So, I have a craving for a very specific game, and my basic googling skills turns up nothing. I'm hoping that you fine fellows can assist.
I want to play a turn-based sword fighting simulation. Where it sticks me and my opponent (only has to be one, though more would be fine) in an arena (again, could be an infinite flat floor, or an empty room, or something more interesting). And we sword fight. Turn-based. As in, one person starts, and makes a move. Part-way through that move, the action stops, and the other person gets to respond. He is presented with a list of moves that flow from the move/stance he is currently in, and has to (hopefully) pick the one that best fits the situation. And then the first player responds. And back and forth, back and forth, move, countermove, countermove, countermove... etc.
The end result of this should be a (semi)
realistic sword fight in which through 90% of the action, no blow is actually landed. Everything should be dodged, parried, or countered. The idea being that you choose moves which will stop your opponents move from hitting you, but which will also hopefully (eventually) place him in a position where he is unable to respond appropriately to your strike.
Optimally one would then be able to play the entire fight back in real-time. But that is unnecessary for slaking my hunger.
Is there anything out there even close to this? Please?
If not, can someone make it? :winky: I'd buy it.
Posts
The only games I can think of are The Witcher, Assassin's Creed and maybe a few RPG's? But none match the specific requirements.
Garrrrr...
Actually, Bushido Blade fits what you want tremendously.
http://en.wikipedia.org/wiki/Bushido_Blade_(video_game)
Edit: except for the turn-based aspect of course.
And so I degenerate into button-mashing while occasionally throwing in a block to throw off those people that think I'm just button-mashing. And there goes all the appeal.
Otherwise, you could check out Mount & Blade. It's not just sword fighting, and it's not turn-based, but you can get a lot out of it without having to rely on reflexes.
you'd have like two guys selecting from a list of moves and then have a moderator who described the results based on the previous moves and how the current moves interacted
However, the ring will never leave your finger, and you will be unable to ever describe to another living person what you see.
Bushido Blade is a bit more tactical. Attacks are slow and deliberate, attacking from the same direction the enemy is attacking will parry, and many engagements end in one player being permanently crippled or killed instantly.
My brother and I had this awesome little duel rule, where we'd play on the beach level, stand back as far away from each other as possible, then charge in for one major attack. If both players survived (unlikely) the fight would go on as normal. It was so awesome.
And then die immediately as your parry didn't register due to input lag.
Make sure it includes the ability to pretend you are left handed. :winky:
(Please do not gift. My game bank is already full.)
Ah well. Doomed to hanker forever.
[edit]
Wow, totally missed your post, OremLK.
I would you forever.
(Please do not gift. My game bank is already full.)
But then whoever reveals their right handedness last always wins.
Wheres the balance man?
Really it's been growing in the back of my head ever since I read the Wheel of Time series, like, a billion years ago. The way he describes the fights are very, very far from descriptive. But it got my imagination working. And now it just won't stop, dammit.
All the sword masters fight using "Sword forms," which have clever names (though he never actually describes the moves..). So the fights end up being "Cat Claws The Dog met Rhino Sleeps Under The Porch, Raven Flapping Hungry met Tiger Dancing On Hindpaws" etc. Except better than that. But you get the idea.
You would have to describe it to me, don't know it. But I've been imagining a variable initiative as well, based on the speed of the move, the stance, etc.
--
Also, thank you for the Princess Bride comments.. They made me smile.
I always loved those fights in WoT. It let you use your imagination to figure out what that attack meant. I always figured their crane stance was drawing up on one leg...like a crane. They always said it was a vulnerable stance anyways.
Well I never played it much and long ago at that, but the main idea is one player get's to move until they fail then it's the other players turn.
I'm imagining something where one player has the initiative and can chose attacks while the other can maybe react in some way. Only when certain conditions would be met could the second player go on the offensive.
(Please do not gift. My game bank is already full.)
You might dig the combat in the most recent Pirates! game for PC, it isn't exactly turn based, but you know in advance how long till you need to input the command. You also get pub brawls and some fun ship combat while rescuing your family and woo every governor's daughter on the Spanish main.
Pirates! sword combat
I can't really think of anything turn based that fits under what you're after though. Bushido Blade is similar, Mount and Blade has anything from small skirmishes to large scale combat, both open terrain and siege but should be fine for you as long as you don't let yourself get dismounted and surrounded.
I believe there used to be a Highlander card game that revolved around what you're after but you'd have to locate some cards and have someone to play with.
And it's got very little in the way of finesse, it's more "Hilarious death by misadventure"
I still have no idea how to play that.
Actually, I had quite a bit of fun with godwars2. And it is similar to what I'm looking for, but again, it doesn't really give you time to think. I'd just sit there typing "rs rs rs ls ls fs fs ls ls rs rs rs ls ls" as fast as I could (aiming for the moves, of course)
http://www.boardgamegeek.com/thread/13598
Maybe you can find it on ebay?
Of course, nothing that's turn-based comes even close to realistic sword fighting. Part of realism of sword fighting comes from real-time split second decisions and a lack of coordination on the part of the fighters, creating exploitable openings.
http://www.boardgamegeek.com/boardgame/9735
But yeah, video games? I think most people figure if you're going to do swordfights electronically, you may as well do it real time.
Bushido Blade:
Seriously, get this game. Get it now. Get the sequel too.
Way of the Samurai:
semi-realistic damage once you level up your swords, has some nice features like pushing and pulling through a guard, off balancing, grabs.
Assassin's Creed:
Great counter kills and grabbing system. Some of the kills will literally make you flinch. And it's *only* boring if you don't fighting creatively and use things like combo kills, throwing knives and chucking people off of buildings. There's nothing like carving your way through a horde of Crusaders or Saracens without taking a hit. Some good examples of western style fencing. Assassin's Creed 2 looks good in this regard as well.
Tenchu: Wrath of Heaven:
Okay, not really a fencing game and has got some fantasy elements, but it does simulate how a Ninja would fight most enemies. Namely, you sneak up behind them, and you fucking stab them until they die. Simple really. The stealth kills are awesome in their variety though, you see some good techniques.
Games to ignore:
Soul Caliber:
LOL, slashing with stabbing weapons (I'm looking at you Raphel), stupid twirls, swords are nerf bats.
Assassin's Creed doesn't really have realistic damage system, as you basically had to land three good strikes before an enemy was vulnerable to a fatal blow, but was really very entertaining nonetheless, as far as fighting went.
Is there a guide to jump said hoops?
hunting around for the specifics now.
EDIT: since creating a japanese account basically means you're going to have to deal with japanese text, this video seems to outline at least a portion of the process.
Creating the account
You'll notice if you click the link that that video's a response to the video "Adding Yen to your JPSN Account"
I also remember a boardgame of the same name, Swashbuckler, where you would program in moves. It was pretty good. Also not a videogame.
And I still remember every insult and comeback in that video. Someday that will come in handy.
I was actually very good with him at one point; I never had the patience to memorize long combo strings, but I could memorize very simple commands- with Nightmare you're essentially building your combos step by step.