One thing brilliant about one of my favorite action RPGs, Deathspank, is its simple but gameplay-changing block system, in my opinion.This little ability, executed by pressing space on PC, is truly a great addition to popular RPG formula. It makes an RPG more action-packed as battle becomes an art of timing and positioning, instead of just button-masher. Certainly an RPG of my taste!
It's fun, I get to do many fun things with this block ability. Simple blocking allows me to avoid greater damage by taking super minor damage. It's also rewarding, while quite harder, to execute Perfect Block that instantly fills Justice Meter, useful to perform heavy attacks. Holding the block lasts for a few seconds and ends up in swinging the shield to push surrounding enemies backwards. I also get to hold the block and ram the shield to an enemy to push him backward (I call it Shield Ram). I think it's tactically a lot of options to choose from.
My favorite moment with blocking is when I get to do the 300 stuff, like in the movie 300. I lure a group of enemies to a narrow passageway where their numbers will count to nothing, as Leonidas would say. The narrow spot will make a bottleneck effect where a group of enemies who can actually surround me fails to do so. I deal with only 1-2 of them at a time instead of surrounding 3-8, which is easier and more fun. So instead of surrounding me from many sides, they line up to taste my steel. Haha!
Skeletons! Come and Get me!
Another function of this block ability that I just recently found is to break barrels. I just hold block and run toward a group of barrels and they all break, as it is basically a Shield Ram. What a time saver!
I've heard that Hothead is making the next installment of Deathspank, called The Baconing. Some combat features are Shield Bash, Perfect Reflex, and Charged Attack. I sure hope they will make a combat trailer for it.
I have a few ideas that may improve this block mechanism:
1. Add minor damage to Shield Ram and Shield Swing
They currently serve as combat manipulation only, pushing enemy backwards. It will be nice to see them do some minor damage to enemies as well. Besides, there are times when we wanna bully a lone enemy instead of killing it quickly with finest weapon, rite?
2. No damage taken for Perfect Block
Currently, Perfect Block instantly fills Justice Meter but still takes -1 damage. I'd say why not increase the reward by removing the damage taken? That would be fun and more perfect.
3. Add a few types of shield with their own character
Perhaps like heavy shield and light shield. Heavy shield is stronger in repelling damage and longer duration plus can stun enemies for 1 second, while lighter shield is weaker but makes Deathspank moves faster and enables fast counter attack. Yeah something like that.
4. Add shield duration bar
When player press and hold block, the bar depletes according to duration. When player stop blocking, the bar regenerates. When the bar runs out, a Shield Swing is executed but player will not be able to block until the bar regenerates back to 50% (or 25%). Thus, blocking is not infinite so players should use it efficiently. More advanced and quite challenging than the current duration system, but not very difficult in gameplay because after a fight, the bar will certainly recharge itself back to 100% and even if the bar runs out, player can maneuver around, avoiding damage while recharging the bar..
If you're a dev, feel free to take one or two ideas (or all) from above if you like hehe
But I want to take all 3 ideas instead... Just kidding. Awesome blog post, I'm also a Deathspank fan. Thanks for providing an in depth read on your views of the block system.
ReplyDelete@Deaky: you're welcome buddy. I hope the block system will get better and better. Sounds real fun :D
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