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Transcript
00:00If it's not me that's possessed, or just the mind, can't tell what's real anymore.
00:13We're in a really great time of the year where a ton of new games are being revealed and this new project right here is no exception.
00:19What you're looking at is a realistic, brutal project that I've been wanting for years and years.
00:24A realistic medieval action game with true-to-life animations and a gritty story.
00:30Nothing else, nothing more, it seems so simple, yet not one studio has tried to do this in the past decade and more.
00:36But now here we are, and this game looks truly special.
00:39The very horn came out of nowhere, and the moment the first gameplay clip started making the rounds,
00:44you could feel that immediate reaction from people who've been starved for a darker, more grounded medieval game.
00:50Not fantasy spectacle, not exaggerated animations, not arcade combat,
00:54but that raw, brutal, weight on every swing type of medieval violence that actually feels physical.
01:01And that's the thing that hits you right away with the very horn, it's not trying to be flashy, it's trying to feel real.
01:07The reveal footage is gritty in a way most studios don't even attempt anymore.
01:11The lighting is harsh, the environments feel damp, cold and miserable, and the combat looks like it was built around the reality of medieval weapons.
01:19Slow, heavy, risky.
01:21You can see the animations aren't motion smoothed or sanitized, they're messy in the way real fighting is messy.
01:27Blades don't glide through enemies, they snag.
01:29Impacts don't just play a particle effect, they jolt the character model.
01:33Every hit looks like it hurts because the animations have actual resistance behind them,
01:37and the tone of the game is immediately clear.
01:40This isn't heroic high fantasy.
01:42It's not about saving kingdoms or wielding ancient magic.
01:45It's about surviving a world that's cold, unforgiving and vicious.
01:50A world that feels lived in and hostile, with enemies that don't move like NPCs in a theme park.
01:55They move aggressively, reactively and unpredictably.
01:59You're not just swinging steel, you're trying not to die.
02:02What really stands out is how handcrafted the whole game feels.
02:06You can tell the very horn isn't designed by a committee.
02:09It has this focused, almost obsessive approach to realism that smaller teams thrive on.
02:14The parries, the dodges, then the stagger animations.
02:17All of it looks like it's been tuned by people who care deeply about how medieval combat actually worked.
02:22Not the Hollywood version, but the grimy, brutal one where one wrong move gets you split open.
02:28The world itself has that same tone.
02:30Dark forests, fog choked clearings, mud covered villages, narrow paths soaked in shadow.
02:35Everything is pushing the idea that you're always one mistake away from disaster.
02:39The atmosphere almost feels like a survival horror game wearing medieval armor.
02:44And that's exactly why the reveal made such an impact.
02:47It's rare to see a game go this hard on tone and stick to it.
02:50And even though the team hasn't dumped a giant list of features yet,
02:54the glimpses we do have say a lot.
02:56Enemy AI that doesn't just rush you, but actually circles, pressures and reacts to where you're aiming.
03:02Animations that don't reset into idle instantly.
03:05Game, though Bessantia, they carry weight, center of gravity and commitment.
03:09Attacks that can be disrupted.
03:11Limbs that stagger and collapse in ways that look motion captured, not canned.
03:15There's also something really interesting happening with environmental storytelling.
03:19Even in the short clips, you see ruined camps, abandoned fortifications, blood trails running into the dark,
03:26flickering torches in places they shouldn't be.
03:28It feels like a medieval world that's already gone wrong before you even show up.
03:32Games like this live or die on their atmosphere and the very horn already has that nailed down.
03:37And the biggest reason people are paying attention is simple.
03:40This is exactly the kind of project bigger publishers don't greenlight anymore.
03:46It's too gritty, too grounded, too focused on a niche that prioritizes weight, realism and brutality over mass market spectacle.
03:54These are the games that end up being shaped by passion, not marketing departments.
03:58And that's why so many players gravitate toward indie or mid-sized teams now.
