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  • vor 3 Monaten
Die Entwickler von Blackwood gewähren frühe Gameplay-Eindrücke aus ihrem ambitionierten Mix aus Third-Person-Shooter und Beat 'em Up. Die Szenen stammen aus der Alpha.

Dabei steht vor allem das dynamische Kampfsystem im Mittelpunkt, das akrobatische Schlägereien im Stil der Batman Arkham-Spiele mit dem realistischen Look von Martial-Arts-Filmen wie John Wick oder The Raid kombinieren soll.

In Blackwood spielen wir einen Mann mit einem ungewöhnlichen Doppelleben: Tagsüber führt er einen DVD-Laden im New York des Jahres 2012, nachts geht er als Auftragskiller einem deutlich blutigeren Geschäft nach.

Der Release von Blackwood soll bereits zwischen Juli und September 2026 erfolgen. Entwickelt wird das Spiel von Attrito M7. Das Studio ist bekannt für den taktischen Militär-Shooter Zero Hour. Aktuell werden für Blackwood noch Playtester gesucht .
Transkript
00:01Hey guys, I'm Mehraj from R2107.
00:04Just wanted to quickly walk through how we've been handling combat in R2.
00:17We've already shown a lot of shooting before.
00:19This one's mostly about melee.
00:21The idea wasn't to go fully free flow or fully grounded.
00:25It's kind of in between.
00:26It feels heavy, but you can still do some cool stuff when things line up.
00:30One of the bigger challenges for us was getting hits to actually feel like they connect.
00:34We tried a bunch of things to fix that.
00:35Camera shake, positioning, and IK.
00:38So hits actually line up with the enemy instead of just playing through.
00:41The camera also helps here.
00:42In melee, it stays a bit closer to the player
00:45and applies a soft lock toward nearby targets or incoming attacks.
00:48But it doesn't take control away.
00:50Enemies obviously react back.
00:52So we added parries and dodges.
00:55Most of the fights are really just about timing and reading what the enemy is doing.
00:58On lower difficulties, we show timing indicators for parries.
01:02And on higher ones, we take that away so you rely more on animations and cues.
01:07Takedowns are all contextual.
01:08So it's based on distance, angle, where you are, stuff like that.
01:12Same idea with the environment.
01:14If you're outnumbered, you should be able to use whatever is around you instead of just trading hits.
01:19We've been running private tests, watching how people play, and tweaking things based on that.
01:23If you want to join future rounds, signups will be on our discord, so make sure you don't miss it.
01:27So that's pretty much where melee is at right now.
01:30Let us know what you think.
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