I'm a really huge fan of Robert E. Howard's Conan, so I'm hoping this game will turn out awesome.
I'm going to post everything there is to know about this game, as well as videos and pictures (old and new), and maybe some of you will find it interesting.
It's being developed by Nihilistic, and Ron Perlman is voicing Conan.
The latest preview by IGN seems very very good, so here's hoping...
----
Official website
Nihilistic Blog (Some very cool comments by the Webmaster, one of the developers)
Features:
Key Features:
Really old announcement.
UK, February 14, 2007 - Good news Schwarchenegger-fans: there's another Conan game set to follow in the fantasty footsteps of MMO Hyborian Adventures. What's more, it's meant to be inspired by God of War and Ninja Gaiden.
According to the latest issue of American mag Game Informer, former StarCraft Ghost developer Nihilistic is working on creating a mature-rated action game for PS3 and Xbox 360 based on the Conan franchise - which seems to be having somewhat of a revival at the moment.
It has more than 20 different weapons and a whopping 100 unique combat moves. Part of these moves is the ability to nab an opponent's sword or club and then bash them over the bonce with it. Accidentally missing their head and slicing their arm instead, will see it will get chopped off thanks to a limb-specific damage system.
It's important not to go around just trying to hack arms of though, because the dynamic AI learns combos and starts to defend against overused ones.
With 24 levels, set over six differents areas of Hyborian, and supposedly huge boss fights, this new Conan sounds like it should be interesting when released sometime next year.
-----
Old TeamXbox Preview
When we heard that a new Conan title was in development at Nihilistic Software, we were immediately intrigued. Although its not the only Conan title in the pipeline (Funcom is currently hard at work the MMORPG Age of Conan), its the only one that will let you play as the titular barbarian. Simply titled Conan, the game will be coming out in early 2008, which means that theres plenty of time for the folks at Nihilistic to create the Conan game fans have always wanted. We recently had a chance to check the game out at THQ Gamers Day event, and its already looking like a blast, despite the fact that there is still almost a year of development to go.
Although the company isnt quite ready to reveal the games wholly original storyline yet, a THQ representative did tell us that the game will take place in the period before Conan became king, when he was in his fighting prime. Conan will feature the barbarian we know and love from the books and comics, a noble savage that would lop your arms off if you looked at him funny. When we walked into the demo room, the image on the screen told us all that we needed to know about what type of game wed be seeing. Our hero stood shirtless in the background, while the foreground was filled with a head impaled on a pike, flies swarming around it.
Conan is a third-person action game that puts the hack back into hack n slash. The game features some of the most insane combat weve seen in quite a while, reminiscent of titles like Ninja Gaiden and God of War. Its one hell of a gory game, too, featuring plenty of severed limbs, brutal attacks, and arterial sprays galore. Your heavy and light attacks will be mapped to the face buttons, as will your grab moves and jumping. The shoulder buttons will allow you to block and parry your enemies attacks, and you can use the right analog stick to quickly dodge left or right.
Like any good barbarian, Conan can use a wide variety of weapons, from swords to spears to axes, wielding each one with a deadly efficiency. The game features a different set of moves for each weapon, meaning youll do different moves when holding two swords than you will while gripping an axe. Theres a very basic upgrade system in place, meaning the more enemies you kill the better your murder skills will become. You can pick up weapons that are on the ground (trust us, there will be a lot of discarded weapons once youre done with a group of baddies), as well as grab them right out of the hands of your foes.
In addition to the straight-up light and heavy attacks, youll be able to string together elaborate combos and kill multiple enemies at once. Conan will also fight dirty, throwing in the occasional groin kick or head butt when the time is right. Once youve got your enemy on the ropes, you can perform a wide variety of finishing moves, including lopping their head off, breaking their back over your knee, and cutting off both of their arms. Blood will spray all over the place, especially when youre dealing death to multiple enemies at the same time. You can also parry your foes attacks (youll see a button icon come up), finishing them off with dramatic flair.
The game will feature six different environments, each of which will feature 4 or 5 types of enemies, as well as the occasional boss. We had the chance to see the interior of an ancient temple, as well as a lush jungle with a large wooden fort at the center. We were happy to see that the game also features some environmental puzzles, such as the one in which we had to cut the chains on a movable platform in order to gain access to the upper levels of the fort. The boss battle we saw was also impressive, as we took on a giant squid while trapped on a large boat. The massive cephalopod would grab the ships crewmembers and turn them into ink-covered zombie, meaning we had to pay attention to more than just the boss.
