Hellish Quart: Realistic swashbuckling duels

  • Want to keep track of this thread?
    Accounts can bookmark posts, watch threads for updates, and jump back to where you stopped reading.
    Create account
Joined
May 14, 2019
Any of you play this? I stumbled across it browsing "historical" in Steam and it blew my mind that I hadn't heard a word about this. It's a 1600s (focused on With Fire and Sword style Eastern Europe, but has Western swashbuckler/musketeer types too) swordfighting game based on motion-capture fencing. No competitive multiplayer, don't think it will be much but a little single-player campaign and a thing to fuck around with the AI for a few minutes, but I love the idea of it all the same. I might wait for an actual full release with the campaign, though.
 
I got excited when I saw this on the main page and didn't realize this was on a vidya board. I look forward to when society collapses far enough backwards that sword duels become the norm again.
 
I simp for Isabella

foto_no_exif.jpg
 
Arcade mode with a proper bossfight voiced by the man himself. Easy to forget how it's more or less a one man job with assistance from historical museums and partnerships with HEMA companies
 
You know once most of the slavjank is ironed out, a proper replay system and more robust free camera are really gonna make this game shine. I haven't been this obsessed with making screenshots in forever.

20230201215201_1.jpg 20230201152427_1.jpg
20230201220049_1.jpg 20230201220328_1.jpg

Maybe we can save a little slavjank, as a treat:
20230126124530_1.jpg
 
Last edited:
Kubold released a new character yesterday that fights with a shepherd's axe.


I've only played a few rounds with him but he does handle a bit differently than any of the sword characters:
-He has multiple combos that can hook another character's weapon and pull them off balance. I don't fully understand the timing or distance for this but I've done it once or twice accidentally.
-If the handle connects rather than the bit, it seems to have a stagger effect.
-Longest and slowest feints of any character, and sometimes I trigger these moves without meaning to.
-Main long guard move is a swirling circular motion that I think is meant to get around thrust weapons. Attack must be triggered with another button press. Takes some getting used to.
 
Last edited:
Back
Top Bottom