Of course, you could always try to reduce the likelihood of taking a friendly sword to the face by choosing the ranged archer class, but the overall ineffectiveness of arrows, due in no small part to the game’s jerky animations and consistent lag, combined with a lack of real cover or verticality in many of the game’s arenas makes this class feel ill-equipped to make much of a meaningful impact on the battlefield. While it’s frustrating enough in one-on-one combat, this overall level of sloppiness directly impacts your ability to function as a team as well, as the imprecise combat means you’ll frequently see teammates inadvertently hacking limbs from one another (which happens plenty intentionally, too), giving you little incentive to help your comrades for fear of losing your own head. This issue means duels quickly devolve into two players flailing at eachother until one eventually drops in a headless heap. Swordplay in Chivalry is wildly unresponsive, and it’s frequently difficult to tell as to whether or not you’re in range to strike your opponents. Unfortunately, the art of war in Chivalry: Medieval Warfare is about as refined as a mosh pit at a your average Dimmu Borgir concert. If finely-honed, the act of rushing through massive battlements, clashing swords with armored infantry and picking off hordes of invading forces in sprawling, medieval warzones could be a stellar experience. Originally released as a free mod for Valve’s Half-Life 2 under the name of Age of Chivalry, this Middle Aged melee certainly has its appeal, but a wealth of technical problems and a lack of overall polish prove to be a crippling arrow to the knee of this multiplayer-only experience at every turn. A time when a keen archer’s eye was the closest thing you had to a 10x magnified scope, and the mighty trebuchet was the only artillery that rained down on the battlefield. Torn Banner Studios’ Chivalry: Medieval Warfare aims to pull gamers from today’s steady stream of modern online military shooters into a darker time.
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