00:01Today's Hellblade update is about our combat review meeting, where we've asked Rani, a creative director from another project in
00:09the studio, to come in and give her feedback on the progress that we've made so far. This video gives
00:15you an insight into how that review went.
00:18So, first of all, to fight, you need to lock onto your target, which you do by pressing the right
00:24thumbstick when looking at the target.
00:34And the block is on the right thumbstick. X is for fast and normal attacks, Y is for heavy and
00:43charged attacks.
00:45And the way you do charged attacks is you hold Y, which does guard breaking and heavy damage. If you're
00:55not blocking it, it would do heavy damage in there.
01:00It's directional as well? It is directional, yes. So, side charges will knock you back, and then from down to
01:09upwards it will launch you.
01:11You've got that thing like we've got in our game, where I want up to be down. I want to
01:17press up to go like that.
01:19Oh, no. Inverted axis. Yeah.
01:25The idea with the directional charge is that you would have directional blocks on the other end, or you have
01:31to choose the right to behave for the attack.
01:37You like choosing, basically, you're choosing a different attack, but you kind of don't have any feedback that you're doing
01:43that.
01:43You don't have any feedback that you're doing that, to be honest.
01:46Do you think you should move while you're charging? I think you should, probably.
01:49Be able to strafe and charge.
01:51Yeah. Well, because there's a slight conflict there when we're moving in.
01:56Oh, right. Yeah, I know what it means. So, if you're moving left, you're also going to be changing to
02:02the left, charged. Is that what you mean?
02:06I mean, you could try it and just see what it looks like, or try planting you on, I don't
02:11know.
02:12I mean, you can evade it to move around, and you can still let go of it to move around.
02:20What's more important? Selling the idea of directional blocks that isn't very common in a game, so you have to
02:27make it very obvious, or giving you that freedom at the expense of that.
02:32You also have perfect blocking, which happens when you block at the last moment, like right before the impact.
02:38So, if I try to hit it, you do the perfect block, and the attack gets recoiled.
02:47Speaking of ducking, so you have, if you just press A, you duck.
02:53And you have directional evades.
02:57And if you double tap, you have a longer one.
03:03You can cancel evades, you can cancel attacks with evades and blocks and movement. You can actually train multiple evades.
03:12Do you think the first attack, or just your normal attacks attack, is too quick to react to?
03:19A lot of what you perceive to be responsiveness happens in that first attack, because everything else is buffered after
03:26that.
03:26It almost feels like you strike before you pass.
03:29I'm prepping it to strike five.
03:33Or maybe there's a...
03:35It feels like, for a single player game, it feels good.
03:40If you want it to read a bit better for defending against it, you can try putting, maybe like an
03:46extra thing like this at the front.
03:50Just so you can read a pose coming at you, but the response I think feels nice at the moment.
04:01So, I was thinking, like, to wrap, maybe to wrap up, maybe we should, maybe just try and have a
04:06fight, and see what happens.
04:17That was a good reaction.
04:29Oh, that was a good reaction!
04:32Uh, the zombie...
04:36No, that's not a bad, I mean...
04:38Oh, that's not a good reaction...
04:38Oh, that's not a bad reaction.
04:38No, that's not a bad reaction.
04:38Oh, no.
04:38Then, last time I tried to leave a special attack, or the other.
04:38Oh, no.
04:38Oh, nice.
04:39Oh, no!
04:39Oh, no.
04:39Oh, oh, no.
04:41You're wrong, that's not a bad reaction.
04:48Oh, no, no.
04:49Oh, no.
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