Conan is a pretty nice looking game, as each of the environments we saw was highly detailed and brimming with life. The jungle looked particularly nice, as the sun shone down through the leaves and cast dramatic shadows all over the place. As weve mentioned a number of times, the game is very gory, and the blood is a deep red that really stands out from everything else. While it was tough to hear all of the sound effects at the noisy event, it sounds like the game will feature plenty of brutal hacking sounds. The spraying blood sounds excellent when you chop off an enemys head or arms, which is always a good.
Although the games still got a lot of development time left, its already looking like a winner. This is the first Conan game that really captures the essence of what makes the barbarian such a great character. Its a brutally violent action game featuring over-the-top gore, impressive environments, and insane boss battles. Really, what more could you ask for? Well have more on Conan in the coming months, but were glad to know that everyones favorite barbarian is back in fine form.
------
Conan Developer Q & A.
THQ's upcoming game based on the world's most recognized barbarian (apologies to Thundarr) is set to slash its way into stores this fall. We're expecting to get a look at the game at next month's E3 Media and Business Summit, but, hungry for information, we recently tracked down Nihilistic's lead gameplay programmer, Mark Cooke, and hit him with some questions.
GameSpot: How's development been going on the game?
One of the team's goals was to make you really feel like you're playing as Conan.
Mark Cooke: Overall development has been going great; lots of little bits and pieces are starting to come together as everything is being integrated into one cohesive package. We're currently in the final weeks of development on Conan. As an example of what we're up to, as gruesome as it sounds, we're tweaking those last few parameters to make a decapitation feel more barbaric to exhibit Conan's combat prowess further. Putting in a lot of these small changes near the end is what really takes the game to the next level--not just a fun combat experience, but really making users feel like they are playing as Conan.
As many developers would attest, this is a time of both stress and satisfaction. The team is working really hard to tune the gameplay and fix bugs, but when we finally take a step back and look at how the game is coming together, it feels great and puts everyone's work into perspective. It's always a lot of fun for me to check out a mission I may have not seen for a few days and see all the great improvements the team has put in.
GS: What's been the most challenging aspect of realizing your vision for a Conan game?
MC: From the first day Nihilistic started working on this project, we knew we had to capture the essence of Conan: bloody combat and adventure throughout Hyboria. Staying true to the character and emphasizing Conan's traits have been both a challenge and a prime goal in the development of this game. That said, I believe the ability to "crush your enemies, see them driven before you and to hear the lamentation of the women" has been our biggest success. In all seriousness, seeing Conan surrounded by seemingly overwhelming odds (be it from man or beast) and using his supreme combat abilities to slice enemies in half at the waist, break their backs across his knee, or simply impale them through the chest has been an exciting thing to see.
GS: How has the combat system been evolving?
MC: The combat system is definitely the core of the Conan experience. With that in mind, what we've been focusing on recently are two main things: smoothing out the controls so players perform the actions they want when they want it, and making sure players feel the impact of each of Conan's barbaric combos.
The combat system will give you the freedom to change your tactics on the fly.
From the start, we made it a goal to have a really fluid combat engine. If a player is attacking but then suddenly wants to block, dodge, or jump to avoid an incoming enemy attack, we allow that. If they want to switch targets midcombo, we allow that too. Players can dodge to extend a combo chain and move around the environments quickly. We've tried to make a freeform combat system so players can really get creative with how they string moves together.
As for capturing the barbarism of each combo, we've employed a number of camera tricks and controller rumble. On top of that, we have a really cool dynamic gore system that can determine how to either remove limbs on an enemy or simply cut them in two, depending on the combat move Conan is using and where it hits his enemy. Every time I see new players try out the game, they always get a big kick out of how Conan is able to decimate his foes.
GS: What's been the one key element to combat you've wanted to make sure you get just right?
MC: In addition to making sure we represent Conan's combat skill appropriately, we really have tried to make a game that isn't a straightforward hack-and-slash button masher. Conan has a lot of different combat abilities that can be unlocked throughout the course of the game, and players have to vary their strategies accordingly when battling with different enemy types. At Nihilistic, we've worked hard to make a game that is both challenging and fair. On the easier difficulty levels, the game is accessible to a wide audience, but players looking for the ultimate challenge should try king mode!
GS: How have the adventuring and puzzle aspects been to manage? What's the breakdown between straight-out fighting and puzzling/platforming shaping up to be?
Puzzles and platforms won't be as prominent in the game as combat.
