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Explore, fight, survive and unravel mysteries in this unique and unforgiving 3D isometric RPG set in an original dark, low fantasy world. Exanima's exceptional attention to detail and realistic simulation of all things aim to provide a deeply immersive...
Explore, fight, survive and unravel mysteries in this unique and unforgiving 3D isometric RPG set in an original dark, low fantasy world. Exanima's exceptional attention to detail and realistic simulation of all things aim to provide a deeply immersive and dynamic gameplay experience.
This game features a very deep, truly physics based combat system. This is not just some animation feature, it is a fundamental difference that is central to gameplay. Real momentum, forces and collisions are always at play here, every nuance of your inputs is crucial to the outcome. This will likely be unlike anything you've played before and may take some practice, but can be hugely rewarding and the skill cap is virtually infinite. It is not particularly fast paced or difficult but it does require you to pay attention, it is very tactical and just casually pressing buttons won't get you very far!
A deep skill based combat system
Complex and smart AI
Fully interactive environments
An advanced damage model with accurate collisions and locational protection
Roguelike elements
Arena mode to hone your combat skills.
包含内容
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系统要求
最低系统配置要求:
推荐系统配置:
Wine / CrossOver compatible on Mac OS X or Linux with appropriate OpenGL driver
推荐系统配置:
Wine / CrossOver compatible on Mac OS X or Linux with appropriate OpenGL driver
Tired of playing the same action game over and over again? Tired of an overpowered button masher who can't seem to lose? Tired of QTE events that let's you play with the monitor turned off?
Oh you are? Well look no further then Exanima. This is a true physics based isometric 3rd game that follows with old school RPG principles. Almost everything in the game world is interactive with accurate collision detection and real world physics. Things in this game feel and handle like they would in real life.
The combat controls are quite simple at its core, hold the LMB to perform a Right to left swing, double click the LMB to do a devastating overhead and hold ALT while pressing LMB and aim your cursor to your opponent to do a thrust attack. Using the mouse cursor and you can effect the power and the ark of the swing and in combination with a well timed dash attack you can achieve blows like you never seen in a video game before.
The game features 2 modes currently, one is a campaign story that puts you deep in a dark and horrific dungeon. You must play the game cautiously and make sure to look in every nook and cranny. The loot found in chests, cabinets, dressers are randomly generated to give you a different playing experience at the start of the game. There are currently 5 levels to complete and explore and are filled with traps, locked doors, treasure and horrific creatures that constantly lurk around you. Finding loot, killing enemies will gain you XP in which you can aquire new combat skills to better your chances of survival.
The other mode is an Arena mode in which you create a combatant to fight in different fight to the death events, such as 1-1, 2-2,3-3, fray and 6 man survival wave. By winning fights you earn gold which can be used to buy new equipment, hire AI hireling fighters and hire new player controlled combatants. You are rewarded XP for matches to level up your character and assign him/her new combat skills, such as fend, remise and feints.
First, I can't take any complaints seriously unless they have put at least 30 hours into this game because that is how long it takes to really get a good understanding of the gameplay mechanics and controls. It'll then take hundreds more to even think of mastering this.
If you die it's because YOU messed up. The combat is 100% skill based and requires fast reflexes and a proper understanding of the game mechanics in order to succeed. This is by far the most riveting medieval combat system I have ever played and even after 200 hours the high level AI still stresses me out and gets my blood pumping.
The art and graphics are some of the most beautiful you'll see from the isometric genre. Armor and weapons are well detailed and are plentiful to choose from as there are many different armor sets and weapons to be found.
As of now there are three game modes.
1.Campaign-You explore through the dungeons of Exanima's underworld trying to uncover the story while struggling to simply survive. It has either perma death or a checkpoint system you can enable in the menu.
2.Arena-You create a fighter and start at the bottom with simple peasant gear and fight your way up to full plate like a true knight. You earn money from fights which you can spend on gear and you can hire AI companions to fight along your side in 2v2 or 3v3 fights. The companion AI is very competent and can really hold it's own. BEWARE, if your main fighter dies you lose everything and start over.
