Indie
Chivalry: Medieval Warfare – The Soldier’s Guide
War is upon us! You have been beckoned to don thine sword, shield, and helm! In the name of your King, put down these aggressors!
But first thing’s first; it really helps to have an idea of the roles you will be playing as a soldier of either the good and just Agathian army, or of the unholy Mason Order. I will guide you through the strengths, weaknesses, and tactics on a general level, and look briefly at the stats that make up the weapons and characters, so you can adjust your play strategies and achieve maximum impact.
Classes and Weapons:
Archer – light armoured ranged attacker with quick, short melee weps – special ability: backstab
Man-At-Arms – light armoured equipped with quick melee weps – special ability: dodge
Vanguard – medium-heavy unit with long ranged primary weps – special ability: running charge
Knight – heavy tank unit with slow movement and weapon swings – special ability: toughness
Knives & Short sharps – quick strikes with low to medium damage – benefit from thrusts
Short blunts – medium speed with medium to heavy bloink damage – overhead swings powerful
Long sharps – slow swings with medium to heavy damage – horizontal swings sweep huge areas
Long blunts – slow to very slow swings with heavy damage – very painful, thrusts less effective
Long piercers – med speed, long reach, with medium-high damage – thrusts extremely effective
Ranged – shoot and throw stuff, duh
Unarmed – punish men with your fisticuffs!
When you pick a class, you make a decision about how you’re going to play the game – whether it is the heavy hitter or the lightfoot. Do not merely play the style; be the style. Let it flow through you, and become you.
Each class of weapon, with exception to throwables, have unlockable extras with tweaked stats, made to meet a player’s comfort zones of damage and timing.
Both of these factors come together and make up the system of strengths and weaknesses.
One should note, though, that advantages are not set in the classes themselves, such as in Team Fortress 2, where each can dominate some while being weak against others; every type of unit has a chance to take on another with the right moves and strategies, setting the focus on the playstyle itself. The things you, the player, put into the style when you play: such as aggression, or response time, or stubbornness, are what decide whom wipes the floor with whom. A slow but heavy hitter is just as deadly as a quick stinger, and the deciding factor being in how these opponents counter each others’ moves. You can fake people out with feints, block, parry, and queue up your hits with combos. The only Rock Paper Scissors factor is you.
Mechanics:
Hack and Slashers generally need to accomplish one main thing: make the player feel like their hacks and slashes are really connecting the way hacks and slashes are supposed to. Swings and impact feedback are integral in fulfilling the experience of a medieval combat simulator. The hit system of a competitive game like Chivalry: Medieval Warfare cannot be stingy in its details, and man oh man does Torn Banner deliver a a hell of a hitting stuff experience. Factors from the swing arc, to the distance of the swing’s tip, to the power, to the speed of the swing itself are all counted. Even blocking and defending is not as simple as a button press, but you need to actually aim your shield or you parrying weapon INTO the arc of the opponent’s swing for it to connect and deflect. This provides fair game against heavily defensive players turtling behind a shield, thinking themselves untouchable. You’re able to poke around shields and hit unprotected areas, as you damn well should! Hell, you can sometimes even duck under a swing! It’s crazy!
Meticulous attention has clearly been put into the system of dealing damage, as well as in balancing the effectiveness of the Chivalry arsenal, despite the common “OP” whiners you will encounter in matches. For all three variants of each weapon type, stats are never boosted in some aspect without taking away from another, and it caters to specialities while keeping the playing field even. Armour types and health are also used as key components to balance, trading speed and mobility for fortitude, and segregation of certain weapon types between unit classes enrich the strategic worth of a player’s preferred style.
The selection of swing types not only differ in direction, but damage and often also effectiveness. Stabs generally reach the furthest, while overhead swings often hit the hardest, and horizontal swings deal average weapon damage with the added benefit of its long arc which can glide through multiple enemies.
The hitboxes in this game are well-defined, with three general areas of damage dealing: highest at the head, mid-ranged on the upper body, and lowest on the legs and feet. With ranged weapons, these hitboxes will feel absolutely tiny, and will take plenty of practice to land those hits regularly. However, do not get discouraged; archery is only difficult because it’s too powerful to be made easy.