MC: Conan is primarily an action combat game, but we've definitely worked on offering multiple styles of combat with some varying mission goals and platforming segments. The breakdown is probably about 80 percent combat and 20 percent puzzles and platforming. We've tried to make sure we show off Conan's strengths as he navigates through the environments. Knocking down columns, destroying metal handcuffs that are imprisoning fair maidens, or pulling apart a gigantic door that no other human could possibly manage are some of the things players will be able to do throughout the course of the game.
Throughout Hyboria, there are hidden areas with maidens and treasure. Players will want to seek out these areas to earn precious experience points, and in turn, acquire all of Conan's impressive and powerful combat abilities. Conan is good at removing his enemies from his path, but killing is a means to an end for his goals.
GS: What games have influenced the direction you're going with the title?
MC: While everyone on the team has played a lot of games and has various games they each individually prefer, the two biggest influences have been the recent successful action game franchises Ninja Gaiden and God of War. Both are great games, but I feel we've innovated Conan in our own way and offer a different action combat experience from other games that have come before us.
GS: Can you speak to the differences between the two platforms? How are you taking advantage of each?
MC: While the Xbox 360 and PlayStation 3 each has its own distinct capabilities, the programming team has been primarily focusing on making sure the Conan gameplay experience is equally compelling on both systems. On the Xbox 360, we take advantage of controller rumble, and on the PlayStation 3, we have Sixaxis support. Beyond that, we've tried to make as solid a game as possible so that no matter which platform, players will get the same great experience.
GS: How much of the Conan lore are you drawing on for the title? Are you putting in any surprises for hardcore fans?
MC: While the story of our game is a new story in the Conan universe, it was definitely inspired by Robert E. Howard's original stories. Some familiar locations and beasts will definitely be recognizable by fans of the books. Fans will also recognize locations in the game, such as Stygia, Kush, and the Barachan Isles. The artists at Nihilistic have put in a lot of time into representing these locations in a painterly style inspired by Frank Frazetta. We've worked hard to give the game a unique look that hardcore fans will appreciate.
Fans of the books will find plenty that's familiar in Conan.
There are other minor details in the game that Conan fans will hopefully enjoy. I don't want to spoil anything, but there are certain combat move names that those familiar with the books and films will recognize. In addition to that, some of Conan's animations were inspired by poses taken from Frazetta's artwork. It takes a keen eye to spot them, but we hope the dedicated fans will appreciate these details.
GS: What are you planning to show off at E3?
MC: In addition to content we have previously shown in Shem, Kush, and Stygia, we'll be showing the Barachan Isles for the first time, as well as a new area of Kush, the underground caves. Within the Kush underground, we'll be showing a new boss, the Elephant Demon, as well as a new beast monster, the monstrous Cave Apes.
Along with the new locations and monsters, we'll be unveiling the lead female character of our story, A'Kanna. GameSpot will have to come check out the game further at E3 to get more details on her!
GS: Thanks for your time.
-----
http://xbox360.ign.com/articles/819/819771p1.html
Conan Combat Vignette
See the wanderer take on all comers.
by IGN
September 12, 2007 - This week, IGN will be delivering three video vignettes from the developers at Nihilistic, who have been working on the videogame adaptation of Robert E. Howard's Conan the Barbarian novels.
Each vignette will serve as a trailer of sorts and highlight a different aspect of the Conan title, including adventure, combat and magic. Don't forget to grab your blood-stained sword and loincloth - this is what Conan is all about.
Today, check out the Combat Vignette. Here's what Robert Huebner, president and project director of Nihilistic Software, has to say about the video:
"This video shows some of the combat variety in the game. We see Conan fighting with multiple weapon styles: dual-swords, sword-and-shield and larger, two-handed weapons. We also see that Conan uses physical strength in the midst of combat, including kicking, grappling, bashing with his shield and other tactics designed to catch his enemies off guard. In addition, Conan can throw his weapons at any time, giving him ranged attack options. Conan can even throw objects like torches to set his enemies ablaze. As Conan, the player can experiment with different combat tactics and mix them seamlessly in a battle." (Video is down there)
Videos (Right click and save). Btw, it's really nice to see how the game has been improving:
First Gameplay Video.
Lots o' killing Video.
E3 2007 Trailer.
Adventure Vignette.
Causing some carnage.
Fighting in the ruins.
Bone Cleaver.
Combat Vignette.
I'm going to post everything there is to know about this game, as well as videos and pictures (old and new), and maybe some of you will find it interesting.
It's being developed by Nihilistic, and Ron Perlman is voicing Conan.
