Chivalry: Medieval Warfare - playerhayter


Chivalry 2 is coming to PlayStation 4, PlayStation 5, Xbox One, Xbox Series X and PC – with Cross-Play between all platforms.

The epic medieval battles in Chivalry 2 deserve an equally massive player-base. We can’t wait for gamers across the world on all five platforms to clash steel and experience the greatest melee combat system ever, together!

Stay tuned for more information in the future about Chivalry 2 on consoles and PC. Chivalry 2 remains slated for release on Steam in the future, following the game's release on other platforms.

For more information on Chivalry 2 as it becomes available, visit http://www.chivalry2.com


Read the Closed Alpha FAQ: https://chivalry2.com/2020/02/20/chivalry-2-closed-alpha-faq/


Join the Discord: https://discord.gg/chivalry2








Chivalry: Medieval Warfare - playerhayter




Prepare to return to the ultimate medieval battlefield - and experience the thrilling continuation of the narrative of the original Chivalry: Medieval Warfare.

Torn Banner Studios are excited to reveal the official Lore Trailer for Chivalry 2.

The trailer picks up 20 years after the events of Chivalry: Medieval Warfare, which saw Malric and the Mason Order fighting to conquer the lands held by the Agatha Knights. King Malric has ruled since with an iron fist… but rumors arise of a new leader who seeks to reclaim the throne.

Embark on this epic new war when Chivalry 2 launches later in 2020.

Closed Alpha
The Chivalry 2 Closed Alpha starts March 2020. Sign up through the mailing list at http://chivalry2.com/alpha

Can’t wait for Alpha? Play Chivalry 2 early at PAX East 2020 in Boston, USA - February 27 to March 1. Find our 36-player setup at the Tripwire Interactive booth #18011 at the Boston Convention Center.

For more information on Chivalry 2 as it becomes available, please visit http://www.chivalry2.com

Read the Closed Alpha FAQ: https://chivalry2.com/2020/02/20/chivalry-2-closed-alpha-faq/

Join the Discord: https://discord.gg/chivalry2
Chivalry: Medieval Warfare - playerhayter


Dying Light goes medieval with Chivalry crossover event from Dec 6 - 16. In Dying Light, reach the community goal to unlock the Knight-errant outfit. Plus, get the Zweihander + Medieval Shield permanently.

https://youtu.be/dDWUmlyHsBE

Warriors of Harran, we call upon you to rise in great numbers against the evil swarming our realm. As you travel the land, you will often come across a chance to prove your valor by engaging in a random encounter. Help your brave countrymen fight off those who have risen from their graves to plague us. Don’t let the undead abominations devour the helpless. Save the innocents from a cruel fate at the hands of Rais’ brigands, and stand up to the wicked warlord by challenging his men and looting airdrops.

Become Harran’s shield against evil and you shall be rewarded not only with eternal glory, but also with more tangible spoils. Perform enough gallant acts to claim gold gear forged especially for this crossover event – the mighty Zweihander sword and the sturdy Medieval Shield emblazoned with the Agatha Knights’ cross. Should the community reach its goal, every brave soul who contributed with their knightly deeds shall be paid for their service with a docket for the exclusive Knight-errant outfit.

The event ends at 13:00 ET on December 16, but the Zweihander and two variants of the Medieval Shield (Agatha Knights/Mason Order) can become a permanent addition to your armory thanks to the free Chivalry Weapon Pack!

https://store.steampowered.com/app/1184351/Dying_Light__Chivalry_Weapon_Pack/

https://store.steampowered.com/app/239140/Dying_Light/
Chivalry: Medieval Warfare - bubblywums


Good morrow, knights! In a concerted effort to include our community in the development process of Chivalry 2, we will be releasing a blog series called Code of Chivalry exploring the creative vision of our upcoming game. We are excited to share details with you over the coming months, and we hope you enjoy a peek behind the development curtain. 

Today, we’re sharing a prequel to this series, an Edition 0 if you will, reflecting on our past before diving into our plans for the future. 



Reflecting on Chivalry: Medieval Warfare
Released in 2012, Chivalry: Medieval Warfare’s immediate success blew us away and continued on to exceed our team’s wildest dreams. Almost overnight we went from being a bunch of amateur dreamers, who had pieced the game together while working remotely from all over the world, to the overseers of a hit game played by millions.

When it first launched, Chivalry captured a certain kind of gritty, visceral, in-your-face intensity and hilarity that hadn’t yet been tapped into in gaming. Whether you were jumping into the sun-soaked Moor for a quick FFA, or waging an epic siege in the atmosphere-heavy Battlegrounds map, we have heard from many of our players that Chivalry 1 felt like a "moment" in gaming, not just for the melee genre.

