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Played the demo on a Steam Deck at Normal Difficulty and Hard Difficulty and beaten the Arena.
As a fan of parry-based systems, I really like this lenient implementation focusing more on crowd control and environmental awareness rather than mechanical execution and complexity from what I perceive in the demo. I appreciate the attack markers for normal and special attacks and probably has a forgiving parry window which is nice (considering the others in its genre.) The humor though is not for me but as long as it is not too annoying I can live with it. Lastly, the healing is really forgiving but I do not mind it as long as encounters are paced properly. Healing with special attacks is interesting which encourages aggressive use of specials.
Thankfully, my issues here are few:
Still, good demo and will await for its full release.
Hi The Third Mattress, is your comment based on the easy difficulty? If not, have you tried changing the difficulty in the setting menu? You'll have to go through the main menu to see the option. If you could provide any thought on the easiest difficulty it'd be awesome.
Also, should you wish to, there is an assist mode in the settings that will prevent your from dying while keeping all feedback like animations, vfx, sfx when you get hit, so you can still try to do a no hit run without ever the need to restart an arena.
J'ai testé la démo tout à l'heure, j'ai vraiment apprécié le jeu, Déjà la BO est juste excellente et se marie super bien avec le visuel du jeu. Le système de combat marche très bien et est très dynamique :) Jeu super fun et drôle, les actions pouvant être effectuées avec l'environnement sont super satisfaisantes et peuvent mener à des situations bien marrantes. L'humour du jeu marche bien pour moi, j'ai adoré cet univers cliché poussé à fond c'est top! :)
Les animations sont top aussi, le gameplay en général est très plaisant.
J'ai eu un crash du jeu en mode Arène en difficulté Difficile avec 3 gardes lançant une attaque au même moment (2 standard et une impossible à parer) et en effectuant une esquive en arrière le jeu freeze et un message d'erreur Unreal Engine apparaît.
Bravo encore, j'attends la sortie du jeu et vous souhaite tout le meilleur!! :)
Wishlisted though, will try again if it gets patched.
The music is also a very good fit. Understated but really helping with the atmosphere.
Combat so far is pretty standard. Reminds me a lot of Hand of Fate but lacks the resource management and weapon choices that make that one work. Parry prompts are way too fast for me but I'm getting old. A selector for reaction speed only (without making anything else easier) would be a nice touch for us old farts. Easy mode is working well for me in this regard :D.
The combat could really use some explanations for the icons. The final fight had lots of bars going up and down without any explanation. El Vigilante pretty much randomly getting back to full health was extremely frustrating and left me so strongly feeling like I had no control over the fight, that in the end I used the invincibility mode to get past it. After a dozen tries or so I was tired of guessing if something I did was having any effect or just represented treading water.
One frustrating thing is the characters' low mobility on defense as opposed to attack. While you can attack over half the map, it's next to impossible to disengage without taking hits. That creates a situation where it's very hard to recover from mistakes as you'll basically get instantly stun-locked by groups.
In conclusion, I'm totally sold on the style. Not sure at this time if it has enough substance for a longer game. That would probably require more mechanics or a really good story. One thing to look out for imho is to keep the fighting aspect central. It might easily become another gimmick game like Dark Messiah of Might and Magic, where you basically run from environment element to environment element, solving "action puzzle" rooms instead of having a sword fight.
On the keyboard, it is inconvenient to press Enter to skip pop-ups when one hand is on WASD and the other is on the mouse.
i just feel the protagonist looks way too old for the voice she have?
As of bugs, encountered two: one was a straith up fatal crash with error window, maybe i pressed two many times in short period (wanted to make screenshot) and second is each time when I die, the camera starts from a ground (so I can see through the floor) and slowly rises until it focuses on where my character is
I have one simple request to make this game even close to perfect in my book. Please let us kick doors open. Of all the incredible environmental interactions this game has, this is the one I felt was missing. I want to be able to dramatically/flamboyantly kick open a door and declare my presence to my enemies.
Again, thank you to the team, and I can't wait for the final release.
1. Unblockable attacks - The game is already very warm on the colors, so having the unblockable attack colored red/orange-ish is making it very hard for a lot of my friends to see and properly react to on time. As it has been suggested here before maybe add something on top of the enemies as an alert for the unblockable attack or change the color of it or let us change the color of it. Like as an example parry is easier to do because the effect is blue/white-ish so it is a hard contrast to the warm color palette the game uses.
2. Draw Distance - The further objects/models are away from the player they turn into this beautiful oily painting at a distance and I like that. However some of my friends didn't enjoy that and I was wondering if we could get a draw distance setting or slider for that so that players that prefer the higher resolution textures that are nearby them to also be rendered at a higher distance by almost removing the oily painting style from afar.
3. NVIDIA DLSS/AMD FSR - I have a high-end PC configuration so this game ran smoothly on my end however my RTX 3090 TI was struggling in the high 80% usage. I am aware that you have time to optimize the game however I am worried for some players that don't have top of the line hardware and how that will impact there performance. This is why I want to recommend the addition to these upscaling technologies especially AMD FSR since it can be used by any graphics card and it is not limited to a particular series lineup like NVIDIA DLSS is.
Thank you very much for taking your time to read this and I hope you have a wonderful day ♥
Arena infini s'il vous plait :D
I played with a PS4 controller and the "Accept" button doesnt work on tutorial windows in game, i had to use the enter button from keyboard.
The game is so cool and is a for sure buy