First I must say that I had blast experimenting this game for the first time!!
I must have played eight hours straight, and had to stop myself to not show up as a zombie the next day at work.
I played Chivalry for endless hours, and played competitively for a year, so I had some apprehension at first that the magic theme would overtake the melee combat I adored. Fortunately, I was very wrong, and oh boy this game still is a melee gore fest at its core!!
This will be a quick write up of my first impression, I will work on a much more detailed review at the end of the first alpha round!
COMBAT/ MOVEMENT/ CAMERA
I played mostly with the Vypress and Taurant, and one thing that bothers me with the combat is how slow the release the release of my attacks are. It gives a ‘‘floatiness’’ feel to the melee combat, and I don’t feel the impact of my attacks at all. It must be a mix of animation/sound / visual feed back.
Seems much easier to get around parries, maybe I wasn’t rotating enough, but it felt like some overhead attacks were hitting above my head when the point of the weapon dint. Same issue with horizontal attacks. Feints are heavily nerfed and almost unusable with weapons like the mace, the slow recovery after canceling the attack + slow release makes it not viable at all imo. Strafing is a bit to slow for my taste, and makes it very hard to footwork your way around attacks.
Magic complements the combat very nicely, very impactful, very flashy. It felt very natural to parry the projectiles, and I understand why you want limit the amount of players because it can get very chaotic. The abilities are very creative and well thought, and I really like the execution of it all. I personally like the vypress the most due to how her magic abilities empowers her melee prowess.
In general I am a big fan of the combat in this game, its a departure from Chivalry, but I know that you guys will nail this in the end.
edit: Forgot to add that I love that we can now vault over walls, its great. Not always clear, there are some instances where it seems you can vault but can’t.
LEVEL DESIGN/ LEVEL ART
You guys rock, the maps are great. The size is now perfect, and not once have I been stuck on a bad collision slope. The layout is very well thoughout, good verticality use, and very interesting path choices especially in the tdm map. The maps are crisp colorful and generally very gorgeous. Good amount of cover placement, and its now so much more fun to traverse the maps because of the reduced fall damage, and that you can vault over a lot of objects.
Not a huge fan of fast round game modes, I really want to see more mutli objective TO maps.
… Whelp time to go to work I wanted to talk about the UI too, but I will leave it later.