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First Cut: Samurai Duel

w bibliotece

4.5/5

( 10 Recenzji )

4.5

10 Recenzji

English
8.998.99
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First Cut: Samurai Duel
Opis
A high-intensity arcade sword-fighting game where every strike is lethal. Slash, clash, parry, dodge and watch limbs fly in the atmosphere of historical feudal Japan. Choose your move carefully - the first cut is also the last. A refined and intuitive fighting system - Aim your sword to block...
Gatunek:
Opinie użytkowników

4.5/5

( 10 Recenzji )

4.5

10 Recenzji

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Szczegóły produktu
2024, Night Eyes Interactive, ...
Wymagania systemowe
Intel Core i3-2100 or comparable, 2 GB RAM, Intel HD Graphics or comparable, Version 9.0, 150 MB ava...
Opcjonalna zawartość do kupienia
First Cut: Samurai Duel Soundtrack
Czas gry
1 hGłówna linia fabularna
3 h Główna linia fabularna + dodatkowe zadania
-- Kolekcjoner
1.5 h Wszystkie style
Opis
A high-intensity arcade sword-fighting game where every strike is lethal. Slash, clash, parry, dodge and watch limbs fly in the atmosphere of historical feudal Japan. Choose your move carefully - the first cut is also the last.



A refined and intuitive fighting system - Aim your sword to block attacks and strike around your opponent's guard. Parry their attacks with your own, dodge to close the distance, and interrupt them with a well-timed shove. It takes a minute to learn, and a lifetime to master.



Customize your fighter - An array of different options to wear. Choose and colour each piece separately to make each character your own.



Dueling with deadly results - Send heads and limbs flying as blood rains down and stains the characters and environment. Chop your opponent to pieces, or equip a wooden sword instead for a little mercy and possibly a concussion.

Duel your friends in local multiplayer, fight custom AI opponents, try to stay alive in Survival mode, or hunt down enemies in the Scenario mode campaign.

Bonus modes - Laser swords, custom blood, floating weapons, zombies, and more.

Wymagania systemowe
Minimalne wymagania systemowe:

The developers describe the content like this:
Contains depictions of graphic violence, decapitation and dismemberment.

The developers describe the content like this:
Contains depictions of graphic violence, decapitation and dismemberment.

Dlaczego warto kupować na GOG.COM?
BEZ DRM. Aktywacja ani połączenie internetowe nie są wymagane do gry.
Bezpieczeństwo zakupów i zadowolenie. Wsparcie 24/7 i pełen zwrot środków do 30 dni.
Czas gry
1 hGłówna linia fabularna
3 h Główna linia fabularna + dodatkowe zadania
-- Kolekcjoner
1.5 h Wszystkie style
Szczegóły gry
Gatunek:
Działa na:
Windows (10, 11)
Premiera:
{{'2024-01-17T00:00:00+02:00' | date: 'longDate' : ' +0200 ' }}
Rozmiar pliku:
270 MB
Linki:


Języki
English
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Najbardziej przydatne recenzje

Posted on: April 20, 2024

This is what indie gaming is all about.

Feel free to consider me biased, as I'm the guy that financially backed the project a bit, but I love this game and that's why it's the only game I've ever funded. I found its prototype on itch.io years ago and knew it was something special and contacted the creator to try to get him to finish it. For me, one of the main reasons this game is awesome is that players of any skill level have a chance against each other because only one strike wins the round. When I played other fighting games like Mortal Kombat against more casual or new players, it wouldn't be much fun for them because there was no way they could win a round and they quickly got bored and frustrated. It was also really easy to tell if I was letting them win. But in First Cut, anyone can get some kills on anyone, and the small wins drive them to improve and they keep wanting to play one more game. If versus is not their thing, co-op modes are great, maybe even better. I like survival the most - back-to-back with a friend, holding back the hordes together. It also has single player modes, tons of fun extras and a short, but very challenging campaign. Beware it's quite hard, consider dropping the difficulty if necessary. The tension of knowing that one small mistake means instant death is awesome and adds a lot to the atmosphere, especially against multiple opponents. The art is great, the gore is great, the community is great. The only downside in my opinion is a bit of an unintuitive menu at times, which is really to be expected from small indie games with lots of features and modes, made by a single person nonethless.


Czy to było pomocne?

Posted on: August 18, 2024

Brilliant game! No Online Multiplayer?

This game is EXCELLENT. This is classic 2D combat action, but also a faithful rendition of katana battles. I have played this game only for a very short time and I am in love with it and I am determined to master all the modes, however I immediately went to check multiplayer because I want to buy this/tell my friends to get it and us all fight, but the multiplayer is only for two players in the same room. This is ok because I will get my cousin or brothers to come over sometime and play. But with online multiplayer I could play with any of my friends any time (like all I'd want is the ability to invite my friend to fight me, and he be player 2.) So I'm going to get good at First Cut now, it's beautiful, and the fights are intense, and it is well worth the money. But my wishes for First Cut: 2? Online multiplayer :)


Czy to było pomocne?

Posted on: July 13, 2024

Cool concept but not well executed

The idea is great but the execution is severely lacking. The different stance attacks are repurposed versions of the same attack meant to open different stances up leading to a game of simon says where matching stances is the only point of each of the 3 attacks. Grab attacks get input read by opponents on higher difficulties making them feel pretty useless. And counter attacks often get input red by the ai and blocked as a result. Thus the game that should be all about mastering the sword becomes a game where you spam dodge and do the same charge bait maneuver to beat bosses. When you beat an opponent, it feels far too often as though it was a matter of luck and not you having outplayed your opponent, due to the barebones mechanics. I am also not sold on the enemy design. Since most enemies share the exact same moveset as you the fights feel extremely samey, and due to the lack of well fleshed out mechanics, the designer has trouble differentiating them and having the player feel as though they are progressing in terms of encountering more difficult and interesting opponents. This game used to be an itch.io download and yet, in spite of now being a commercial release, it still is not at the commercial quality level, which is quite a shame. I hope the developer takes the failures of this game to improve their next outing.


Czy to było pomocne?

Posted on: August 20, 2024

Hard AF but there are difficulty options

Played well on my PC handheld AokZoe A1pro Beautiful sound and pixel art. Its a paper scissors rock type of fighting style and is a great game to play on the go or between big games. I got pass halfway through the campaign and had to bump down to easy (which was still hard). Thank you developers for that option!!! I was able to finish the game, and I loved it (and hated it top lol)!


Czy to było pomocne?

Posted on: May 4, 2024

Beautiful Game

In terms of content and visuals, this game is right up my alley. I'm definitely a Samurai fan and trained kenjutsu, so this just works for me. Especially the one hit, one kill dynamic just fits real Samurai training just as well as it harkens back to the movies, of course. I like the game modes, love the campaign os far (only a few levels in). What is kind of insane is the variety: You could easily make a game like this and just repeat assets for a level ad naseum but the dev switches it up so often, there is no way to get bored. Except... The difficulty of the campaign seems pretty crazy. I'm a decent gamer I'd say. But being a few levels in, I need a bazillion tries for one level. I heard the game was difficult, so I started on "Easy". I haven't tried, but if this is easy, then I won't last a second on any of the other modes. Either I've just not gotten used to the counter mechanics enough, or this is a very bad case of difficulty creep during production because the dev is too good at his own game.


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