprised of Wushu sword fighting techniques. She is agile and acrobatic, performing cartwheels and flips as she attacks. She has a variety of moves that allow her to outmaneuver her opponent and sneak by their defenses.
Fast: Pure’s fast stance has quick pokes interlaced with flourishing twirls that can hit an opponent multiple times. Her fast stance requires more finesse than other characters, but can deal good damage and easily catch opponents off-guard.
Balanced: Like her fast stance, Pure’s balanced stance is composed of both more traditional basic attacks along with some more extravagant techniques. During the latter, she will integrate cartwheels or butterfly kicks into her swordplay. These attacks can be difficult to use properly, but can hit multiple times for terrific damage, and can be very hard to properly defend against.
Heavy: Pure uses her heavy stance to show that she is not all agility and elegance. Her heavy attacks are fast and lethal, and can be especially good at countering an airborne opponent. However, her heavy attacks don’t have the duration or length as other characters, so it may be more difficult to parry incoming attacks. Her string 1 tier 2 heavy attack is especially deadly.

Spade:
There are a variety of swords you can unlock in Blade Symphony, either by purchasing them with Notes or unlocking them through special means. In addition to looking cool, each sword falls under a specific weapon category and changes how combat works slightly. Don’t worry: you’ll start out with a basic sword of each type so you will never have to unlock a weapon for gameplay reasons, only cosmetic.

Katana
http://www.blade-symphony.com/wp-content/uploads/2011/07/swordtype_katana.jpg
The Katana is the master of cutting. The more your blade intersects someone, the more lethal it becomes. When hitting an opponent, a slice with a katana will do more damage than any other sword, as the Katana is capable of more multi-hits while the blade goes through your enemy.

Defensive maneuver: The Katana is able to block attacks by simply holding the defend button (right click by default). Be careful, though: if you attempt to block a tier 3 attack, the opponent will break through your block, damage you and knock you down.

Foil
http://www.blade-symphony.com/wp-content/uploads/2011/07/swordtype_foil.jpg
Swords classified as Foils require elegance and patience. They do extra damage with thrusting attacks, but cannot multi-hit at all. The foil cannot break through a parry, but it recovers from parries the fastest, letting you capitalize on an opponents mistake much more easily.

Defensive maneuver: Foil swords have a moving defensive technique called “Guard”. While holding the defend button, you can move around slowly and defend yourself against the next incoming attack. Guard also lets you punish an opponent more quickly than other defensive options. However, if an opponent’s attack would hit you a second time after the initial attack, it will go through your guard and hit you. Maintaining the right distance is key for mastery of Guard.

Jian
http://www.blade-symphony.com/wp-content/uploads/2011/07/swordtype_jian.jpg
The Jian is all about speed. Landing an attack with a Jian sword lets you perform a subsequent attack much more quickly, creating long combos of attacks that the other swords couldn’t dream of. The Jian suffers in doing less damage and not multi-hitting as much as the Katana.

Defensive maneuver: Jian swords can intercept incoming attacks by pressing the defend button. Upon a successful intercept, you’ll have a slight advantage over your opponent. However, intercepting attacks requires timing and can be dangerous if you misjudge an incoming attack as they lock you in place for a fairly long length of time.

Scimitar
http://www.blade-symphony.com/wp-content/uploads/2011/07/swordtype_scimitar.jpg
With low base damage and extremely high multi-hit rate, Scimitars excel in maximizing each attack’s potential. The more your sword is inside the opponent, the more damage it will do. In addition, the Scimitar has some interesting properties: it charges attacks much faster than the other swords, but it’s tier 3 attacks can’t break through defenses. This isn’t all bad, however – this means, also unlike the other swords, the Scimitar can actually multi-hit with tier 3 attacks, opening up a world of possibilities.

Defensive maneuver: Like the Katana, the Scimitar can block all non-tier 3 attacks by holding the defense button.

Longsword
http://www.blade-symphony.com/wp-content/uploads/2011/07/swordtype_longsword.jpg
Longswords are one of the most complex and rewarding swords in the game. While having average or below average statistics all around, longswords deal double damage after a successful parry. Just when you think you’ve got a duel in the bag, a well timed longsword attack can break through your swing and decimate you.

Defensive maneuver: Longswords can feint attacks. Upon pressing the defend button, you will perform a fake attack, allowing you to lead your opponent into believing you are committing to an attack.


