It's a slowed down, very zoomed in GIF. That's nothing you really notice in the midst of combatBut in your very first gif, one guy swings his sword through his own head:
Yes I agree, it looks off to me. Game could still be fun despite that but as a fencer that bothers me. xDYeah, this seems to be the real problem that makes it feel "wrong". The feet in the game seem to move as a result of the body moving, not the other way around. Much of the sluggishness of realistic combat comes from the momentum of moving around, pushing with your legs. This looks more like floating, with the legs doing nothing but trying desperately to maintain the illusion of true physicality.
That's... not what they were talking about, but in any case, 20kg is ridiculously excessive weight. They aren't swinging Guts' sword or anything.Pick up a 20KG weight bar and swing that around for 5 minutes. You'll be flailing around like your pissed as well.
Yeeesh, yeah that's bad clipping.But in your very first gif, one guy swings his sword through his own head:
Depends on the weapon you're wielding and what your enemy has. If you have a great sword, letting the momentum carry you to try and spin through for a really powerful hit can work in your favor, but if you're up against an enemy who can attack fast or can thrust effectively or if that spin will make your attack hit his shielded side, turning your back won't end well.Animation on the top 4 gifs look great. Those look like what you would put forward as medieval "realistic" combat to sell the game to people as the step and weight to everything looks good and the impacts all look solid and heavy and most importantly the footwork/momentum as you mentioned all look correct and human and accurate.
The bottom gif fails to do the same thing for me. I think mostly because everything you'll ever read says spinning/turning and essentially presenting your back to an opponent in any fashion is pretty much never actually done/recommended no? The normal gameplay speed and somewhat clunky flow doesn't translate to looking like two humans with flaws and heavy armor and big ass weapons letting weapons get away from them.. it looks more like someone fighting against the controls and perhaps finding that it's faster in the game to simply make a full turn and follow through on a large swing rather than re-balance and ready for another proper attack.
those killing blows though? especially the hammer... wow. That's good shit.
They aren't swinging Guts' sword or anything.
Not yet. But there is dynamic blood stains on your clothes and body from where you got struck, and your weapons get bloody when you land strikesBut is there dismemberment?
This might come as a surprise to you, but real practical swords actually rarely weights more than 3kg, even extremely large ones.Pick up a 20KG weight bar and swing that around for 5 minutes. You'll be flailing around like your pissed as well.
This might come as a surprise to you, but real practical swords actually rarely weights more than 3kg, even extremely large ones.
The norm is more in the 1.5-2.5kg range for long swords.
No, the heaviest sword I've wielded was a albion longsword and that weighted I think 1.5kgs.So what about 8kg swords? Have you ever used something as large?
No, the heaviest sword I've wielded was a albion longsword and that weighted I think 1.5kgs.
For reference a katana is usually in the 1kg-1.5kg range.
Swords are not heavy and ungainly, that's a very common misconception.
I assume most games makes melee combat slower because it takes extra time to react to block as you have to input it when your brain process it. In real life it just happens on instinct if trained enough.Yeah, that is why most games don't have good melee combat, with few exceptions like Shadow Warrior and Killing Floor. For example Mount and Blade is a good game but everybody is swinging their weapons like they are underwater
I assume most games makes melee combat slower because it takes extra time to react to block as you have to input it when your brain process it. In real life it just happens on instinct if trained enough.
YupAre polearms OP?
And other polearm types as well
I find it conceptually interesting but I don't agree that it's the best medieval combat in gaming.
While it's more arcade, based on the E3 and PSX playables For Honor looks like it will take that crown from my perspective.
I think 9/10 strikes in Exanima looks really bad, especially as the feet do not move right.
No way... the combat doesn't look too good IMO. It'll be years before we get a proper decent combat system in a game like that.
Pick up a 20KG weight bar and swing that around for 5 minutes. You'll be flailing around like your pissed as well.
I follow them on Facebook. Seems like they're slowly but surely chugging along. They have demos for the media and gameplay videos.How is that coming along? Is it a fun playable game yet or is it still in rough condition?
I assume most games makes melee combat slower because it takes extra time to react to block as you have to input it when your brain process it. In real life it just happens on instinct if trained enough.
You move with WSAD, switch weapons with R, and modify swings into thrusts with ALT. The speed and angle of your strikes is all controlled with the mouse, you can feint with quick clicks, perform downward strikes with a double click. It offers a lot of variability and movement also affects your strikes, like stepping forward in tandem adds more power and heft behind your blow.The animation and physics looks amazing, but how will it actually control?
Sorry, added the linksSo, where do you get it? A link in the op would be great!
In the settings menu, there's a quick guide to explains the finer details.Got this recently thanks to this thread, I find the in game tutorial painfully barren though, I can't even figure out how to pick up a torch!
Any videos or tutorials floating around the net that explains the mechanics better?
Sorry, added the links