Ashes of Creation demos combat gameplay and UI in new alpha video

Ashes of Creation sprung a brand-new alpha video on MMORPG players via PC Gamer this morning. It’s not, as suggested there, the team’s first gameplay video; Intrepid Studios has been dropping those over the past few months, when we’ve got a glimpse of spell animations and combat. But it is our first look at the game with any sort of user interface at work, and we get much more group combat and movement animations here.

Ashes of Creation crept onto the scene back in December; it’s staffed by a number of former SOE and Daybreak vets, and it’s purporting to be a bit of a sandbox, with organic events and some old-school (but not annoying) design vibes, wrapped up in a modern graphics package. Check the video out below!

Source: PC Gamer. Thanks, Daras!
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socontrariwise

That is a pretty good run animation actually (and as someone who is very serious about motion pattern of people for a certain reason that is something I say VERY rarely). Her shoulders are too stiff though, shoulders don’t just move turn on the spine forward and backward while running, they move a bit up and down too and tilt inward while moving the arms as well. And she has a weird asymmetric right-shoulder-back-stop-briefly rhythm.
I know that might sound like nitpicking but I wouldn’t even spent time pointing it out if you weren’t SO close to make a very natural (rarely achieved) run animation there. Just a bit further!

The spells look very interesting. Is she combining sub-spells for that black-hole like thing??

Fnights
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Fnights

Looks nice but can’t stand the crappy tab targeting combat system anymore in this day and age. Action and free combat with true aim and player skills is the way to go.

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Dro Gul

Game looks GOOOOOD!
Lot’s of stuff on their website too and they regularly give away keys and other packages.
https://www.ashesofcreation.com/ref/Calidor/?campaign=Info

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David McD

The cutting of the video every 12 feet concerns me. I’ve noticed games doing this to avoid showing the level of pop-in that occurs. Especially concerning because the Unreal engine tends to have that issue.

I wasted money on BD and can’t play it due to pop-in distraction. Now I’m very cautious.

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Brother Maynard

Now if they implemented spells / abilities / debuffs cross-player interaction à la Mass Effect 3 multiplayer, that would be awesome! A mage freezing an enemy who is then instantly smashed into a thousand pieces by a warrior? Why not?

Imagine the possibilities, the combos, the explosions, the power a well set up group would wield!

PurpleCopper
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PurpleCopper

It looks cool, can’t help but feel that when there’s dozens of people fighting it out, the particle effects will overwhelm the screen.

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Robert Mann

This is what every MMO has been doing. Tons of particle effects, fanciest possible graphics, everything they can to push the servers to the limits… then wonder why the servers lag under those conditions.

I like pretty, but tone it down a little from the flashy lights and we could actually, maybe, have some stability with more than a dozen people on screen!

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Brother Maynard

Graphics and visual effects have nothing to do with server limits. All the visual goodness is rendered by your client and all that you get from the game server are actual combat values, which will always be the same regardless of your visual effect detail.

You can turn every single visual effect on with unlimited viewing distance, it won’t have any impact whatsover on your communication with the game server. Try checking your network transfer while playing an MMO, you’ll see it rarely exceeds 1 mbps and usually stays in tens or hundreds of kbps.

The fact that most MMOs are very poorly optimised is what causes these issues. Especially 2010-2012 or earlier MMOs are terrible at this, I don’t think any of them can even use more than 1 CPU core and even then usually at 60-80% max no matter how much is happening in the game or what level of CPU priority you assign it.

Some studios that could afford it have upgraded their old engines for multi-thread 64-bit CPUs, but most of them don’t have the resources for such an investment.

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jay

Very excited for Ashes, the only thing that worries me is that they are using the UE4 engine, and they plan to have siege battles with a LOT of people all together. I don’t know how that engine will hold up, even if they heavily modify it, with that number of players in one area at once.

Aion had the same issue with Cryengine, if anyone remembers what a crap show that was.

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silverlock

I can’t think of a single mmo that hasn’t had major issues with large scale battles.

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Robert Mann

Half overdone pushing of the limits, half western world cruddy internet.

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jay

ESO, WOW (AV), DAoC don’t bog down with huge numbers of people. Camelot Unchained developed their own engine because all of the modern engines had this issue, and couldn’t be relied upon when it came to siege battles.

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Dug From The Earth

Everything about this game looks appealing to me so far. Its got that “If Dragon Age and Elder Scrolls had a baby” sorta feel for me.

I wish there was a founder program, this is one mmorpg that id actually back.

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Warking

Looks good

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GamingSF

Wow, looking really interesting! A levitate spell that’s a damage shield as well? Utility combo…
The lighting is very impressive and interactions with the environments for such an early stage of development – I liked the lighting of the bonfire by her fire spell for instance. One to watch I feel!

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Brother Maynard

I especially liked the totally minor but cool look-the-spell-up-in-your-spellbook animation. The fact that your character has actually her spellbook open and regularly glances in it as she’s casting spells is a wonderful touch!