Crowfall shows off the Confessor in action

    
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But animated for real, like.

We’ve been told quite a bit about Crowfall‘s Confessor, but words on a page don’t really give a sense for what it will look like in action. For that, you need a video. Like, say, the video you can watch down below that shows the character archetype happily setting fires in the test environment and generally having a grand old time.

Obviously this is still an early build of the game without finalized animations, but it’s certainly a good look at what the class looks like when not simply being described in a development diary. Jump on down to see the whole video; it’s quick.

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jackofrost
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jackofrost

Koshelkin deekay_zero KenAddeh

Except that’s not really how it works in practice.

It really comes down to an almost “ancient” belief that spellcasters have to be vulnerable while using most of their abilities for some stupid “lore” reason… but melee can keep moving while hammering their targets.

Now maybe that might make sense if the spellcasters actually had super powerful spells. The problem is that in the name of balance, those spells usually become only slightly more powerful then melee attacks… if at all.

In a “real” world full of combat, spellcasters would figure out how to move and use magic at the same time, or they’d be dead.

PaganRites
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PaganRites

Love the dash animation.  Looking good.

Radfist
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Radfist

Loving the progress on this game. Glad I decided to Kickstart it.

Craywulf
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Craywulf

tilles87 as far as transitions, what you see is what you get. About 99% of all MMOs do not have fluid transitions. You can move forward and backward on the dime. You can attack with one spell and iinterrupt the casting nstantly with another spell. I am willing to bet transitions negatively effect the performance of MMOs, which is why they probably don’t have them. Also transitions create a dissonance with the player’s control. I personally don’t mind the lack of immediate control, I think it heightens the tactical aspect because you need to be more focused on your actions, as opposed to how fast you can Spam your keys.

tilles87
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tilles87

Craywulf Don’t forget, this is still pre-alpha stuff. Who knows what it will look like in two years after all the alpha, beta feedback.

Craywulf
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Craywulf

The animation is good, but the transition from one action to another is nonexistent. A very herky-jerky feeling. The transition from running forward to running laterally is so instant, just feels robotic and ignoring gravitational pull and terrain. It would be nice to actually see a game where the actions are dramatically smoother and more plausible. Why can’t developers take a page out of Prince of Persia or Crysis?

tilles87
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tilles87

The animations are much better so far than what I expected.

tilles87
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tilles87

captainzor Thankfully it will be customizable in the final game.

Archebius
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Archebius

blackparrot89 Considering both of these are pre-alpha designs, I’m sure the art has changed and will probably change again before the final game is released.

blackparrot89
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blackparrot89

Okay seriously tho, am I the only one seeing a huge difference in art style compared to the game/handpainted gfx style? 
Look at this clip to see their “warrior” 
https://www.youtube.com/watch?v=usu7lPoyWHA @0.25 seconds. 

It might be nothing, I do feel it was worth noting.