The latest preview by IGN seems very very good, so here's hoping...
----
Official website
Nihilistic Blog (Some very cool comments by the Webmaster, one of the developers)
Features:
Key Features:
- Intense action combat with over 100 unique moves to take down and dismember your enemies.
- Multiple movement trees, players can string together combos and fight foes using grappling moves, hand-to-hand combat, sword fights and dual-wielded attacks.
- An interactive environments with real-time physics allows you to pick up any weapon in sight, such as swords, axes, spears and torches, and use surrounding environmental elements to inflict damage on your enemies.
- A cinematic game play experience, complete with innovative special effects, lighting and a powerful, epic soundtrack.
Really old announcement.
UK, February 14, 2007 - Good news Schwarchenegger-fans: there's another Conan game set to follow in the fantasty footsteps of MMO Hyborian Adventures. What's more, it's meant to be inspired by God of War and Ninja Gaiden.
According to the latest issue of American mag Game Informer, former StarCraft Ghost developer Nihilistic is working on creating a mature-rated action game for PS3 and Xbox 360 based on the Conan franchise - which seems to be having somewhat of a revival at the moment.
It has more than 20 different weapons and a whopping 100 unique combat moves. Part of these moves is the ability to nab an opponent's sword or club and then bash them over the bonce with it. Accidentally missing their head and slicing their arm instead, will see it will get chopped off thanks to a limb-specific damage system.
It's important not to go around just trying to hack arms of though, because the dynamic AI learns combos and starts to defend against overused ones.
With 24 levels, set over six differents areas of Hyborian, and supposedly huge boss fights, this new Conan sounds like it should be interesting when released sometime next year.
-----
Old TeamXbox Preview
When we heard that a new Conan title was in development at Nihilistic Software, we were immediately intrigued. Although its not the only Conan title in the pipeline (Funcom is currently hard at work the MMORPG Age of Conan), its the only one that will let you play as the titular barbarian. Simply titled Conan, the game will be coming out in early 2008, which means that theres plenty of time for the folks at Nihilistic to create the Conan game fans have always wanted. We recently had a chance to check the game out at THQ Gamers Day event, and its already looking like a blast, despite the fact that there is still almost a year of development to go.
Although the company isnt quite ready to reveal the games wholly original storyline yet, a THQ representative did tell us that the game will take place in the period before Conan became king, when he was in his fighting prime. Conan will feature the barbarian we know and love from the books and comics, a noble savage that would lop your arms off if you looked at him funny. When we walked into the demo room, the image on the screen told us all that we needed to know about what type of game wed be seeing. Our hero stood shirtless in the background, while the foreground was filled with a head impaled on a pike, flies swarming around it.
Conan is a third-person action game that puts the hack back into hack n slash. The game features some of the most insane combat weve seen in quite a while, reminiscent of titles like Ninja Gaiden and God of War. Its one hell of a gory game, too, featuring plenty of severed limbs, brutal attacks, and arterial sprays galore. Your heavy and light attacks will be mapped to the face buttons, as will your grab moves and jumping. The shoulder buttons will allow you to block and parry your enemies attacks, and you can use the right analog stick to quickly dodge left or right.
Like any good barbarian, Conan can use a wide variety of weapons, from swords to spears to axes, wielding each one with a deadly efficiency. The game features a different set of moves for each weapon, meaning youll do different moves when holding two swords than you will while gripping an axe. Theres a very basic upgrade system in place, meaning the more enemies you kill the better your murder skills will become. You can pick up weapons that are on the ground (trust us, there will be a lot of discarded weapons once youre done with a group of baddies), as well as grab them right out of the hands of your foes.
In addition to the straight-up light and heavy attacks, youll be able to string together elaborate combos and kill multiple enemies at once. Conan will also fight dirty, throwing in the occasional groin kick or head butt when the time is right. Once youve got your enemy on the ropes, you can perform a wide variety of finishing moves, including lopping their head off, breaking their back over your knee, and cutting off both of their arms. Blood will spray all over the place, especially when youre dealing death to multiple enemies at the same time. You can also parry your foes attacks (youll see a button icon come up), finishing them off with dramatic flair.
The game will feature six different environments, each of which will feature 4 or 5 types of enemies, as well as the occasional boss. We had the chance to see the interior of an ancient temple, as well as a lush jungle with a large wooden fort at the center. We were happy to see that the game also features some environmental puzzles, such as the one in which we had to cut the chains on a movable platform in order to gain access to the upper levels of the fort. The boss battle we saw was also impressive, as we took on a giant squid while trapped on a large boat. The massive cephalopod would grab the ships crewmembers and turn them into ink-covered zombie, meaning we had to pay attention to more than just the boss.
