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Skydance Behemoth Hands-On Report – PlayStation.Blog


Even back when they were Swarms of worms in the living dead, the creators behind The Walking Dead: Saints & Sinners are dreaming up how – and where – they can apply immersive versatility to their VR combat. At the end of 2022 has the answer in the form of a cinematic trailer: secondary weapons are traded for swords and dangerous encounters shift from Walker-ravaged New Orleans to a dark, brutal fantasy world.

And last week, The game launched via the latest State of Play. At the original announcement, the cornerstones were promised for this Unreal Power 5 adventure – physics-based combat, a grappling hook to climb and grab, and boss battles with giants. Earth-shattering giants – all present in nearly two minutes of PS VR2 footage.

There are many fascinating things at first sight that I have experienced firsthand through my recent practice. Thirty minutes and change were spent confronting skilled warriors, repelling mountain ruins and climbing upward The torso of a giant angry monster in a “vertical slice of a vertical slice” illustrates the main features of the game.

Loving the dual-wielding equipment and two-handed broadswords throughout, I walked away feeling every inch the ancient warrior but was equally glad to be wearing a light shirt this morning That and have a few weeks back at the gym.

You don’t need to be afraid of forced exercise. The studio intends to create difficulty settings that serve and scale for all players, be they lovers of story and lore, seekers of fantasy power, or survival enthusiasts. exist. But even in this preview, the complexity of the combat is still a treat. The core of the physics-based melee system requires the blade or shield to be placed at the correct angle to strike limbs and block incoming attacks, daggers, and arrows. There’s a tight blocking window to stun enemies and unblockable attacks where your dodge move will come in handy.

The studio is still developing the game’s haptic feedback for use with the PS VR2’s Sense controller and headset. The intention is for every weapon to have its own weight and heft, and for the player to ‘feel’ the passage of the Behemoth. An interesting illustration: when you run out of stamina, the headset’s feedback will mimic your temples pounding until the stamina is automatically recharged.

How to penetrate a warrior’s defenses depends on their weapons – and yours. Daggers will only scratch wooden shields, small axes will puncture holes in them, and two-handed broadswords – with the right angle and force – will carve them to pieces. Hit a distant enemy in the head with an arrow or throw a melee weapon, then dash forward to finish the job. Aim an attack or throw a weapon accurately and you can knock the helmet off an armored enemy’s head.

Your grappling hook is an essential tool for combat. Grab the far away weapon and pull the warrior off balance. Rappel escapes trouble or repositions himself on the battlefield. In an instant, I grabbed a tree trunk behind someone and quickly pulled it to fire a cannon at them. In another case, I quickly climbed up a ledge, the hook’s pull propelling me upward (the next smooth arc of my grapple-assisted jump with no loss of shine throughout player) and when my foot touched the ground higher, I notched and fired a shot. arrow at an archer lurking nearby.

The battle was intense throughout. Don’t expect a bunch (or herd) of enemies, but each individual presents a tangible threat at close range. They all equip themselves from the same weapon pool that you will eventually have full access to and have many of the same skill sets as you. As a result, most encounters revolve around situational awareness, positional strategy, weapon considerations, and player resilience.

There’s another addition to that list: superhuman strength. To you at least, the curse that has infected much of the Forsaken Land population is a boon. A limited-time but auto-recharging buff that, when activated, allows you to rush out and smash through doors, perform brutal, super-strong finishing moves, or stun potential murderers – or their limbs – fly up. It increases the odds when surrounded or when dueling with tougher enemy types.

Clash of Steel doesn’t completely define your journey: the game rewards exploration. Explore your surroundings for items (which can be brewed into potions and other items at crafting stations) and go off the beaten path to discover collectibles. Place your hands on the indentations on the stone altar to save your progress and wash the blood of the fallen from your arms – however, your sword continues to bear the mark miss where you’ve been.

You will never be without weapons. The cruel history of the Forsaken Lands is clearly exposed in its setting. Dozens of weapons were abandoned or dropped. The punctured skeletons of those who once wielded them litter the world, and those who still have a pulse can be plundered as they join their fallen brethren. You can equip additional blades, shields, and bows to your men to change strategies on the fly.

You will earn ‘hero’ weapons that will always be with you (re-equip them if you leave them behind on your trip). Once discovered, a handy forge allows you to enhance your arsenal with different attributes, stats, and damage types. You’ll also be able to add on cosmetic achievements earned through overcoming the worst the Forsaken Lands throw at you. Defeated Behemoths will increase your strength (health) and stamina.

Behemoths, plural. According to the State of Play trailer, there’s more than one there. But one is what I faced at the end of the demo. After the previous half hour of teasing its presence, either spotted as a moving mountain in the distance or wandering down a new valley formed as it passed, I stepped out onto the tundra ravaged by snow to engage in a battle that ties together everything I’ve learned in the past 30 minutes.

I dodged mammoth stomps, and a wrecking ball the size of a building swung up with impunity. The armor covering its feet got caught and peeled off, requiring several manual pulls to remove it and allow me to climb up towards the beast. Climbing a rampaging colossus to an attackable weak spot is not uncommon; Doing so in the first person is. Setting foot on land and the Behemoth temporarily downed, I was jumped by a group of humanoid attackers and we clashed in the shadows of a cliff-sized arm. Muscle memory was so weak that I was eventually overwhelmed, even after taking a sip of the recovery potion, I grabbed my belt. Behemoth regained its footing. I was momentarily overshadowed as a mammoth foot made a final, deadly plunge.

It’s an epic ending to an epic battle, one that has me ready for a second round when the game launches on PS VR2 this fall. The creators of Skydance’s Behemoth have taken the best from their previous work and are intent on building something special.

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