Sword Fighting in Games Is Dull

Project_Xii

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Jul 5, 2009
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Dark Souls.

THAT is some fun sword fighting. Nothing like getting into a fight with a Dark Knight when you're still low level and spending half an hour circling each other, taking pot swings, blocking at just the right seconds, thrusting when an opening presents itself. Never a moment is dull in Dark Souls if you're good at the game. I imagine you'll get bored if you continual suck and die though.
 

Pearwood

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Mar 24, 2010
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Soviet Heavy said:
And yes, the pun in the title is intentional.
In that case your sharp mind and rapier wit put you a cut above the rest.

Not sure about those ideas though, it'd be a good system for a story based RPG that doesn't have too many fight scenes I guess. It's blocking that needs work really, most systems are designed so you can block a full strength attack from a mace or some other blunt weapon and somehow not break your arm.

I'd add that blunt weapons should be more effective against armour and sharp weapons more effective against bare skin if we were going for total realism. I don't think missing a lunge should have an impact on your stats though, the danger is after you lunge you're completely wide open to attack until you recover. An option to recover forwards or backwards would be nice too, so you can either lunge again or get back.

Project_Xii said:
Nothing like getting into a fight with a Dark Knight when you're still low level and spending half an hour circling each other, taking pot swings, blocking at just the right seconds, thrusting when an opening presents itself.
I found that really bloody boring actually, ended up cheesing and circling him to get the loot he was guarding. Went back when I could get the fight over with in a minute or two.
 

NLS

Norwegian Llama Stylist
Jan 7, 2010
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Jedi Outcast (and Jedi Academy) had some pretty good third person sword fighting. You had 3 different fighting styles (plus dual/staff sabers in Academy), and your lightsaber literally followed your mouse around on the screen.
Dark Messiah of Might and Magic was also quite good when it comes to first person sword fighting, I wish they could have implemented that into The Elder Scrolls.
 

ACman

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Apr 21, 2011
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Two words: Bushido Blade.

Best most realistic sword duel game I've played. Then there is Soul Calibur which throws realism out the window and replaces it with sweet, ridiculous-combo goodness. Problem is most games are not reduced to a duel and when you aren't in a duel I'm sure most sword fighting is pretty boring and workmanlike.

But if you have some way of getting hold of it Bushido Blade for the original Playstation is magic.
 

SckizoBoy

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Jan 6, 2011
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A Hermit's Cave
Soviet Heavy said:
I've always considered a completely different combat system for 'realism' purposes and it goes thus: (note, applicable only for boss-fights where it's one on one, multiple enemies, just do the standard of block/hack/kill etc. 'cos it works, gameplay's fine most of the time and this system would be far too time consuming against multiple enemies, though inserted as an option to enter, might be viable)

1. Defence points (i.e. the more skilled your character is with a particular weapon, or even unarmed, the more defence points he/she gets, while striking comes from the base weapon stats and the character's strength/agility/dexterity etc.)

2. Enter combat mode - time slows and a new interface kicks in whereupon you have absolute control of all individual movement of extremities (R1/L1 = hands, R2/L2 = feet) and basic movement behaviours (X = block, tri = jump, sq = attack, circ = special ability etc.).

3. You can then attack, block, move (analogue sticks as usual) but have the time to react to every movement made by whoever you're fighting and with pinpoint timing. Every time you're about to get hit and because it's slo-mo you can't react quickly enough, you lose defence points and an auto-animation gives you the block/parry you need, unpause to continue the fight in new stance. Repeat until someone's lost all defence points, first hit effectively kills.

4. Resume normal speed - fight plays back at full speed.
 

TrevHead

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Apr 10, 2011
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Theres nothing wrong with the sword fighting in Ninja Gaiden, Bayonetta & Dark Souls
 

DustyDrB

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Jan 19, 2010
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I agree that sword fighting could be much better. I'd like to see a game treat a sword fight the way that Red Dead Redemption (and Revolver) treated duels. Change up the gameplay for sword fights. Increase the emphasis on blocking, dodging, and parrying.

Whatever you do, just don't make it another boring thwackathon.
 

GrandmaFunk

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Oct 19, 2009
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Tharwen said:
The Madman said:
Mount & Blade has directional blocking. If they attack to the right and you block left, you'll just get hit. There is no all encompassing 'block' move. Even a tower shield will eventually break and can be batted aside by heavy weapon blows, charging horses, or even just a strong enough kick from the right angle.

Methinks you might have confused Mount & Blade with another game.
I know, but when I played they didn't seem to attack the bits of me that weren't covered by the block.

I think this conversation isn't really going anywhere...
there's a few systems at play here..first: blocking can be set to manual(directional) or auto(computer auto-aims the block in the right direction). Most multiplayer servers play with manual blocking, but some don't and most ppl probably play single player with blocking set to auto.

second: there's a variety of skills affecting the blocking mechanics, most importantly the Shield skill itself..which determines the area of coverage the shield provides..this often produces those blocks on hits that seem like they should have connected.