We're looking to provide the next "moment" with Chivalry 2 by reconnecting with our drive and passion to deliver the best medieval combat experience possible. But first, we wanted to recap how we as the developers view the success and downfalls of our first attempt at this ambitious project, several years removed from its launch.


Screenshot via Dobrota.

Here are what we believe are some of the key factors that made Chivalry a success:

What Chivalry got right:
Upon its launch, Chivalry was well-received as a cult hit and its unique appeal launched our indie dream into the best selling title on Steam throughout the week of Christmas 2012. Sure, it was rough around the edges in everything it did, but it captured a certain special combination that somehow let it become greater than the sum of its parts. This is that combination as we see it:

Melee combat - Chivalry’s realtime strikes system brought a new level of control over melee combat that allowed for thousands of hours of mastery while promoting player creativity and precision. The combat system represented a unique blend of an FPS and a fighting game and was our approach to capturing the player fantasy of becoming the ultimate swordsman or your favourite medieval movie hero.

It was our goal to draw out the competitive spirit of a warrior in our players. In every life you were up against the odds and had to carve a path through waves of incoming opponents, each time just barely finding a way to survive.

This constant onslaught of challenge and pursuit of mastery was enhanced by the deep satisfaction of landing strikes with real weight that tore enemies limb from limb. This combined to put players into a battle for survival that was meant to engage both the ancient and modern mind, from the chest-beating primitive drive of dominance, to the intellectual joy of outwitting and besting your opponent. Whether you are a matador or a bull, we provided the arena.

Team Objective - Chivalry’s vision for an immersive medieval experience was about more than just satisfying combat. Sprawling multi-stage Team Objective maps featured players “doing as a medieval army would” from slaughtering peasants to besieging castles and slaying kings.

This move away from capturing arbitrary points as commonly seen in other games brought a chance for meaning and gave a sense of progression and place to the world. Team Objective is repeatedly mentioned as part of the core of what made the first Chivalry great. It allowed us to make the landscape more than just a surface to battle upon and instead an immersive journey that captured the atmosphere and romance of the era.

Personality & humor - The scream button, hilarious voice-overs, and blood gurgling death rattles all served to bring the player into the experience and let them make it their own. Chivalry's incomparable tone is no accident, but the result of our attempt to balance the intensity, violence and relentless challenge the game presents, with the offsetting release of Monty Python inspired humour. Whether our players choose to focus on the immersion of roleplaying and the intensity of battle, or just get drunk and lop off heads to release some steam, we made the game to be that ultimate medieval escape.

It also needs to be mentioned what an incredible addition all of the community-made content, maps, and mods contributed to the game. We loved seeing what our players came up with and feel extremely lucky to have had so many people spend their time and effort on helping us make Chivalry what it came to be.

All that said… over time the perception and experience of playing Chivalry soured for many and we feel it is important to be honest and upfront about our negative thoughts looking back as well.

Where Chivalry fell short:
After millions of player hours, years of time in the gaming world, and also just our growing dev experience, we are able to look back more soberly and see the wrinkles far more clearly. 

Here’s where some of the major problem areas lie:

Failure to address key game issues - This one we hear about the most, and we simply agree it was our biggest mistake. As time and player experience progressed, the combat on Chivalry’s servers began a downward trend. Players began to discover novel ways of abusing and manipulating the Real-Time Strikes system (“Dragging”) which especially at higher skill levels resulted in animation issues that made the combat difficult to read and frustrating to fight against. These moves were effective enough to become part of the meta of the game and changed the experience, making it confusing and annoying for most players. We should have fixed it, and never did. This was due to a mixture of originally underestimating how much of an issue it was and failing to listen to the right voices in the community.

Polish/Bugs - Aside from the ballerina moves, the most common negative words we heard from the community was that the game felt Clunky and Janky. These are odd words, but we took Clunky to mean - “Feels unresponsive or sluggish without clear indication,” and Janky - “Looks bad or ‘broken’, feels cheap or unfair.'' Looking back, this is certainly the case about Chivalry 1’s gameplay and is one of the clearest signs of age in the product now. Our lack of experience and inability at the time to deliver a truly polished game is one of the main things that held Chivalry back from a wider audience and better reception.

Onboarding/Clarity - While less mentioned within the hardcore community, we are very aware that confusion is a big part of why many new players didn’t come back. The game did not present its depth well.  Many players bounced off Chivalry early due to frustration from a sense of hopelessness or not knowing how to get better before they were able to appreciate the intricacies of high-level play.  While it could be fun and skillful once you got over the hump, its early game was oppressive and new players were punished in ways that felt unfair and were ultimately pushed away. Low-rank beginner servers were a bandaid solution that never addressed the underlying issues and made for a rude awakening at level 16. 

