Jump to content

Welcome to The Bolter and Chainsword
Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. If you already have an account, login here - otherwise create an account for free today!
Photo

How important are execution moves to you in 40k video games?


  • Please log in to reply
28 replies to this topic

#26
Mazryonh

Mazryonh

    +FRATER DOMUS+

  • + FRATER DOMUS +
  • 146 posts

After a bit of digging, it turns out that even Relic Entertainment in their early days had an execution move that proved too grimdark for one of their 40k RTS games. 

 

 

This trailer features an execution move starting at 0:11 - 0:14 that was censored in the actual released version of Dark Crusade.  I don't think Relic Entertainment has ever resorted to similar censorship since, but given that the released game was already rated for Mature Audiences, the censorship seems unnecessary to me. 

 

For those of you who want to see more of that Necron Lord at the end of that trailer, you can watch this:

 


Edited by Mazryonh, 07 January 2017 - 04:57 AM.


#27
Marshal_Roujakis

Marshal_Roujakis

    +FRATER DOMUS+

  • + FRATER DOMUS +
  • 3,125 posts
  • Gender:Male
  • Location:Australia
  • Chapter Name: Black Templars Chapter

That was a Wraith, not a Necron Lord... I should know, i still mod the game :P

 

As for execution moves, less elaborate the better, completely removing it, not really debilitating, but pretty disappointing...

best way is to cause a knockback or a stun around the character before it happens, or have an Invulnerability period while it's happening and keep it within the 2 second margin similar to Skyrim... that way you could get back into the action and not get outmaneuvered or outflanked...

 

So quick synckills like a quick beheading, punching your weapon straight through the enemies gut, a stab through the skull, or in the case of Dreadnoughts, a quick grab then crunch...

 

I don't understand why they have to make it overly elaborate, and in the case of Skyrim, you can only do Synckills when there are no other enemies in your immediate area... obviously in Space Marines, that's hard to work out, but you could apply that to RTS games, where if it's the last guy you have to kill, you make the kill elaborate...


'No matter the laurels of victory, no matter the glories others may seek. We are Space Marines, the Adeptus Astartes, the Angels of Death! And more than this.' he said, his voice dropping quiet. 

'We are Black Templars. Victory is its own reward.' - High Marshal Helbrecht - 'The Crusader' - Crusade to the Ghoul Stars -

 

Spoiler

The Vengeance Crusade Thread

Warhammer 40,000 7th ed. Fast and Furious Version


#28
Mazryonh

Mazryonh

    +FRATER DOMUS+

  • + FRATER DOMUS +
  • 146 posts

That was a Wraith, not a Necron Lord... I should know, i still mod the game tongue.png

 

I edited my post to refer to the Necron Lord at the end of the trailer. 

 

As for execution moves, less elaborate the better, completely removing it, not really debilitating, but pretty disappointing...

best way is to cause a knockback or a stun around the character before it happens, or have an Invulnerability period while it's happening and keep it within the 2 second margin similar to Skyrim... that way you could get back into the action and not get outmaneuvered or outflanked...

I think the developers behind Space Marine and Eternal Crusade already thought of that, because player characters don't stop taking damage from enemies while performing executions in those games.  So it's a gamble.  If you perform the executions in the right situations, you get a payoff, but if you let others get the drop on you, you get killed. 

 

I don't understand why they have to make it overly elaborate, and in the case of Skyrim, you can only do Synckills when there are no other enemies in your immediate area... obviously in Space Marines, that's hard to work out, but you could apply that to RTS games, where if it's the last guy you have to kill, you make the kill elaborate...

The "overly elaborate" part is to increase the grimdark factor and make it a little plausible in some cases.  How does a Force Commander believably kill a Bloodthirster by hitting its ankles enough times?  It can't believably do that, so Relic Entertainment gave the Force Commander an animation that makes him jump on top of the Bloodthirster's head and then hammer it into the ground. 



#29
Wargamer

Wargamer

    +FRATER DOMUS+

  • + FRATER DOMUS +
  • 218 posts

The only thing I hated more than the executions in Dawn of War were the knock-down mechanics. Oh look, that Chaos Lord I really, REALLY need to murder with all my guns is stabbing a Scout and therefore is totally immune to a Land Raider's lascannons now for some reason! Utterly stupid mechanic, should never have been included.

 

Eternal Crusade? Not played it, but from the gameplay footage I've watched executions just seem to make you stand in the open for half an hour and give the other team free kills. Long, dull and utterly pointless. Take them out of the game.

 

Now Space Marine, that's a game with executions done right! First off, it's singleplayer so you don't penalise yourself for doing it (executions weren't in the multiplayer mode). Secondly, there's a genuine reason for doing it - you get health back. Third, they're swift and violent; you can't just activate the animation then go make a cup of tea like in some other games I could mention.

 

Execution animations done right are quick, satisfying rewards. Executions done wrong are drawn out, unwelcome breaks from gameplay that actively punish you for doing them. 40K games almost exclusively go with the latter.


"Taekar!" - Supernovan motto, battle cry, insult and general-purpose word.




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users