When you’re bored of combat, you can always spice up the battle experience by trying to land kills using the environment, like kicking opponents into bladed walls, spike pits, off of ledges and into the sea, throwing fire upon them, mowing them down with a stationary ballista or even stomp them into the ground with catapults. Boobytraps have also been recently implemented in a newly added map, where you can roll a giant boulder down the hill, or try to lure someone into a tripwire that sets loose two giant hanging logs to crash together and squeeze an enemy’s brains out of their ears like play doh. These trick kills are truly some of the most gratifying and rewarding kills in the game.
Gameplay:
With ample game modes with different goals like Free-For-All, Team Objectives, Team Deathmatch, Last Team Standing, King of the Hill, Capture the Flag, and Duels – you can get your carnage on however you like: coordinating with others, practicing your 1v1s, or jumping into an all-out fracas.
There even exist silly modes Low Gravity servers or voluntary All-Slinger games just for the giggles.
http://www.youtube.com/watch?v=MFkqA34evQI
In games like Chivalry – games of cooperation and competition – voice commands play a pretty integral role in communicating without taking breaks from the battle, for rarely does one have the time to type out orders or responses to their teammates. The list of the voice menu features warnings like “Behind us!” or “Archers!”, orders such as “Follow me!” and “HEEEELP”, even extra lulzy audibles like antagonizing laughter and hysterical taunts.
“YOU’LL NEVER BE HALF THE MAN YOUR MOTHER IS!” 10/10.
But back to game mode strategy —
Free-For-All – By all means, experiment as much as you want while playing FFA. This is the best gamemode with which to practice your crafts, since battle is constantly ongoing, and there is no running to the front line after every respawn. But a strategy-savvy player will want to pick their favourite class that can change targets fast, or strike multiple enemies at once. For me, my dudes of choice are the Man-At-Arms and the Vanguard for high kill, low death games.
Team Objectives – This gamemode should not be about your KDR; focus on the objective and cooperating with your team in order to accomplish it. Too often are there those who are easily distracted by a potential kill instead of rushing the point with the team, and need to be set right. You can yell at them through chat to get focused and run with the packs, use a voice command to remind them of the objective and to have them stick close to others, or get on microphone at bark orders. Take initiative, reader. T’is always better to shine a light than to curse the darkness. Oh yeah, and use whatever class with which you’re comfortable.
Team Deathmatch – Here, you want to survive as long as you can, while helping your compatriots stay alive as well, so that they can continue helping you survive, and so on. This gamemode is a war of attrition and outlasting the enemy forces. Unlike the other gamemodes which center around ‘kill moar’, this one is more about ‘die less’.
Last Team Standing – Loners don’t last long in this gamemode. With no mid-battle respawns, you better make as many lives count as you can, and that means sticking close. The good thing about this mode is that players naturally form wolfpacks. Every team should have AT LEAST ONE SHIELD-wielding knight to protect both himself and any squishy archers or retreating wounded behind him.
King of the Hill – Not too complicated, control the platform and keep enemies off. Sometimes, having a teammate run around outside of the point area will weed away the easily distracted, allowing the mount-holders to focus on the enemy trying to take it from them.
Capture the Flag – Wolfpacks. Form wolfpacks. A flag running squad and a flag defender squad will basically cover everything needed to win. Do not tolerate straggling battles; try to bring everyone back on point into their squads.
Duels – Here, you practice your one-on-one combat focus, timing, and aim. You’ve even the luxury of trying to master any dirty little tricks like ducking or luring the opponent into a boobytrap or kicking them into an environmental hazard.
Someone once told me that Chivalry was not a team-centered game because it didn’t have the word “Team” in it. I wanted to slap that fool, because neither does Counter-Strike or DOTA, and because we were playing the Last Team Standing game mode which does indeed contain the golden word. It cannot be stressed enough that objectives and survival always have greater odds when you aren’t alone, so make friends and attack as one.
http://youtu.be/AVGF-F3rdRY
~End of Tome~
To conclude, Chivalry: Medieval Warfare is a spectacular addition to the competitive multiplayer gaming world, and a total worthwhile investment for those looking for something more from the First Person Action genre. Its only shortfalls are the bugs that occur when the server menu breaks or when you need to close the game to join a friend from your list. Oh, and lag, of course.
