Prove you are the world's greatest swordsman! Engage in tactical 1 vs 1 sword fighting, 2 vs 2, or sandbox FFA in a tactical slash-em-up.
リリース日: 2014年5月7日
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Blade Symphony OST by Tom Stoffel now available as purchasable DLC!

2014年7月21日

Blade Symphony OST by Tom Stoffel now available as purchasable DLC!

http://store.steampowered.com/app/301600/



Here are three tracks for you to check out.

https://www.youtube.com/watch?v=MwMRutCCRbQ
Mastery, an unreleased track as part of the B-Sides cut content.

https://www.youtube.com/watch?v=BI5CBYt9bXI
Chandelier Showdown (Shattered Version), an earlier and re-mastered version of the in-game combat track of the same name.

https://www.youtube.com/watch?v=mAeQf5VOCN4
Sheathe Society, an unreleased track that includes yelling out sword names as katas.

There are 37 tracks total in the OST including a bonus "Duel Box" soundtrack with a combined total of 2 hours and 8 minutes of music.



And finally, just incase you missed this:




http://www.blade-symphony.com/2014/04/art-of-the-musical-duel/

And if you haven't already, check out this blog post by Tom Stoffel, Blade Symphony's composer, on how he created the soundtrack. Plenty of examples for you to listen to.

You can follow Tom via twitter @tomstoffelsound and his website http://www.tomstoffel.com/ to listen to more of his work.

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Dashing Patch 2777

2014年6月28日



(charge dash cancelled into a jump)  

Charge Dash
We've added a charged version of dash. You can perform this by charging to Tier 2 and holding Roll to dash. During the dash cooldown you take 50% extra damage and can't block stars.

  • charge to Tier 2 and roll to execute a charged dash
  • gave dash a 0.4 locktime so players can use it to cancel into attacks
  • players take 50% more damage during the charge dash cooldown (2.5s) and can't autoblock throwing weapons
  • charge dash also triggers roll cooldown so rolls (and therefore wallruns) cannot follow charge dash




Parries
Tracers now extend for 0.35 seconds past the designed period that can be used for parrying.
  • 0.35s tracer extension
  • parries now maintain momentum of the attack
  • reduced overall knockback for parries
  • increased recovery time from equal tier parries from 0.5 to 0.6
  • increased max allowed tracers from 12 to 20 vertices
 


Phalanx
  • upped the speed of Phalanx heavy Tier 1 slightly, Tier 2 a bit more, and Tier 3
  • lock times changed from Tier1 from 1.35 to 1.0, Tier 2 1.2 to 0.9, Tier 3 1.9 to 1.6
  • slight animation fixes for Phalanx heavy t3 and re-recorded tracers
 


Pure
  • making Pure F2T1 move further and stab further (roughly 1 square more range total) to match Fast 3 Tier 1
  • swapping Pure F3T1 with F3T2, including lock times, knockback, but not damage
  • the new F3T2 now does 20 damage instead of 19
  • sped up Pure heavy left Tier 1 by moving its attack earlier in the animation
  • Pure heavy left damage Tier 1 is now 20, Tier 2 24, Tier 3 28 (used to be 34, 36, 38 respectively)
  • reduced Pure's balanced Tier 1 tracer amount (from ending at 0.8 to 0.7)
 



Scimitar
Overhauled scimitar damage output and special ability
  • Stance Cancel now replaces side cancelling, you can switch stances and attack to cancel the current attack
  • The rules for Stance cancel are identical to side cancelling (can't cancel the last attack in a string, cancel timing is the same per stance as side cancelling)
  • changed forward multihit scale to 1.0 (now same damage per multihit)
  • increased forward multihit-rate from 0.2 to 0.12 (more multihits, same as Jian)
  • changed damage from 20% global to 50% for forward and 40% for side
 