Conan is a pretty nice looking game, as each of the environments we saw was highly detailed and brimming with life. The jungle looked particularly nice, as the sun shone down through the leaves and cast dramatic shadows all over the place. As weve mentioned a number of times, the game is very gory, and the blood is a deep red that really stands out from everything else. While it was tough to hear all of the sound effects at the noisy event, it sounds like the game will feature plenty of brutal hacking sounds. The spraying blood sounds excellent when you chop off an enemys head or arms, which is always a good.
Although the games still got a lot of development time left, its already looking like a winner. This is the first Conan game that really captures the essence of what makes the barbarian such a great character. Its a brutally violent action game featuring over-the-top gore, impressive environments, and insane boss battles. Really, what more could you ask for? Well have more on Conan in the coming months, but were glad to know that everyones favorite barbarian is back in fine form.
------
Conan Developer Q & A.
THQ's upcoming game based on the world's most recognized barbarian (apologies to Thundarr) is set to slash its way into stores this fall. We're expecting to get a look at the game at next month's E3 Media and Business Summit, but, hungry for information, we recently tracked down Nihilistic's lead gameplay programmer, Mark Cooke, and hit him with some questions.
GameSpot: How's development been going on the game?
One of the team's goals was to make you really feel like you're playing as Conan.
Mark Cooke: Overall development has been going great; lots of little bits and pieces are starting to come together as everything is being integrated into one cohesive package. We're currently in the final weeks of development on Conan. As an example of what we're up to, as gruesome as it sounds, we're tweaking those last few parameters to make a decapitation feel more barbaric to exhibit Conan's combat prowess further. Putting in a lot of these small changes near the end is what really takes the game to the next level--not just a fun combat experience, but really making users feel like they are playing as Conan.
As many developers would attest, this is a time of both stress and satisfaction. The team is working really hard to tune the gameplay and fix bugs, but when we finally take a step back and look at how the game is coming together, it feels great and puts everyone's work into perspective. It's always a lot of fun for me to check out a mission I may have not seen for a few days and see all the great improvements the team has put in.
GS: What's been the most challenging aspect of realizing your vision for a Conan game?
MC: From the first day Nihilistic started working on this project, we knew we had to capture the essence of Conan: bloody combat and adventure throughout Hyboria. Staying true to the character and emphasizing Conan's traits have been both a challenge and a prime goal in the development of this game. That said, I believe the ability to "crush your enemies, see them driven before you and to hear the lamentation of the women" has been our biggest success. In all seriousness, seeing Conan surrounded by seemingly overwhelming odds (be it from man or beast) and using his supreme combat abilities to slice enemies in half at the waist, break their backs across his knee, or simply impale them through the chest has been an exciting thing to see.
GS: How has the combat system been evolving?
MC: The combat system is definitely the core of the Conan experience. With that in mind, what we've been focusing on recently are two main things: smoothing out the controls so players perform the actions they want when they want it, and making sure players feel the impact of each of Conan's barbaric combos.
The combat system will give you the freedom to change your tactics on the fly.
From the start, we made it a goal to have a really fluid combat engine. If a player is attacking but then suddenly wants to block, dodge, or jump to avoid an incoming enemy attack, we allow that. If they want to switch targets midcombo, we allow that too. Players can dodge to extend a combo chain and move around the environments quickly. We've tried to make a freeform combat system so players can really get creative with how they string moves together.
As for capturing the barbarism of each combo, we've employed a number of camera tricks and controller rumble. On top of that, we have a really cool dynamic gore system that can determine how to either remove limbs on an enemy or simply cut them in two, depending on the combat move Conan is using and where it hits his enemy. Every time I see new players try out the game, they always get a big kick out of how Conan is able to decimate his foes.
GS: What's been the one key element to combat you've wanted to make sure you get just right?
MC: In addition to making sure we represent Conan's combat skill appropriately, we really have tried to make a game that isn't a straightforward hack-and-slash button masher. Conan has a lot of different combat abilities that can be unlocked throughout the course of the game, and players have to vary their strategies accordingly when battling with different enemy types. At Nihilistic, we've worked hard to make a game that is both challenging and fair. On the easier difficulty levels, the game is accessible to a wide audience, but players looking for the ultimate challenge should try king mode!
