Die by the sword free download




















No, this is a slightly rougher take on rescuing the captured loved one. The story goes little further than that during the game.

Further information on Maya's fate ahead of Enric is given between areas in short movies, and in one or two in-game cut-scenes, eventually revealing some of the reason behind her abduction although more is given in the background featured in the game manual.

Of course, the story is to little degree the focus of the game. Rather, this is a game of combat, cunning and observation, of weapons clashing, traps evaded and secret passages. It is in combat that Die by the Sword specializes, appropriately enough. Another game might keep the player's interest with myriad types of monster, or swarms of foes, or a variety of weapons and spells with which to customize one's play. Die By the Sword, on the other hand, offers fairly few types of monster, and usually in groups of about one to four.

Enric's only weapon is his sword unless you count the severed limbs of your foes, which can be picked up and used to beat the enemy, the limbs' erstwhile owners included, should they still be alive.

There are precious few power-ups to be found, aside from a variety of health-restoratives. Instead it is through the fighting itself that Die by the Sword offers its main challenge. The creatures faced may approach only cautiously, or attempt to move around the player, and may have more than one attack animation.

Some may even turn and run for a time if disarmed a phrase which in this game, as has been suggested, takes on quite a literal meaning The player's movement is handled simply. The 'w' and 's' keys move Enric forward and backwards, while the 'q' and 'e' keys have him step to the left and right, and the 'a' and 'd' keys turn him left and right.

There is a jump key and a crouch key the former of which holds him in a crouch until release of the key has him leap up , and a key which instructs Enric to attempt to climb onto an object. When his sword is sheathed by yet another key, there is one more to instruct him to interact with the world, such as in picking up an item, opening a door or pulling a lever. This, however, should not sound terribly unfamiliar to action gamers.

It is the combat controls that can be another story. There are two modes of control for combat. Firstly, for those who wish to use a perhaps simpler-to-use system, there is also the "arcade" mode, which makes use of a simplified set of combat controls, in which three keys map to three predefined swings a high, middle and and overhead slash , while three others define three blocking moves.

Under this system the player is given more direct control over Enric's sword-arm than in the arcade mode. Instead of a single button being responsible for an entire sword stroke, the controls one can choose to use the numeric keypad, mouse, or a joystick command the position of the sword arm. For instance, when using the keypad, pressing the '9' key has Enric move his sword to a high position, with his shoulder turned to his right the sword ending up behind him. Similarly, pressing the '1' key has him move his sword to a low position on his left.

Of course, neither position alone does much although one could try to charge the monsters with one's sword held in one position, it's not recommended - rather, it is when one key is used after the other that things become interesting.

If, having held the '9' key, that key is released and the '1' key pressed immediately afterwards, Enric's sword moves from one position to the next in an arc - an arc that, properly timed to catch a foe's flesh, should do them damage.

Furthermore, under both arcade and VSIM modes, the damage done by a given sword-stroke seems to be related to the relative speed of the blade to the foe that it strikes. For instance, a downward cut made on the drop from a jump should do more damage than a downward cut made while standing still. Unfortunately, the VSIM system is also a control mechanism that I, at least, found difficult to come to grips, at least within a fairly short period of time.

Rather, this would seem to me to be a control mechanism for those patient enough to learn its proper use and, more importantly, I think, become accustomed to its use. Even after they're dead, you can divide them into tiny chunks. The graphics look nice for the most part, but textures sometimes look stretched on tunnel walls, while the heavily compressed cinemas border on unwatchable.

And although the collision detection is dead-on for combat, your sword pokes through walls as if they weren't there. Fortunately, the heroic music and entertaining comments sound great. The real star of the game, however, is VSIM Virtual Simulation , the unique control system that lets you realistically swing a sword with a mouse, keyboard, or force-feedback joystick.

With your every blow, the game factors in power, speed, direction, angle, and resistance. This system is brilliant and worth every bit of its learning curve.

The move editor lets you create and save your favorite attacks, too, so they're available during the game's gladiator-style mutliplayer arena combats--which rock on a local network, but generate gripes from Internet and modem players. With Sword's single-player quest so short, Tantrum desperately needs to solve these problems with a patch. Even with such serious shortcomings, Die By The Sword makes the cut. VSIM is an exciting addition to the stagnant, neglected area of game control, and you'll find the overall experience worth putting up with the game's deficiencies.

The stage has been set for a bloody good sequel. Interplay knows what medieval games should be about--big swords that turn nasty monsters into chunks of fresh beef. Die by the Sword fills that order quite well within a Tomb Raider-style quest format.

The game's VSIM technology enables you to control the swing of your sword with a wave of your mouse, creating lifelike human movements on the fly without motion capturing. As a result,players will be able to invent their own moves and attacks in real time, then save 'em and trade 'em with others--or try them out against four other opponents in the multiplayer arena.

VSIM takes some practice, but anyone looking for more complete control over their onscreen characters will find it a revolutionary innovation. If you are, Interplay has got the game for you.

This game has some very strong arcade elements, but goes quite a bit farther than that. So…what the heck is this Die by the Sword , anyway? It is the baddest, most painful, meticulous rendition of raw swordfighting you will find on a computer screen at this point in time.

If you can stand the sight of fresh entrails and severed limbs … read on. Die By the Sword DBTS puts you in control of a bad to the bone warrior wielding one very long sword with the focus of the game on the actual sword fighting. Did I mention that the swordplay in this game was detailed? Yes, you can actually employ the VISM technology to take full control of your sword with the mouse and swing however and wherever you want.

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