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Bleeding edge technical alpha1/3/2024 Each character has a different moveset and different abilities to use. In Bleeding Edge, you get to pick one of the 12 characters (2 who are as of right now unknown/have yet to be announced). Bleeding Edge will also be the first game to be made as part of the Xbox Games Studios family which means that this game will only be available on the Microsoft platforms (those being Xbox consoles and PC via the Windows Store and Steam.) With a team of around 25 people right now on the project, the project is still deep in development. This is a passion project of Rahni Tucker who was the combat director on DmC Devil May Cry. “Bleeding Edge,” in this way, feels like a game with ideas from four or five years ago, but done very well, very cleanly.Bleeding Edge is a team-based multiplayer fighter game made by Ninja Theory who has previously made games such as Enslaved, DmC:Devil May Cry, Hellblade and Kung Fu Chaos. After all, the great MOBA gold rush is over, and outside of “Smite’s” success, no one managed to replicate “League” or even “Dota 2’s” presence and momentum, despite dozens upon dozens of attempts to do so. If this sounds familiar to you, you’re probably someone whose spent some time playing MOBAs like “League of Legends” or “Dota 2,” because “Bleeding Edge’s” particulars feel very explicitly lifted from that genre and those types of games. There’s only one primary attack, and further depth per character is added with a trio of short-cooldown special abilities and a slowly charging ultimate ability whose utility is dependent on their class - assassin, tank, or healer. That’s the foundation that “Bleeding Edge” is built on, but it needs more, because, as mentioned just now, each character’s basic mechanics is very simple. It is, simply put, fun to move around “Bleeding Edge,” to use its simplified melee combat system, and push its mobility options toward their apparent limits. “Bleeding Edge,” depending on the character you select - and more on that in a moment - can very much play the way you’d think a game from the developer of “DmC” should play, and that’s a very good thing. The main reason “Bleeding Edge” is working so far actually shouldn’t be surprising, when you think for a moment about it, because the basic, mechanical and control fundamentals of the game most closely resemble Ninja Theory’s work on DmC, which, in my opinion, is still one of the best melee combat games of the last 15 years. In the very brief amount of time I’ve had with it so far, it’s working. I did not expect a competitive, 4v4, multiplayer action game, featuring a bizarre cast of sci-fi mutants and archetypes, battling around multi-level arenas with capture points.īut! This is what “Bleeding Edge” is. The point of all of this is that when Microsoft and Ninja Theory announced the latter’s acquisition and integration within Xbox Game Studios, I think there was an expectation that the games Ninja Theory has become known for - singleplayer, story-driven experiences - would be what we got. It’s a competitive, team-based multiplayer game from a studio which hasn’t released a multiplayer game since 2003’s “Kung Fu Chaos,” a game I had forgotten even existed until I just now Googled Ninja Theory’s oeuvre to make sure I wasn’t leaving anything out, and I don’t know that even Ninja Theory would blame me for forgetting that one. “Bleeding Edge,” thus far, does not appear to be at least two of these things. All of these games have common threads: sophisticated mechanics, smart singleplayer design, and a heavy investment in story. I’ve enjoyed much of developer Ninja Theory’s other work - “Heavenly Sword” had some great ideas and excellent character work, “Enslaved’s” narrative elegantly supported and set up its two-character mechanics, “DmC: Devil May Cry” was an inspired revival of a series that had stalled, and “Hellblade” has found universal acclaim for its storytelling and characterization. When “ Bleeding Edge” was announced - or, rather, when it was leaked, last week, in an offscreen video - I was nonplussed.
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