Die By The Sword
Introduction
Die by the Sword stands as an action-adventure video game centered around swordfighting. Developed by Treyarch and published by Interplay Productions via their Tantrum Entertainment branch on March 27, 1998, the game offers players the unique ability to independently control their in-game avatars' movement and swordplay. With one hand, players can handle running, jumping, and turning, while simultaneously utilizing the other hand for slashing, stabbing, and parrying. The game also features a deathmatch and cooperative multiplayer mode in its arena setting, enabling players to engage in battles alongside or against up to three other players.
An expansion pack titled "Limb from Limb" was introduced on September 28, 1998. This expansion expanded the single-player campaign with an additional main quest, enhanced the multiplayer experience with a variety of creatively designed arenas, and introduced new playable characters, including the Minotaur. A successor to Die by the Sword emerged in 2000 exclusively for the Dreamcast, known as Draconus: Cult of the Wyrm.
The distinctive aspect of the game lies in its comprehensive control over the player's sword arm. Unlike relying on pre-recorded animations and statistics-driven gameplay, the game employs physically accurate models for avatars and weapons. Both movement and damage are determined through realistic forces, enabling a high degree of control.
Gameplay:
Controlling the sword arm is achievable through a joystick, numeric keypad, or a mouse. For instance, using the keyboard, a slashing attack can be executed by sequentially pressing the '4' and '6' keys on the numeric keypad, moving the weapon from left to right. Similarly, the '8'-'2' combination performs a top-down striking motion. Blocking functions similarly, based on positioning the weapon to intercept the opponent's attack. Shields operate similarly to swords in this context.
Alternatively, players can opt for more nuanced control by directly maneuvering the sword arm using mouse movements or a joystick. This approach allows fluid movement in any direction. However, characters with weapons on either arm are best controlled using the keypad or predefined moves due to their unconventional motions.
A simpler alternative is the game's "arcade mode," employing specific keys for blocking and slashing at various levels. Additionally, sword control can be combined with acrobatics like turning and jumping to enhance the weapon's velocity, thereby increasing its damage potential.
The game's combat system enables players to target and disable specific body parts. A well-aimed swing at the head might result in decapitation, while strong blows to arms and legs could sever limbs, diminishing the opponent's mobility and effectiveness. Strategic targeting encourages repeated hits to weaken specific body regions.
Final Words:
Upon release, the game garnered moderately positive reviews, while the expansion pack "Limb from Limb" received mixed feedback. Next Generation lauded the game's meticulously crafted fantasy action, recommending it to all interested players. However, despite some praise, the game struggled commercially, selling only 28,603 units in the U.S. by April 1999. Interplay's Alan Pavlish attributed this underperformance to the game's control scheme and development delays.
Despite its mixed reception, Die by the Sword was named a finalist for "PC Action Game of the Year" at the Academy of Interactive Arts & Sciences' inaugural Interactive Achievement Awards. Ultimately, the award went to Quake II.
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