Had a thought today about Wicked’s combat. How similar it is to souls like from my perspective at least and what it could do to set itself apart and something I’ve always wanted from an action combat game that no studio has been able to delivery thus far…
Anyone remember the ESO High Isle trailer? For anyone who hasn’t seen it, take a peak below you wont be disappointed. You will however be extremely disappointed (or at least I was) looking up ESOs combat after watching the video. I still think about this trailer from time to time because if a studio could deliver the kind of combat shown it’d be amazing.
Elements as simple as, the blade isn’t the only dangerous part of a weapon, how gritty combat is, sweeping the feet, multiplayer save mechanics, spell parry, etc. I want to play this trailer, haha.
So how does this tie into Wicked? I’ve thought about it in numerous games after playing them… how could you even do combat like this in a game? There’s so many unique animations that would be required and how would you add the mechanics without trivializing the game if you can just sweep any enemies feet out from under them. So I don’t think runes are the complete answer to the equation, but I am a big fan of the stamina runes that were added this patch.
Any who, you’d want some sort of cooldown feature I’d imagine so the gameplay feels more cinematic and not spammy. And you’d need a large pool of animations so the interaction doesn’t become stale (like sekiro). Then it hit me. In combat timed or prompted interactions.
Don’t get me wrong. I do not want Wicked to play itself where even interactions like parry are just a response to a button on the screen or anything.
The idea was spurred on from an old FPS I played the demo of but never found a copy at my local gamestop. The game was Vanquish.
good ol ChatGPT helped me recall the title. It’s been so many… many years.
I recall it feeling fun to play because it had cover mechanics and slide back when most FPS were just walking around and shooting. But it also had timed on screen mechanics which I thought really mixed it up.
The timed mechanics are what I want to discuss. I’m very adamant that I don’t want the game to play itself but I don’t think we can’t have a more gritty cinematic experience as well. Keep in mind I love to combo, so the builds I make in Wicked revolve around wanting to hit multiple buttons so that’s part of my bias on why this could work.
For example. The Gloam type fungus humanoids. In the attack string one mob type has a leap that is a KD. What if you could shrug that attack off shoving them down but still take damage without the CC? You’d be penalized for not dodging but also encourages players get into the fight. Making mistakes is human, making the combat look cool is Wicked. Would this make the game easier or more forgiving? Perhaps, but more on that later.
Likewise, when you swing a sword perhaps a large enemy (again looking at the Gloam) with no weapon in hand could grab your sword, take reduced damage, take no poise damage from the attack and again you use the interact to hilt bash or kick, etc regaining your lost poise damage.
Even a sword on sword interaction could have some kind of riposte or clash. @Chemile0n @Yoke88 @BlackWaterPirate (middle ground thought?)
I would not want these systems to be automatic. No different that the way we chop wood, each input has an output. That said maybe some passive charges of this mechanic could be tied to skill trees like heavy armor. Who knows.
In order to not make it a free “i fucked up, better hit the interaction button” mechanic I’m proposing tying it to focus “thresholds” perhaps. So for every 100 focus you have you gain stays as a charge to be used for this active interaction mechanic. Much like focus gain it would reward the players for active combat, but also give them a wide array of exciting mid combat animations to keep the games combat fresh and exciting. You may want to tank a hit to set up another attack, etc…
So how I see the mechanic possibly working.
You enter into combat no different that you are now. However as you accumulate focus, once you’ve reached 100 you’ll gain a charge regardless if the focus has been used or not. This isn’t a rune, but uses focus to gain charges. And since every build starts off with 100 focus no build would be excluded from this mechanic. Interaction frames would be added so that offensively and defensively there are opportunities to use sed charges. Because it’s tied to focus every build type could have access to the mechanic in some form and players could build into having more charges through focus. I think the visuals would really put Wicked over the top and as I’ve said I’ve always wanted to play a game that feels like the ESO trailer. In addition to additional animations for block and parry so they’re not the same one constantly and improved enemy dodges. Disarmed? punch the enemy, before picking up your weapon, etc.
Just a thought. not a very refined one but I’m open to chatting about it.