Ryse: Son of Rome’s E3 build was simplified, full release is more challenging says Crytek

Tuesday, 23 July 2013 13:15 GMT By Dave Cook

Ryse: Son of Rome developer Crytek has stressed that the game’s final Xbox One release won’t be quite the clear-cut QTE-fest that its E3 2013 showing painted it to be.

Speaking with Siliconera, Crytek producer Michael Read said of the E3 build, “What you’re going to see in the final game, you’re going to see various levels of difficulty from easy mode I think up to nightmare. I don’t know if they have decided on that.

“But, what’s going to change in there is the amount of the damage that enemies is going to do to you and how accurate that you are going to do on blocking. And then of course what ties into that is execution state when you put them into that. Some of the higher archetype guys, I mean they are going to take a lot of hits to put it.

“We are going to throw some stupid guys in there, where it’s probably going to take two hits, especially early on in the game to get you used to the control system and how that all works. There’s a lot we should have explained. We didn’t do a good job of doing that.”

Read stressed that the E3 build was simplified to ease newcomers into the experience at the show, and suggested that throwing people into the deep end with all of the game’s mechanics would have made for an “awful” experience.

He added, “A lot of the design elements and balancing weren’t even in there yet. So, to throw those in and here to play the game, I mean, it makes for an awful experience. But I think at the same time, we simplified things a little bit too much but we didn’t do a good job in explaining the combat.

“Right now, you play the demo you have X is your hit, Y is your shield bash, A is your block, B will lead you into execution mode. [Pointing to the left triggers] So that’s for your call-outs. This will be like your focus. This [right trigger] is to throw out your pilums.

“There are other functions in the general combat you’re going to get into. Pressing X will do your standard swing. Holding X down will do a heavier attack or heavy shield bash, for instance, with the other buttons. You also have shield bash and kick or block and kick.

“When you enter into an execution state, we are going to remove the button prompts that you saw in this version. And they are going to be replaced with visual and audio prompts that people are going to have to learn over time. We have like a hundred executions in the game.”

What’s your take on Ryse: Son of Rome’s scripted elements? Are you OK with them or do you feel the game looks restrictive at present? Let us know below.

Thanks OXM.