GS: How have the adventuring and puzzle aspects been to manage? What's the breakdown between straight-out fighting and puzzling/platforming shaping up to be?
Puzzles and platforms won't be as prominent in the game as combat.
MC: Conan is primarily an action combat game, but we've definitely worked on offering multiple styles of combat with some varying mission goals and platforming segments. The breakdown is probably about 80 percent combat and 20 percent puzzles and platforming. We've tried to make sure we show off Conan's strengths as he navigates through the environments. Knocking down columns, destroying metal handcuffs that are imprisoning fair maidens, or pulling apart a gigantic door that no other human could possibly manage are some of the things players will be able to do throughout the course of the game.
Throughout Hyboria, there are hidden areas with maidens and treasure. Players will want to seek out these areas to earn precious experience points, and in turn, acquire all of Conan's impressive and powerful combat abilities. Conan is good at removing his enemies from his path, but killing is a means to an end for his goals.
GS: What games have influenced the direction you're going with the title?
MC: While everyone on the team has played a lot of games and has various games they each individually prefer, the two biggest influences have been the recent successful action game franchises Ninja Gaiden and God of War. Both are great games, but I feel we've innovated Conan in our own way and offer a different action combat experience from other games that have come before us.
GS: Can you speak to the differences between the two platforms? How are you taking advantage of each?
MC: While the Xbox 360 and PlayStation 3 each has its own distinct capabilities, the programming team has been primarily focusing on making sure the Conan gameplay experience is equally compelling on both systems. On the Xbox 360, we take advantage of controller rumble, and on the PlayStation 3, we have Sixaxis support. Beyond that, we've tried to make as solid a game as possible so that no matter which platform, players will get the same great experience.
GS: How much of the Conan lore are you drawing on for the title? Are you putting in any surprises for hardcore fans?
MC: While the story of our game is a new story in the Conan universe, it was definitely inspired by Robert E. Howard's original stories. Some familiar locations and beasts will definitely be recognizable by fans of the books. Fans will also recognize locations in the game, such as Stygia, Kush, and the Barachan Isles. The artists at Nihilistic have put in a lot of time into representing these locations in a painterly style inspired by Frank Frazetta. We've worked hard to give the game a unique look that hardcore fans will appreciate.
Fans of the books will find plenty that's familiar in Conan.
There are other minor details in the game that Conan fans will hopefully enjoy. I don't want to spoil anything, but there are certain combat move names that those familiar with the books and films will recognize. In addition to that, some of Conan's animations were inspired by poses taken from Frazetta's artwork. It takes a keen eye to spot them, but we hope the dedicated fans will appreciate these details.
GS: What are you planning to show off at E3?
MC: In addition to content we have previously shown in Shem, Kush, and Stygia, we'll be showing the Barachan Isles for the first time, as well as a new area of Kush, the underground caves. Within the Kush underground, we'll be showing a new boss, the Elephant Demon, as well as a new beast monster, the monstrous Cave Apes.
Along with the new locations and monsters, we'll be unveiling the lead female character of our story, A'Kanna. GameSpot will have to come check out the game further at E3 to get more details on her!
GS: Thanks for your time.
-----
http://xbox360.ign.com/articles/819/819771p1.html
Conan Combat Vignette
See the wanderer take on all comers.
by IGN
September 12, 2007 - This week, IGN will be delivering three video vignettes from the developers at Nihilistic, who have been working on the videogame adaptation of Robert E. Howard's Conan the Barbarian novels.
Each vignette will serve as a trailer of sorts and highlight a different aspect of the Conan title, including adventure, combat and magic. Don't forget to grab your blood-stained sword and loincloth - this is what Conan is all about.
Today, check out the Combat Vignette. Here's what Robert Huebner, president and project director of Nihilistic Software, has to say about the video:
"This video shows some of the combat variety in the game. We see Conan fighting with multiple weapon styles: dual-swords, sword-and-shield and larger, two-handed weapons. We also see that Conan uses physical strength in the midst of combat, including kicking, grappling, bashing with his shield and other tactics designed to catch his enemies off guard. In addition, Conan can throw his weapons at any time, giving him ranged attack options. Conan can even throw objects like torches to set his enemies ablaze. As Conan, the player can experiment with different combat tactics and mix them seamlessly in a battle." (Video is down there)
Videos (Right click and save). Btw, it's really nice to see how the game has been improving:
First Gameplay Video.
Lots o' killing Video.
E3 2007 Trailer.
Adventure Vignette.
Causing some carnage.
Fighting in the ruins.
Bone Cleaver.
Combat Vignette.