Qualcuno per caso ha l'accesso anticipato e ci sta giocando?

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http://cdn.steampowered.com/v/gfx/apps/225600/ss_ce2d64b130e17b5d7b3cc4b89f587fcfd8bd4df2.600x338.jpg (http://cdn.steampowered.com/v/gfx/apps/225600/ss_ce2d64b130e17b5d7b3cc4b89f587fcfd8bd4df2.1920x1080.jpg)

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http://cdn.steampowered.com/v/gfx/apps/225600/ss_0a53adbb1c86c117c65540867f86d5ec45981cb5.600x338.jpg (http://cdn.steampowered.com/v/gfx/apps/225600/ss_0a53adbb1c86c117c65540867f86d5ec45981cb5.1920x1080.jpg)

Jon Irenicus
21-12-2013, 02:25
La volta che faccio un primo post quasi decente non se lo fila nessuno, si vede che son più bravo a far le cose sciattone...:asd:

Cmq -80% su Steam a ben 2,79€! Visto che non ho molto altro da prendere in sti sconti ho fatto lo sforzo... Solo che così tanto scontato così preso mi sa che vuol dire che non se lo sta filando nessuno... Ad occhio non mi pare schifoso anche se potrebbe essere scarno.
Quanto prima lo provo un po'...

Jon Irenicus
21-12-2013, 11:50
C'ho giocato un po', niente male!
C'è un tutorial che spiega le basi e una modalità vs ai ma senza avversari.:stordita: Vabbè, non ho voluto approfondire e mi son gettato online.
Qualche server si trova e sono andato in una specie di palestrona col parquet e con un bel po' di gente per fare duel. Con la r si può ingaggiare l'avversario o accettare la sfida così gli altri appaiono in forma ghost e si lotta senza patemi.
Ho provato soprattutto Judgement che è quello più grosso e sicuramente uno dei più gettonati. Lento ma violento. Poi Pure, la donna... Bellissima da usare, si riesce ad andare dietro l'avversario facilmente, molto mobile.
Ci sono varie armi e roba estetica da sbloccare...
Il ritmo mi pare ok, è più veloce di un M&B o anche di Chivarly, cosa giusta vista la natura del gioco, ma nemmeno ultraveloce per cui ancora gestibile. Nonostante tutto non è poi più caotico dei 2 titoli menzionati.

L'unica cosa che non mi convince del tutto è passare tra le varie istanze, può essere un po' macchinoso: si tratta solo di premere 1,2 o 3 oppure girare la rotella del mouse. Intendiamoci, non è assolutamente una cosa che rovina il gioco visto che cmq si fa agevolmente, magari in mezzo la furia dei colpi non è poi così naturale la cosa. Il che forse non è nemmeno sbagliato visto che teoricamente è una cosa che dovrebbe prendere alla sprovvista. Inoltre penso sia un problema risolvibile forse sfruttando bene i tasti aggiuntivi del mouse, riassegnare i tasti o semplicemente prendere mano renderebbero il gioco più fluido.

D'altronde il sistema prevede un bel po' di mosse. Ho apprezzato molto che per dare un colpo caricato (combabile e per ogni istanza) occorre tenere premuto m1 un bel po', però ci si può muovere per far partire il colpo dove si ritiene più opportuno e d'altro canto si può far partire il colpo quando si vuole prima della carica (non ho osservato se in questo caso è più potente).
C'è anche la presa.

Magari se prendo qualche screen decente li posto nel thread apposito...

In definitiva non mi pento affatto dell'acquisto anche se il gioco deve maturare. Mi lascia perplesso che nell'ffa si ha la modalità duello con la r scritto sopra, nel duel ci sono delle locazioni per mappa in cui fare duello (per cui anche 3 duelli contemporaneamente) ma c'è la coda.
Ora il duel vero e proprio non l'ho provato, ma ad occhio è come ffa solo con coda cioè peggio. Magari mi sfugge qualcosa visto che ho fatto pochissimo...

Ah, I3-380, 4gb di ram, GT540M, 1366*768, AA 8x, AF16X. Si comporta bene e non è brutto da vedere, anche se con tanti personaggi a volte fa fatica (ma è sparato al max su un hw tutt'altro che ottimale).