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Feature: 'Improving the Combat 'Impact' Of Action Games'

In today's main feature article (free reg. req.), Korean-based Kingdom Under Fire: The Crusaders senior coder Jiesang Song discusses the 'feel' and impact of comba...

Simon Carless, Blogger

April 28, 2005

1 Min Read
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In today's main feature article (free reg. req.), Korean-based Kingdom Under Fire: The Crusaders senior coder Jiesang Song discusses the 'feel' and impact of combat attacks in console games, suggesting multiple ways that game creators can make their character attacks visually appear more powerful. Song comments in his introduction to the piece: "In this article I will list observations of techniques used in several actions games including: Ninja Gaiden, Soul Calibur 2, Prince of Persia: Warrior Within (POP:WW), Lord of the Rings: Return of the King (LOTR: ROTK), Devil May Cry 2, Dynasty Warriors, and the classic Street Fighter 2. I will also make remarks based on my development experience on Kingdom Under Fire: The Crusaders (KUF: TC). As the list of games suggests, this article is mainly about action games that involve hand-to-hand combat, usually involving swords, and excludes discussions about the “impact feel” of FPS shooters for the most part. The techniques involve animations, camera work, special effects, game controller rumble, and sound effects." You can now read the full Gamasutra feature on the subject (free registration required.)

About the Author

Simon Carless

Blogger

Simon Carless is the founder of the GameDiscoverCo agency and creator of the popular GameDiscoverCo game discoverability newsletter. He consults with a number of PC/console publishers and developers, and was previously most known for his role helping to shape the Independent Games Festival and Game Developers Conference for many years.

He is also an investor and advisor to UK indie game publisher No More Robots (Descenders, Hypnospace Outlaw), a previous publisher and editor-in-chief at both Gamasutra and Game Developer magazine, and sits on the board of the Video Game History Foundation.

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