But don’t expect to see much actual chivalry in matches. You will be ganked, stabbed from behind, set on fire, and shot up like a pin cushion by archers if you dare stand still.
The learning curve to the combat system is quite steep, and took me quite some time to get my average lifespan to more than seventeen seconds, but experimenting with the camera perspectives (default keybind: ‘P’) helped immensely.
Now go! And may you smite down your enemies with the power of holy retribution!
Indie
Reasons Why Indie Games Fail
The gaming industry is a tough place to be in. It is highly competitive and fast-paced. It is especially difficult for indie games to survive this competition as they are not backed by huge corporations that can pour in billions of dollars for its success. An average indie game on Steam is available for $9 or less and rarely sells many copies. Indie games are taking a back seat somewhere but that does not mean there is no hope for them.
It did take a while for indie games to come to the forefront and become widely successful like Minecraft or Among Us. You can find all sorts of indie games available today but not make it through, few see the light of the day. As the number of indie games has increased so has their quality decreased which is quite upsetting because many have great unexplored potential. Let’s look at the reasons why indie games fail and how the right marketing strategies can bring success to them.
Poor Marketing Strategy
Indie games are video games that are individually developed without a publisher that usually finances the project. This sometimes translates into no proper planning of strategies for marketing the games. In today’s world, however good a product is, marketing it well to the target audience is important. Unless gamers are aware and curious about a game they won’t want to play it.
There are chances that a good game will get lost in the sea of games available today without proper marketing. Marketing will create awareness about good indie games and get more people to play them.
Low budget Advertising
It is quintessential to have a good budget for advertising your indie game. A compromised advertising budget will yield poor results as we all know. Setting some funds especially for advertising and publicity should be a priority as this will help indie games become more popular.
Marketing may seem easy but there is a lot of thought put into it. Take help from advertising agencies if you lack that knowledge.
Even with a small budget, you can run effective campaigns if you have a good team of marketing professionals who understand the demands of the gaming world and the potential of your indie game.
Not interacting with the right audience
For the success of indie games, indie game developers should interact with gamers on their platforms. Take your game to the right audience if they are not coming to you. Developers focused on building a community around their games are going to garner a lot of attention and craze.
So many streaming platforms are available now that are popular amongst gamers which should be tapped into. You can showcase your game on these platforms as well as provide support during the game. TikTok, Youtube, and Discord are popular streaming sites that game developers can partner with.
Lack of Original idea
Some indie games fail because of the sheer lack of an original idea. You cannot sell an old game in a new package. If your game resembles some other popular game there is a slim chance your indie game will succeed. To succeed in this crowded world of indie games, you need to have an original idea and one that stands out apart from other competitors.
Indie game developers should stick to their niche and create a game that caters to gamers in that particular niche. Stick to an original idea and plan well according to it. This will guarantee success and your game won’t be just another game on the block.
Technical problems
It is a known fact that gamers like a smooth gaming experience. They don’t want to play a game that has any technical flaws. A bug in your indie game will deter gamers from coming back to it. Give gamers a chance to promote your game and that will only happen with a bug-free game. Many indie games release without any technical trials and this is one of the reasons they fail.
Test out the games as much as possible before releasing them for a wider audience. Indie game developers should hire professionals to improve the gaming experience and fix any in-gaming problems before the big release.
Conclusion
There is a huge market for indie games today and fixing some of these reasons for failure that are mentioned above can guarantee success. Indie games fail sometimes but that does not mean there is no hope for them. The right amount of planning and marketing can improve the overall quality of games. Don’t fear failure, work on improving the quality of games and you can make history.
Indie
Fair & Arcade-Like Gambling Games
Few people know that carnival games derive roots from the royal courts of the Renaissance period. They started as sporting activities and card tricks. Once the concept of traveling road shows got adopted in the 1800s in the US, they morphed into vaudevillian-like magic shows. Later on, in the early 20th-century, they incorporated mechanical elements, and prize machines got birthed.
