Fighting
games have always been popular, especially among console gamers.Sometimes though, they struggle to bring something – anything
– new to the table.Barbarian,
in development by Utah-based Saffire, looks to bring some depth to the
genre while still giving us that “beat the hell outta them”
experience.
Each
of the ten upgradeable characters has a back-story and quests to go on
but they all have the same goal: defeat Zaugg.(Zaugg is your prototypical bad guy who has taken Barbaria as his
own, his evil influence has spread to the far reaches and threatens
to destroy everything.)There’s
a prophecy involved too – this is all starting to sound vaguely like
an RPG.Well, there’s a
reason.Barbarian is trying
to fuse RPG elements with arena-style fighting.Two points in the official run down caught my eye: “30+ in game choices = 300+ different quests
to follow” and “choose
your own adventure gameplay with a navigational storyline.”Both claims sound a little outlandish, especially for a fighting
game. 300 different quests?Cripes!How do
you plan for something like that?In
my mind the “navigational storyline” means you’ll be able to
choose a path to take – like Golden Axe 3.But 300 different quests?We’ll
have to wait and see.However,
it would add some – okay, a lot of – replay value.
The arenas of conflict appear to be huge, officially “multi-leveled
battle realms that span several screen-lengths.”And by the looks of it they’re not exaggerating.Necessitating this is the fact there can be up to eight fighters
on-screen at once (with the multi-tap).Arenas are varied but they tend to be on the dark side.Another touted feature is being able to “use almost
anything as a weapon.”The
fighters themselves are of your basic type.Take the character Number 21.He’s derivative of Blanka from the Street Fighter series – “Number 21 knows nothing of his past… no
home, no family, not even a name.”However, the chance to upgrade your skills and even specialize
sets Barbarian from the norm.(I
have a feeling this combination of the somewhat familiar with the new
will be a good mix to attract gamers.)Characters models are fairly detailed but more importantly they
move fluidly – whether they’re using one opponent as a weapon to
beat the hell out of another opponent or casting a spell, the speed
remains constant.
First
and foremost for fighting games is control.It’s got to walk the fine line of accessibility and rewarding
more experienced players with more complex and damaging combos.This can make or break a game, but also of concern is the camera
work.The size of the
arenas and number of players means there will be a lot of far-out
viewing. The danger is that
the characters will just be too damn small to see what you’re doing.Traditional fighting games haven’t had this problem because the
arenas are very restrictive.The
freedom to go all over the place could be a problem, with very long
drawn out fights.This
could be offset by the number of people you have playing – three
players fighting in a pile would mean close up viewing.It will also be interesting to see just how the quests will be
organized and implemented, and how the upgrading process works. (Will
you trade in experience points, or spend cash like in the Tony Hawk
series?)Another downside
is the small stock of playable characters.Hopefully, more become available as you progress.(On the other hand, the 10 characters included could be so well
defined we won’t need any other ones.)
I
never like to tell everyone “this is the game to watch!”As with all games in development we’ll have to wait and see.It’s got some promise, I’ll give it that, and it will be
interesting to see how some of the gameplay elements are executed.