Working in Sevo It is a glorified tribute to the best in the kung fu movie industry. Blocks, hits, dodges, and throws all seem designed, with no wasted movement, and no unwanted punches flying through the air. If the hero hits an enemy with his group (or group), he will simply continue the next two or three moves on the next customer nearby, before flipping backwards over a table or scrambling against the wall to higher ground.
What is most curious to me SevoFrom absolute Developer Sloclap, is the questions he will ask the player and the character that inhabits it. It’s the kind of big philosophical question that martial arts movies honestly aspire to present, but which they rarely answer. SevoAs a piece of martial arts popular culture, it could be something much deeper than the classics that inspired the game’s developers.
“Is one life enough to learn kung fu?” asked Felix Garcinski of Sloughlab during a press demonstration a week ago. “How much are you willing to give up your life, for your own revenge?”
Sevo, on deck for its February release on PlayStation 4, PlayStation 5 and Windows PC, presents these questions in a new way: by advancing the player’s age. If the protagonist falls into the hands of his enemies, they will be reincarnated immediately – keep fighting, and not repeat it, even – but it will take a few years of their lives. You’ll see this in the character’s appearance.
As they get older, Garcinsky said, the player becomes more susceptible to enemy damage, but becomes more accurate and effective in their hits. This reflects the character’s progressive knowledge of kung fu – “sifu”, after all, means master (as in a skilled person). This aging is not infinite – old enough, and the character will die, forcing a reboot. But I found it to be a unique way to limit the player and increase the difficulty beyond just giving them a limited number of tries.
“The goal is to get revenge before you get too old and have to start over,” Garcinsky said. He assured us that the levels would be set appropriately, and that by starting over, players could either repeat the level where they advanced, or go back to the previous level if that level had taken many years out of their lives. While Sevo It can be completed in any number of ways, one imagines that the replay comes in ending everything as a young woman or man, or perhaps intentionally treating it as a clever old master with no room for error.
The Sevo The demo we got was just a taped stage show, but it was enough to show the flow of combat and the system of unlockable combat skills that support it. In the game, both the hero and the enemies have a “structure scale” above them. Objective: Fill the enemy’s gauge, and prevent your gauge from filling up. When it is full, the character guard breaks, and a final attack can be performed.
For defense, basic blocks can take a lot of the sting from a hit, but the meter will still be increasingly filling. That’s where the dodges and dodges come in, helping players to go through the ebb and flow of filling enemy metrics while lowering yours.
The levels we saw seemed designed with constant movement and combat in mind, with furniture and destructible objects providing barriers or distance between you and attackers, or improvised in attacks as a bumping surface or obstruction to launch.
Batman: Arkham fans will learn to master the main character and control the tempo and direction of combat, with similar goals to fill combo counters to offer temporary perks. A focal attack, which slows down the movement of key hits and summons vital areas to hit, is one example we’ve seen.
“There are more than 115 attacks in the game that we have created by master Pak Mi Kung Fu,” Garczynski said. “The kung fu style of the game is really based on Pak Mei kung fu, which is very specific, very effective and rooted. It’s not like the actions of wushu, with a lot of flying kicks, you know. It’s very grounded. It’s very powerful and very precise.” Garczynski added that players will unlock newer and more powerful combos and attacks as they get older, especially if they get older.
Levels will be set according to traditional elements in Chinese mythology; We saw the stages of wood, fire and water. The fire was an underground fighting club, for example, where the hero plowed guards and sod and tangled with acrobats in a kind of small showdown. The stage ended in the fighting pit itself, where he finished off a tank-like boss (currently known as “Big Guy”), with a Beddoken strike on the solar plexus, thanks to the focal attack.
“The game is set in a contemporary Chinese city, and it is [got] “The environments are realistic and somewhat credible,” Garcinsky said. “But there is magic in the world. I won’t spoil much of the story, but it’s related to why you can resurrect and age. It’s also related to your enemies. So as you get closer and closer to the different bosses in the different levels, you can expect the environments to turn from very realistic and believable urban environments. To an environment full of magic indeed.”
It seems that an art museum with water or ice as a primary theme also illustrates this transition. It’s the main base of the third coach in the game, Garczynski said. The gameplay showed the importance of confrontation, as counterattacks make the enemy drop their combat weapons – a vital skill against thugs who use machetes. Next, the hero picked up the sickle and, after filling the focus gauge, carried out a blade focus attack, dealing more damage.
This video shows focused strikes, tackling gun-wielding enemies, using weapons against them, improvising attacks with the environment, and finishing moves to execute tank-like attackers.
Sevo Garczynski said it’s the story of a day, as the character plows all of the city’s underworld alone (and by foot) to bring justice to those who murdered his family. Dialogue options and a “detective board” that opens the door to leads and clues help piece together the overall story of who did what and how they’ll pay.
Some dialogue may allow the protagonist to avoid combat altogether; Other options just cut to throw. NPC enemies are not always aggressive once the player encounters them as well. In this case, it’s up to the user to decide if they want to strike first, talk their way out of it, or get in their way, always focusing on crowd control.
Because Sloclap is already known for its RPG in martial arts, which was 2017 devious Inevitably Sevo It would be seen as a follow-up, particularly in its combat systems. Garcinsky said the two games are fundamentally different. “in depth, absolute It is truly a 1v1 focused PvP game.”Sevo It’s really all about fighting multiple enemies, although you’ll have dueling situations, usually in bosses. But it is really designed from the ground up to fight multiple enemies. So, how do you switch goals, how do you use your environments? “
Most of what I’ve seen is like a modern-day reimagining of live side-scrolling beats like kung fu master – A game I’ve adored for 35 years, in part because of the tribute it gave to the Bruce Lee classic Game of Death. Long lanes direct the player towards enemies and vice versa; Goons swarmed a room and shut the doors, leaving you to break up the crowd one by one.
“Once you finish the game, maybe the first time you finish the game, you will be old,” Garcinsky said. “So there is kind of a natural goal, which is that I want to finish the game as early as possible. Because I want my character to have her life in front of herself at the end of the game.”
“It’s great to be a wise old master of kung fu,” Garcinsky added. “But they’re 75 years old, and they’ve taken 15 years of their lives, in one night, just for revenge.”