04:02They're the only ones still taking risks on games with an edge.
04:06The very horn looks like the next one in that line, a project that knows exactly what it wants to be
04:11and doesn't care about chasing trends or checking boxes.
04:14It's sharper, darker and more committed to its identity than a lot of medieval games we've seen in years.
04:20There's also a big focus on ambient danger.
04:22Animals aren't just set dressing, some of them will attack you if you corner them.
04:26Humanoid enemies don't all behave the same.
04:29Some charge recklessly, others probe, hesitate, even retreat when pressured.
04:34And you can tell they're trying to blend scripted design with unpredictable AI.
04:38So no encounter feels identical.
04:40That's exactly what grounded medieval combat needs.
04:43And if this early footage is already hitting this hard,
04:46imagine what the full combat system is going to look like
04:49once we see more weapons, more enemy types, more systems layered on top of that foundation.
04:54More of those tight suffocating encounters in cramped spaces.
04:58More of that heavy directional combat that rewards timing instead of button mashing.
05:03More of that world building that leans into the dirt and brutality of the era
05:07instead of polishing it up for mass appeal.
05:09If this is just a reveal stage, the very horn has the potential to become one of those slow burn hits.
05:15The kind of game that everyone dismisses until early access drops
05:19and suddenly people realize someone finally made a medieval game that actually feels medieval.
05:24And that's exactly why this reveal is getting attention.
05:28Because something about it feels real, raw and genuinely different.
05:32If the team keeps pushing in this direction,
05:34the very horn is going to be one of those dark grounded projects
05:38that breaks through purely on authenticity and craft.
05:41And honestly, based on what we've seen so far, it deserves every pair of eyes watching it.
05:46The very horn is exactly the kind of project that reminds you why supporting smaller teams actually matters.
05:51Big studios would never make a game like this.
05:54Not something this raw, this bleak, this unapologetically focused on weight and brutality.
06:00There's no glossy cinematic filter, no forced jokes, no everybody can play this smoothing out of edges.
06:06It's just a team making the game they want to make.
06:09And that kind of creative clarity almost always results in something memorable.
06:13And the more you look into it, the more interesting details start surfacing.
06:17The developers have been sharing small fragments, nothing huge or marketing driven.
06:22Just glimpses that say a lot about what they're aiming for.
06:26There's an emphasis on animation driven combat where every swing has commitment.
06:30Not that floaty, snappy, gamey stuff.
06:32You're dealing with blade momentum, footwork, handling and recovery.
06:36It's the same design philosophy that made old school immersive sims and early first person melee titles feel dangerous.
06:43Here's what the devs had to say concerning their game.
06:45Vernie Horn is a classic open world RPG inspired by timeless titles such as Baldur's Gate, Icewind Dale and The Witcher.
06:52But our influences reach far beyond games.
06:56We draw heavily from cinema as well.
06:58The atmospheric precision of Robert Eggers.
07:00The raw intensity of The Revenant, the grand vision of Ridley Scott and many other iconic films that shaped our creative identity.
07:08We're not promising a massive world built just for the sake of scale.
07:12We want to deliver a narrative that stays with you long after the credits roll.
07:16Atmospheric locations, thoughtful dialogue and moments woven with distinctive humor or irony.
07:22These form the soul of Vernie Horn.
07:24We create a living, immersive world where everything follows its own natural rhythm.
07:28NPCs live out their daily routines, time and weather shift organically, nature responds, and animals walk their own paths.
07:36Every system works together to form a cohesive, believable whole.
07:40As a small studio, we're not afraid to break conventions.
07:43That's why, even at an early stage, we invite players to test the game and help shape its direction together with a community that wants to be part of this journey.
07:52Like the video right now to support this game, they need all the help they can have.
07:56Once you have on the deep dream, don't you forget to know what they can be part of this game, then you can connect with your falsch.
07:59No part of the story
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