Poor communication - We as a studio struggled to navigate our relationship with our community. We often failed to communicate the rationale behind design changes, went long stretches being silent and could have done a better job at fostering a closer relationship with our loyal base of players. This combined for some to deliver the impression that we did not care. While that was never true, we understand the sentiment. Ultimately our fear of making mistakes while interacting with the community and desire to just focus on making games led us to mishandle the relationship with our fans and earned a negative reputation for the studio in some circles. 

Fostering a sense that we abandon our games - We released the DLC Chivalry: Deadliest Warrior in 2013 as an opportunity to explore a more light-hearted and fun extension of the player fantasies to several new iconic factions (ninjas, pirates, etc.). While cheesy and over-the-top, our team loved working on this project and its faster, more diverse gameplay was enjoyed by some, but ultimately it split the community and led us to have to make a difficult choice about which title to continue to support long-term. We made the decision to return to the base game as a result, and the DLC was left with a short lifespan.

Add to this our tone-deaf announcement of 2017’s Mirage: Arcane Warfare to a community that was desperately wanting us to focus our efforts on capturing the potential of Chivalry by addressing its core issues, and the sense of abandonment felt by some of our fans becomes clear.  

We should also emphasize that despite not addressing some of the core issues as noted above, we did continue to fully support Chivalry for over 3 years. We added a substantial amount of free content and upwards of 40 significant patches, long after it was profitable for us to do so. However, we understand that players feel like the exploits and other issues mentioned here should have been addressed in a more complete way and that our failure to do so ultimately hurt the game.

Despite these flaws and mistakes, we look back on Chivalry today with a mixture of pride and determination to capture the potential we left on the table, as we continue our work on Chivalry 2. 

In our next blog, we’ll dive right into the nitty-gritty of Chivalry 2 as we continue to reveal the Code of Chivalry.

In the near future, we also plan to reflect on our studio’s second title, Mirage: Arcane Warfare.

Obviously there are many more things that went well and not so well, but we wanted to touch on what we felt were the biggest items and ask our community: what did you love/hate about the first Chivalry? Please get in touch via our social media platforms below.

- Written by Steve Piggott, with files from Jennifer Stuber.

To stay up to date with everything we’re saying, read our FAQ or visit the blog for more information about our upcoming game.

Discord: https://discord.gg/chivalry2
Twitter: https://twitter.com/chivalrygame
Facebook: http://www.facebook.com/Chivalrythegame/
Forums: https://forums.tornbanner.com/

Torn Banner Studios through the years, 2013-2019.









Bonus - Chivalry 2 Media
View recent media for Chivalry 2 we have been sharing on our Discord - join it to stay informed about the sequel's development!

https://chivalry2.com/2019/10/07/screenshot-and-gif-recaps-for-chivalry-2/









Chivalry: Medieval Warfare - contact@rockpapershotgun.com (Alice O'Connor)

The first-person melee murders of Chivalry: Medieval Warfare will resume next year in Chivalry 2, a sequel announced today by developers Torn Banner Studios. After dabbling in magic with Mirage: Arcane Warfare, which flopped pretty hard, Torn Banner are returning to good, old-fashioned whacking folks in the face with pointy metal. Out with the magic carpets and in with horses. Fewer fireballs, more facestabs. Have a peek in the trailer below.

(more…)

2019 年 6 月 10 日
Chivalry: Medieval Warfare - playerhayter
Prepare to return to the ultimate medieval battlefield.



Torn Banner Studios are excited to announce Chivalry: Medieval Warfare 2, the sequel to 2012’s critically acclaimed hit title. Chivalry 2 is a multiplayer first person slasher inspired by epic medieval movie battles.

The game was announced June 10 at the E3 2019 presentation of the PC Gaming Show.

https://youtu.be/ESPXnkkx1rA

Chivalry 2 is developed by Torn Banner Studios, published by Tripwire Interactive and will be available for PC on the Epic Games Store at its launch in 2020. It will release on other PC platforms 12 months later, such as Steam.

“With Chivalry 2 we want to bring to life the grit and powerful emotions of a cinematic medieval battlefield,” says Torn Banner Studios’ president Steve Piggott. “Learn to master the blade as you lay siege to castles, set fire to villages and slaughter filthy peasants.”

Chivalry 2 is powered by Unreal Engine 4 and sees a massive visual upgrade, 64 player maps, larger medieval battlefields than ever before, a revamped and more accessible and fluid combat system, along with new gameplay additions such as mounted combat.

For more information on Chivalry 2 as it becomes available, please visit http://www.chivalry2.com

To read the FAQ, visit: http://www.chivalry2.com/faq

About Chivalry: Medieval Warfare 2
Chivalry 2 is the followup to the multimillion-selling classic Chivalry: Medieval Warfare, the medieval multiplayer FPS originally released in 2012. The sequel is currently in development for Windows PC.

About Torn Banner Studios
Torn Banner is a mid-sized indie studio located in Toronto, Canada that specializes in multiplayer melee combat games. We founded the studio back in 2010 along with the dream that our new title Chivalry: Medieval Warfare would find a big audience. Passion and innovation are the core elements of everything that we do.

