Posted 5 days ago

After rain

Posted 6 days ago
Posted 1 week ago

Kevyttä kesälukemista

Posted 1 week ago
Takaasi pohojammaalle

Takaasi pohojammaalle

Posted 1 week ago
Posted 1 week ago
Posted 1 week ago

whole week I had a massive crave for these

and now ate too much and feeling like I’m about to explode

Posted 2 weeks ago
Posted 2 weeks ago

The Prodigy at Provinssirock, June 27th

Posted 3 weeks ago

“We wanted to shift combat from being a spectacle and add some real weight to it. In previous games we had mechanics where you could do a counter-kill combo and switch into a kill streak. We knew from the start that we wanted something more challenging. That way we could make the players use more of the other mechanics like navigation and stealth because in previous games combat was the easiest solution.”

So they went back to the drawing board and looked to fencing for inspiration. Whether it’s with foil, sabre or épée, fencing is a system of checks and balances and trying to out-think your opponent by being 2 steps ahead. Like fencing, the new combat system is more timing based and the counter-kill is a thing of the past.

“We still have counter moves like the parry, perfect parry and dodge but it is much harder to kill NPCs right away. And that changes the way the fight feels. Instead of simply pressing “B”, you now have to work for the kill. It shifts the dynamics from a very defensive fight to a more offensive one.” This can lead to some sticky situations for Arno. Gone are the days when you could take on an entire army!

“If you are fighting against 1 or 2 NPCs, you can probably beat them. As more and more NPCs join the fight, their attacks get faster and faster and their tactics get better. There will be ones lingering outside your range to shoot you. It becomes overwhelming and you will finally have to flee.”

Alex Pedneault on ACU combat 

Truly hope this is going to come out as well as it sounds. Like I previously posted combat system needed to be renewed!