Rapier
Changed Rapier's forward attacks to multihit which causes them to combo and work better with balanced stance.
  • forward attack multihits rate now same as scimitar side attacks
  • forward attack multihit scales at -60% per attack
  • forward attack damage is now at 50% (and still modified by attack angle)
  • increased heavy damage from 60% to 70%
  • gave Rapier min tier damage, 4 for Tier 1, 6 for Tier 2, 8 for Tier 3
  • slightly increased movespeed for Rapier Guard
 


Katana
  • +30% faster recovery for side attack parries
  • Katana no longer has its fast attack debuff (80%) and now hit at full damage with fast

 
Jian
  • making Jian recovery bonus on hit activate vs block
 


Blocking (Longsword and Scimitar)
  • added post-attack block cooldown (0.15s)
 


Recovery Attack
  •  sped up recovery attack by 3 frames
 


General
  • Allow changing loadout during duel warmup
  • Added scrollbars to scoreboard
 


Fixes
  • updated libcurl and openssl to latest version
  • fixed prediction errors after attacking
  • added a workaround for a particles related shutdown crash
  • fixed russian parsing in fonts to always be set to true
  • changed rendered tracer fade out to scale the geometry instead of
  • shifting uvs past 1.0 because basically all workshop tracer textures do not
  • clamp uvs and therefore look terrible while fading out
  • improved networking performance of various stance type vars
  • fixed a stability issue with keyvalue scripts
  • hidden training games in server browser
  • fixed 2v2 spawn on District RoofTop
  • fixed 2v2 spawns for duel_monastery so that they aren't floating over the ground. 4 spawns fixed in the Courtyard, and 1 in the Antechamber
  • fixed parsing multiple urls in richtext control
  • fixed sword anims not playing
  • fixed a potential workshop item update issue for subscribers
 


Misc
  • Stacatto Black now uses animations for deployment and retracting.
 


Community Map
  • added player clip to elevator to stop players accessing no-drawn area.
  • added camera clip to elevator to also stop camera getting jammed up there.
  • added wallrun clip to shutters on ground floor main mall area
  • removed floating glass from art gallery.
  • removed door and retina scan models found inside wall brushes.
  • Reduced light_spot brightness in circular welcome room to 100 from 150
  • Reduced rope thickness of ropes in elevator to 0.5 from 1
  • Reduced rope thickness of monitor ropes from to 1 from 2
  • removed traffic cone prop (wasn't rendering) from shop window.
  • added go-board plus cushions to shop window.
  • Some other minor bits and pieces.


Modding

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レビュー

"Blade Symphony is primed and ready to help expand the melee combat genre on the PC."
Capsule Computers

"Blade Symphony looks like Chivalry with elegance."
Destructoid


"When it’s a Dystopia dev’s new otherworldly duelling game, you pay attention. Especially when it’s looking quite so beautiful."
RockPaperShotgun

ゲームについて

Prove you are the world's greatest swordsman in Blade Symphony: a slash-em-up featuring a highly detailed and in-depth sword fighting system. Face down other players in tactical swordplay, 2 versus 2 team duels, or participate in sandbox FFA game modes.

Choose between four characters each with a unique fighting style suited to how you want to play.
  • Phalanx, a fencer gladiator hybrid, attacks with long range stabs and a versatile array of side attacks
  • Judgement, a knight crossed with a samurai, uses hard hitting forward attacks and wide strafing attacks
  • Ryoku, a vagrant street ninja, attacks with break dance moves and a signature reverse blade style
  • Pure, an acrobatic wushu style assassin that attacks with flips, cartwheels, extremely mobile

Each character has four combat stances and over forty different attacks.

Pair your character up with a sword type to completely change your way of approaching combat.
  • Katana, cause massive damage when parrying your opponents
  • Longsword, a well-balanced, hard hitting and adaptable sword
  • Rapier, a piercing, high damage forward thrusting weapon great for parrying
  • Scimitar, a weapon based on turning and performing as many cuts as possible
  • Jian, an agile, responsive weapon great for combos

Tactical Sword Fighting

There are no unlockable advantages in Blade Symphony. All unlockables are cosmetic. You care about proving your skill and so should your game.