Discord: https://discord.gg/5cr2cMp
Twitter: http://twitter.com/chivalrygame
Facebook: http://www.facebook.com/Chivalrythegame/
Forums: https://forums.tornbanner.com/
2018 年 10 月 1 日
Dota 2 - contact@rockpapershotgun.com (Matt Cox)

Multiplayer games are the best type of games, because they’re built around the most interesting components known to humans: humans. Men, women, and an awful lot of children.

Internet strangers aren’t always the friendliest bunch, but they can surprise you in ways that a static system can’t. People form the living, beating hearts of the gaming moments I value the most. Join me, then, as I point at the games that encase those beating hearts best. (more…)

2018 年 6 月 28 日
Chivalry: Medieval Warfare - playerhayter
Update: another hotfix patch has been issued to resolve character customization / skin issues.

A hotfix has been released to fix issues with workshop content downloads, server messages, Steam Achievements and the main menu announcement box.

It took some back and forth with Steam/Valve to discover what broke these systems. Now, get back to enjoying custom game modes and maps!
Chivalry: Medieval Warfare - Valve
Today's Deal: Save 85% on Chivalry: Medieval Warfare!*

Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

*Offer ends Wednesday at 10AM Pacific Time
2018 年 5 月 8 日
The Elder Scrolls V: Skyrim

Glaives, pikes, bardiches, halberds, partisans, spears, picks and lances. Javelins, arbalests, crossbows, longbows, claymores, zweih nder, broadswords and falchions. Flails, clubs, morning stars, maces, war hammers, battle axes and, of course, longswords. If you ever played a fantasy RPG or one of many historically-themed action or strategy games, you'll already be familiar with an impressive array of medieval weaponry. The medieval arsenal has had an enormous impact on games since their early days, and their ubiquity makes them seem like a natural, fundamental part of many virtual worlds.
These items are based on real weapons that have maimed and killed countless real people over the centuries, but even though we're aware of this, medieval weapons have become estranged and distant from their roots in history. Part of this is our short memory; the passing of a few centuries is enough to blunt any relic's sense of reality. Another reason is they were made a staple of genre fiction. In our modern imagination, the blade has become firmly lodged in the rocks of fantasy fiction and historical drama, and no-one will be able to pull it free entirely.
Today, these weapons have been refashioned to serve our very modern fantasies of power, freedom and heroism. There's the irresistible figure of the hero-cum-adventurer who sets out to forge their own path. From Diablo and Baldur's Gate to The Witcher and Skyrim, the fundamental logic of violence stays the same. Battles lead to loot and stronger equipment, which in turn allows our heroes to tackle more dangerous encounters. The wheel keeps turning, and we follow the siren song of ever more powerful instruments of destruction. On the surface, they're problem solving tools, but they also promise the excitement of adventure as well as the power to dominate and enforce our will on those fantasy realms. As such, they become fetishised. Extravagant visual detail and special effects signal a weapon's rarity and power, turning them into ornaments and status symbols.

While the actual violence in such fantasies is often justified by a struggle of good versus evil, the resulting gore and savagery has also captured our imagination. Most games, even mainstream RPGs like Skyrim or The Witcher 3, can't resist indulging in an aesthetic of cruelty and barbarism by showing us the grisly devastation caused by these instruments of murder. Blood spurting from wounds and clinging on blades, heads and arms being hacked off and tumbling through the air, special killing and execution animations captured in glorious slow-motion. Their gruesomeness markedly contrasts with the sanitised, often bloodless effects of modern guns as portrayed in games, disingenuously suggesting that modern violence and warfare is somehow more civilised than that of our ancestors.

Games like For Honor, Mount & Blade, Chivalry or War of the Roses celebrate medieval slaughter with grim nihilism as we hack and slash ourselves through hordes of enemies entirely without any ethical justification. Might makes right, and the means justify the end. The same can be said about the brutal spectacle of the Total War games, whose hordes of clashing soldiers tickle some deep-seated proto-fascist lust for demonstrations of power. These games paint a "grim and gritty" picture of historical violence, the "dark ages" of popular imagination. They're a half-leering, half-wistful gaze into a fantasy version of the past when the destructive urges of our collective Id have not yet been tamed by civilisation and violence was not yet regulated by the moral codes and laws of pervasive state power. In that regard, the butcher and the heroic adventurer use their weapons to pursue the same fantasy: unfettered will and agency, the freedom to follow your impulses regardless of their consequences.

Read more…

...

搜尋新聞
封存新聞
年度封存新聞
2024   2023   2022   2021   2020  
2019   2018   2017   2016   2015  
2014   2013   2012   2011   2010  
2009   2008   2007   2006   2005  
2004   2003   2002