![]() ![]() Even in great FPS shooters, the melee weapons always feel a bit funky. See, first-person melee combat is one of the most difficult things to lock down. ![]() Generally speaking, we’re usually holding some sort of gun or human-liquefying cannon, and not flailing swords and firing arrows at one another. Now, these shortcomings are things that are generally pretty easy to look past when it comes to console ports of a PC game. But still, the maps feel like they were geared toward insane player counts, so even though the max has been bumped up to 24, each battle still feels like it’s missing something (like another 15 or so players). Team Objective mode is still where it’s at when it comes to fun in this game - pushing siege towers to walls and manning catapults. Brand new to this version is a survival/horde mode that definitely feels duct-taped on as there’s no real clear instruction of where to go, how to buy weapons, when you will spawn, etc. It contains the same modes from last year, like King of The Hill, Team Death Match, and Capture the Flag, and once again pits the boys in Red (Mason Order) versus the Blue Meanies (Agatha Kingdom). This is still a far cry from the PC experience, because you’ll often find servers with 40-60 players all going for one another’s gorgets. Well, this year’s Chivalry for consoles boasts an upped player count, allowing 24 players hack away at one another instead of the barren-feeling 12 max from the last edition. I just wish the intensity of the game itself was as cranked up as the audio bed. The rest of the audioscape is filled with plenty of plings, tinks and thwacks to really give the weapons a heavy, devastating feel. For example, you can make your guy scream his face off while in a full sprint, but all of a sudden his yell will cease and the stark silence of the surrounding area will deafen you. Sound is very well done as well, but many of the effects and music pieces suddenly just drop out for no apparent reason. The animation sets while in first-person view serve the purpose well but any attack often adds some type of camera sway, making it a bit disorientating trying to produce a follow-up attack or react accurately with a block. Otherwise, the framerate will frequently bog down to sub-30 fps levels, making it very difficult to exercise any combat expertise you may possess.Ĭombat animations are the highlight as they’re extremely well done watching a heavily armored knight sling the heft of a broadsword at you looks pretty damn good. There were talks that this version of the game was going to be pushing 60fps, but that seems to only be the case if you’re staring at the ground or directly up into the sky. The trouble becomes very apparent when the game starts moving, though. In still form, Chivalry is a pretty decent looking game. Jumping is pretty worthless as it feels that any obstacle that you’d actually want to jump over seems to be just a smidge too high. Blocking can be done with the left trigger, but you’ll need to be channeling Obi-Wan Kenobi if you truly want to deflect any attacks. Attacks are bound to the right trigger, bumper and the right stick’s click function. With the game being rereleased on Xbox One and the PlayStation 4, let’s take a closer look to see if it’s worth picking up that claymore…įor starters, the controls are pretty easy to get used to after a few matches. The version of the game that players received on Xbox 360 and PlayStation 3 was almost a ghost of the original PC game, with a neutered max-player count, truly rough visuals, and an overall flabby feel. Last year console players were able to get a small taste of the frantic combat of Chivalry: Medieval Warfare. That guy you’re swinging at will likely end up fine. ![]()
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