The lights are on
Ryse has taken advantage of this year's E3 to reveal an
extended demo of Ryse: Son of Rome, which you can watch in its entirety. We sat
down with the Crytek development team and quizzed them on how the combat system
works, and learned how the many interlocking systems all support a visceral
Several fundamental moves form the core of Ryse's combat
system, and Crytek showed off three of them today. Protagonist Marius Titus'
most basic move is a slash of his sword - a targeted strike against an enemy
attacker. The push maneuver is mapped to another button, and encompasses shield
smashes, kicks, and other maneuvers that are built to knock attackers back.
Finally, the deflect move is a timed block that can be used to stagger foes.
Timing is more important than facing when attempting a deflect; tap the button,
and you'll automatically rotate to the correct facing. However, time your
deflect well, and you'll stagger your enemy for a longer period of time.
In combination, these three attacks help Marius to take down
enemy foes; once they are brought to a critical health level, the opportunity
to perform an execution comes up. These quick time events are also timing based, and can sometimes even allow for double executions in one furious
cinematic moment. Crytek has included approximately 100 different executions in
the game, so you're guaranteed lots of variety. Strong timing on your
executions results in an increase in your current health -- better timing equals
a larger boost.
While much of Ryse focuses on Marius' own combat skills,
another important element of the game is Marius as a leader of men. Many areas
of the game allow Marius to call his troops to join him, and Marius' commands
determine whether his squad of soldiers meet their objectives. In the demo, we
observe Marius forming a cadre of Roman soldiers advancing on a fortified wall,
occasionally pausing to raise shields and hold off blasts of arrows. Fail to
time your orders correctly, and you'll lose warriors from your group - lose too
many, and you'll reach a fail state.
Marius' leadership capabilities are evident
in his more targeted orders during freeform fights, which can be implemented either with a press of a
button or by speaking the orders out loud, which in turn is picked up by the Xbox One's
Kinect. Either way, your soldiers will charge a siege weapon, fire off a volley
of arrows, or any number of other activities. These commands are not as simple
as one-use power-ups or timed boosts. Rather, using orders at appropriate times
is essential. For instance, call for a volley of arrows and then move in to the
back row of enemy attackers, and you could be the one getting peppered with
Marius' actions on the battlefield don't occur in a vacuum.
Ryse also includes a scoring system that pays attention to your actions during a fight and applies a numerical value to your efforts. String long
combos of original and varied attacks together without taking a hit, and your
hit counter total results in a high score. In turn, that score is tallied at
the end of a level and compared against your friends. Tablet smart glass support
lets you examine your score in comparison to a friend, and even look at individual encounters in detail to watch how your friend's approach may have differed from you own.
Ryse's focus on brutal and often gory kills won't be for
everyone, and quick time events take on a central role in the combat mechanics
-- which might not delight all players. However, the battles on display in the
demo make for some incredibly choreographed and exciting melees, and repeated
viewings of the same demo reveal how many choices players have in how they
approach a fight. The proof will undoubtedly be in the feel of the game once
we're given an opportunity to get our hands on. Until then, Ryse
stands out for its singular focus on cinematic combat, and is an early highlight for the Xbox One's launch.
Email the author Matt Miller, or follow on Game Informer.
I think this game is what it is. A fun, somewhat repetitive, beautiful looking launch game for One. Nothing groundbreaking here, but I don't think it has to be to be fun.
Ryse: Son of QTE's.
I am Quickiest Timiest Eventius!
I'm on the fence with this one. I really love the idea and the setting, but I don't like the QTEs.
I'm not completely sold on the gameplay, but it sure looks pretty.
I feel as though the choice of wording for the title is completely misleading. Depth indicates complexity or obscurity, neither of which apply to the combat I've seen in this game.
That demo was just absolutely chock full o' cliches. Those "Non-QTE's" you guys are referring to still look dumb as hell
Doesn't seem like traditional QTE sequences. It's more than that. I'm intrigued. Keeping an eye on this one.
Sounds interesting, but the way they described how the combat works makes it sound too easy. Hopefully this is not the case.
First QTE's and now this " Ryse also includes a scoring system that pays attention to your actions during a fight and applies a numerical value to your efforts"
C'mon Crytek what are you doing. This game looks so beautiful but you're just not convincing me with these things.
Game looks great, can't wait to play it on day one!