Around this time, arcades appeared, which mainly consisted of coin-operated pinball machines. The ones hosting video games, the likes we associate with these venues sprung up in the late 1970s. They quickly got so popular that Dave & Busters and Chuck E. Cheese restaurants began offering them. In the late 1980s and at the start of the 1990s, arcades were the main gathering spots for male teens and a premium entertainment option. That all changed with the rise of home video game consoles.
Today, fair and arcade-like gaming options are making a comeback in the unlikeliest of places, online casinos. In the past decade, gambling sites have begun experimenting with featuring products from these genres. Interactive gaming is currently a fledgling industry with thousands of active platforms floating around in the digital sphere, each advertising that it is home to the best casino bonus. What follows is a quick rundown of four unique betting experiences that can induce fair and arcade gaming nostalgia from an online casino lobby.
Tetris Extreme
Fun bit of trivia. Tetris is an invention of a Russian programmer named Alexey Pjitnov, who worked as a software engineer at Moscow’s Soviet Academy of Sciences. He created this simple game that grew into a global phenomenon when testing the then-novel Electronika 60 computer. Tetris quickly became one of the most addictive puzzle games on the planet with a current vast player base. In 2019, developer Red7 figured out a way to morph it into a seven-reel, ten-row slot with an RTP of 94% in its base gameplay. Tetris Extreme by Red7 has a cluster-wins-mechanism and offers a Mega Drop Jackpot.
Coin Pusher – Ganesh Wealth
Coin pushers are machines featured at arcades, fairs, and even some restaurants. They let players place tokens/coins through a slot hoping that they will knock off a stockpile of them from an edge and win prizes. According to gaming historians, these machines first appeared in 1962 in Europe, with Cromptons Leisure Machines first developing them. Its original product in this category bore the name Wheel-a-Win and was a massive hit. Few coin pusher-like titles exist on gambling sites, with a super trending one being Ganesha Wealth by PlayStar. It got released in June of 2021, boasting a Hindi theme.
Rubik’s Riches
Likely any layperson has seen or tried to solve a Rubik’s Cube at one point in their life. It is a 3D combination puzzle invented by Hungarian sculptor Ernő Rubik in 1974, who licensed it to the Ideal Toy Corporation. The original cube had six faces, covered by nine stickers in six solid colors. In 2013, online gambling juggernaut Playtech attempted to bring the Rubik’s Cube concept into the slot format via Rubik’s Riches. This novel title mixed both genres in a product with an RTP of 94.5%.
Whack-A-Jackpot
Whac-A-Mole machines are popular carnival games that the Japanese TOGO company created in 1975. The following year, this invention was the second highest-grossing electro-mechanical game in the country. It made its US debut in 1977 at pinball parlors before reaching amusement parks and carnivals. Whack-A-Jackpot is a 2014 Microgaming scratch card-like game that mimics the original Whac-A-Mole machines to a T.
Browser Games
Ori and the Blind Forest
Ori and the Blind Forest is an indie game by Moon Studios that has won several awards in artistic achievement, animation, and musical composition.
The Prologue:
You begin the game as a small forest spirit named Ori, who falls from the Spirit Tree during a storm. He is adopted by a creature named Naru but is quickly orphaned when a devastating event sweeps through the forest and wipes out their food resources. Naru gives Ori the remaining food and starves to death. Now, Ori must set out into the forest alone in an attempt to stay alive.
The young spirit eventually loses energy and collapses near the Spirit Tree. A blue orb named Sein revives him. Here, the prologue ends, and the game begins. From here on out, Ori and Sein set off to restore balance to the forest. They recover its main elements: Waters, Winds, and Warmth.
The Main Story:
Two other primary characters are introduced at this point – Gumo and Kuru. Gumo is a spider-like creature who seems evil initially but becomes a friend when Ori helps them out of a sticky situation. Kuru is a large owl. It remains an antagonist for much longer, but its aggressive nature is explained in the game’s latter stages.
The Ending:
Gumo uses stored light from the Spirit Tree to help Naru. They team up to protect Sein and Ori, working together to restore warmth in the forest. Gumo sees the dangers that lie ahead, and in the game’s final act, Kuru catches Ori and Sein, but Naru protects them. Kuru changes his heart and takes Sein back to the Spirit Tree’s top to end the spread of fire throughout the forest. A giant light emits, wiping out the fire but ultimately wiping Kuru out in the process.