Every attack has openings that are determined in real-time and efficacy is entirely up to you. Did you start an attack too early? Turn away and end the attack in a safe location. Did your opponent stupidly use a lighter stance? Go in and punish him! By switching stances mid-combo you can chain attacks into your own flurry of death.

The fighting system is open for your exploration, you can dash, jump, do an air attack, land, swing sideways with a heavy stance, parry with a light stance, and then roll away.

Every attack flows from your blade in true three dimensional space. As does your opponents! Swords collide in mid-air and you will need good timing and aim to defeat your opponent.

システム要件

    Minimum:
    • OS: Windows Vista, 7, 8
    • Processor: 3.0 Ghz P4(+), Dual Core 2.0(+) or AMD64X2(+)
    • Memory: 2 GB RAM
    • Graphics: DX9.0c Compatible 256MB VRAM, NVIDIA Geforce 7600 Series / ATI x1600 Series
    • DirectX®: 9.0c
    • Hard Drive: 3 GB HD space
    • Sound: DirectX 9.0c Compatible
    • Other Requirements: Broadband Internet connection
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正式リリース(5/7)を記念して。

対戦格闘ゲームに分類される本作ですが、操作感覚は一般的なTPSのそれで、”格ゲー”という言葉から連想されるような難しさとはほぼ無縁です。デモムービーで繰り広げられる華麗な動きも、クリック連打でお手軽に再現できてしまいます。

しかしながら、3つの構えを自在に切り替えることで生まれる高度な読み合い、”掴み”や”キャンセル攻撃”といった豊富なテクニックによって、実に奥深い戦闘を楽しむことができます。購入者が「sword fighting」に抱く期待には間違いなく応えてくれるはずです。

対戦ゲームのとしてのバランスはそこそこ良好。Pureがやや少ないという程度で、全4人のキャラクターが満遍なく使われています。5種類の武器については使用率に偏りはあるものの、癖の強いものが多いため(例えば刀は返し技で攻撃力が倍になる代わりにガードができない)将来的にどうなるかはわかりません。アップデートが頻繁に行われてきたゲームなので、今後の展開にも十分期待できます。

問題は対戦環境ですが、これはお世辞にも活況とは言い難いです。日本人が安定して遊ぶためにはどうしてもping値200近いサーバーを頼ることになります。一人でオフラインを楽しむことができないゲームなので人気は生命線。もっと盛り上がるといいですね。

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追記

発売直後のこの時期はどこのサーバーにも人が大勢います。始めるなら今ですよ!
投稿日: 2014年5月4日
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25 人中 23 人 (92%) がこのレビューが参考になったと投票しました
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3D格闘ゲームのようなゲーム
例えるならブシドーブレードがスタイリッシュになった感じと言ったところでしょうか?

武器のアンロックはちょっとだけ面倒ですが、基本的に性能に変化は無く、フェアな対戦を楽しめます
スタイリッシュに攻めるも良し、一撃必殺を狙うも良し、様々な戦い方を楽しめるゲームです

僕は…王道を往く、Judgementですかね
投稿日: 2014年3月23日
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35 人中 22 人 (63%) がこのレビューが参考になったと投票しました
アカウント内の製品数: 130
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チャットツール。
投稿日: 2014年5月2日
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知名度を実家に忘れてきたゲーム
投稿日: 2014年6月23日
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7 人中 2 人 (29%) がこのレビューが参考になったと投票しました
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発想は面白い。そこは認めるが、いかんせん完成品とは思えないような完成度の低さがあって、特に戦術は極めれば極めるほどタイトでゲーム展開の魅力に欠ける。やるたびに新しい面白さを発見していければ続けられるのだろうが、現状のコンテンツは回数を重ねるごとに見飽きていくレベルである。ただし、最初は面白い。長く遊ぶためにこの金額を支払いたいというのであれば、やめておいたほうがいいだろうが、そこまでは考えていないという人にはお勧めできる。格ゲーがやがてこうなっていくだろうという、新鮮な未来体験を、ほんの数時間だけ感じることができる。
投稿日: 2014年6月9日
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