3.Practice-A trimmed version of arena purely for practice.
This has a learning curve that might put some people off but look at it like an instrument. You can't just pick up a guitar and start playing. Even after hundreds of hours you still probably won't be able to play your favorite songs but take the time to learn and a whole new world will open up.
Exanima may be in development, but it sure feels like a complete experience to me. The quality is there with this truly unique, innovative, and brilliant game.
Growing in 90's, I had an exceptional pleasure to experience the fastest and most spectacular technology advancement in video games. From naive graphics and primitive mechanics of Wolfenstein 3D (1992), through fast paced Doom/Duke Nukem (1993/1996), 3d rendered Quake (1996), narrative driven Thief/Half-Life (1998), to genre hybrids like System Shock 2 (1999) and Deus Ex (2000), it was really mind-boggling to think what the next month would bring for gamers around the world. Gaming industry was yet to go mainstream, and there was a healthy middle market, with average budget titles and lesser recognition, but it created perfect environment for game designers to experiment.
One of such game was Raven Software Soldier of Fortune (2000). It featured innovative GHOUL system, which allowed player to cause a realistic body destruction, when dealing damage to enemies. While media focused on controversial violence depiction, customers cheered on the unrestrained gibbings, but what both sides failed to notice was that GHOUL was one of the most convincing means to suspend our disbelief, thus achieving greater IMMERSION. That immersion was in fact one of the main goals of the 90's technological progress in gaming industry.
And then the progress stopped. While there was still increase in textures resolution and graphic details, a decade of plastic, artificial, "consolized" games begun. We were introduced to the reigns of shallow, eye candy worlds and gimmicky gameplays (hello Assassin Creed!). I remember thinking while playing Soldier of Fortune, that future games would soon become as immersive and tactile as David Cronenberg's movies, where you can almost feel the slimy texture under your skin, when every time you press the button you can see the physical impact in the unreal world. But nothing like that happened.
Until 2015. Bare Mettle Entertainment released an early access game "Exanima", which looked on the screenshots like many other top down isometric RPGs. And finally I was blessed with my tactile experience, after I lost hope so many years ago.
Every move of the mouse, rather than generating a prefigured character action, translates fluidly into corresponding move on the screen. It's really hard to describe, as you have to try it out, to feel the difference, but for me it all boils down to this one word: IMMERSION. I really do feel like I have a physical impact on the world again, there's no delay, no repetitive animation or "cinematic" QTE. I MOVE THINGS! I CAN PLAY WITH MY RAGDOLLS! A design philosophy so obvious and beautiful, that it is still inexplicable to me, why it takes a small, unknown studio to take this route, while every major AAA release with a budget of a small African country, follows stale and nauseating design patterns.
On top of that, you have very grim (always welcomed), atmospheric, horrifying dungeons, intriguingly vague story-telling, and complex, realistic inventory management. There is also Arena, a game mode in itself worth your time, and what is more, we have a promise of a full, greater world of "Sui Generis", related game, based on the same design.
As I already look like a perverted fetishist, I may as well admit, that so far, my only complain is that I would expect limbs and heads to be severed, when I struck them with a bigger blade, but I'm not sure if this will be possible with a limitations of an in game engine.
The devs are very quiet, even though its almost three years now on Steam, and it almost looks like abandoned software, but I've read there is a major patch on its way, and the full release on the horizon. They stated that they wish to stay under radar, until the final product is ready, as it might do more harm than good to advertise unfinished game. It only increases my respect for them, as, same with the game itself, its truly against a common mainstream marketing practice, when every title is overhyped to the 11, then fails to deliver. It also shows confidence. To be honest, as much as I would love to get my hands on full release, at this point it almost doesn't matter to me that much, as "Exanima" gave me more content and sheer pleasure already, than most modern games. If they actually abandon this, the joke is not on me. I'm satiated, I just wish for more.
If you came here expecting a proper review, I am sorry to disappoint you. It is not a review, it is a revelation, a recommendation, and a good news! There are still brave, innovative people in this industry. I hope the future belongs to them.