What You Need to Do:
Your task as the hero is to bring Ori back to his home and save the forest from dying. As you go through the game, you will gain more abilities. Eventually, you will be able to spend experience points on three different skill trees.
Core Skills:
- Spirit Flame
This is the first skill that Ori learns, which can be used to attack enemies. To upgrade this skill, you need to put ability points into the Offensive Skill Tree. - Wall Jump
By jumping repeatedly, Ori can climb walls. This skill allows you to gain access to areas that are usually inaccessible with a single jump. - Double Jump
This is another essential skill that grants you access to new areas. You need to jump into the air while performing a double jump. Leru’s Ancestral Tree in Gumo’s Hideout gives you this ability. - Charge Jump
To enable this skill, you need to hold a directional key to charge the Charge Jump and then let go to propel Ori in your desired direction. You can choose to charge straight up, hang on to a wall, or charge left or right. This skill is found in the Sorrow Pass. - Charge Flame
This is an offensive skill that can be used to break specific barriers and damage units within a certain radius. It is found in Hollow Grove, and it is given by the spirit Ano’s Ancestral Tree. - Stomp
Ori learned this skill in the Thornfelt Swamp. Using this skill, you can smash the ground and break barriers underneath you, thus damaging nearby enemies. - Bash
Found in the Ginso Tree, the Bash ability is what allows Ori to fly through the air. It uses the momentum of a nearby lantern, projectile, or creature, and it can stop time for a while, giving you the time to choose a direction. The object you bash against is then flung in the opposite direction. - Climb
This skill allows Ori to shimmy up and down a wall or hang onto them without doing a wall jump. To hold onto a wall, press the ‘Shift’ key or ‘RT.’ - Dash
This skill allows Ori to move quickly in one direction for half a second. It is found in the Black Root Burrows and can be upgraded in the skill tree. - Light Burst
Also found in the Black Root Burrows, this skill allows you to cast spheres of light into the air to light lanterns. - Kuro’s Feather
With this feather, you can glide to the ground. You can also use it to be lifted up if you are in a wind tunnel. To pick up one of these feathers, you must distract Kuro on the way to the Misty Woods.
Ability Tree
The ability tree is a collection of various knacks that Ori can purchase with Ability points and enhance their performance. The available abilities can cost either 1,2 or 3 points at a time. If you fail to produce the proper payment, Ori will be prevented from receiving that ability until they have accumulated enough points.
Abilities may also be unattainable because Ori doesn’t have the skill that it enhances or has not bought the ability to come before it. If either of these options is true, the text below the description of the ability will be bright red. This will indicate that Ori does not have the necessary requirements to have that particular ability.
The tree has three branches, each with abilities that share a common theme. They are:
- Utility Abilities
This branch is cyan, with abilities that help Ori with survival and defense. It is at the top of the tree. Some of the branch’s abilities include Rekindle, Charge Dash, Water Breath, and Air Dash. - Efficiency Abilities
In the middle of the tree, this purple branch can help make exploration and pickups more efficient. Some of the abilities that come with this branch include Spirit Efficiency, Spirit Magnet, and Map Markers. - Combat Abilities
These abilities enhance Ori’s offensive capabilities. This branch is at the bottom of the tree; it is red. Some of the skills on this branch include Quick Flame, Split Flame, and Ultra Stomp.
You may be wondering what the best skill point build is, but ultimately, the answer to this question depends entirely on your gameplay. Investing ability points in the survival brand can make the game a lot easier, especially when you get to the Triple Jump. Offensive capabilities are convenient but not necessary. Most deaths in the game are caused by environmental damage. To find secret areas and extra pickups, you can search the exploration line or even the internet for additional information.
Ori and the Blind Forest is an adventure game with beautifully designed visuals and an outstanding score. Developed by Moon Studios, it was released on March 1th for Windows, Xbox 360, and Xbox One. Reviewers have highly praised the storyline, graphics, level design, and gameplay.
If you loved Ori and the Blind Forest, make sure you check out its sequel, Ori and the Will of the Wisps!
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