Die by the Sword
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Die By the Sword | |
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Box art of Die By the Sword. |
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Developer(s) | Treyarch |
Publisher(s) | Tantrum Entertainment/Interplay |
Release date(s) | 1998 |
Genre(s) | Adventure |
Mode(s) | Single player adventure, single or multiplayer arena |
Platform(s) | Microsoft Windows |
Media | 1x CD-ROM |
System requirements | Pentium processor, Windows 95, DirectX 5 compatible video card, 16 MB RAM |
Input | Keyboard, mouse, joystick |
Die by the Sword is a computer swordfighting game developed by Treyarch, and published by Tantrum Entertainment (a sub-brand of Interplay Productions) on February 28, 1998. The title's main selling point was the introduction of the VSIM control system, which allowed players to independently command the movement and swordfighting of their ingame avatars; running, jumping, and turning with one hand, while simultaneously slashing, stabbing, and parrying with the other. While many games of this type allow for a similar dualism, Die by the Sword remains to this day unique in its treatment of physically correct and force based melee combat, as described below.
While the game was well received by critics, the PC releases of Eidos's popular—but only superficially similar—Tomb Raider franchise overshadowed and crippled Treyarch's sales figures. In large part this was due to what are widely viewed as very difficult controls, challenging gameplay, and a steep learning curve for novice players.
Die by the Sword also offered deathmatch and cooperative multiplayer play in its arena mode, where players could stage fights with up to three other players. The lack of a match-making service precludes any significant online community, which when combined with a poor online interface relegates the title to local games only.
The official expansion pack Limb from Limb, released December 31, 1998, added another main quest for single player enthusiasts, enhanced multiplayer through a selection of significantly more creative arenas, and introduced new playable characters such as the Minotaur and Greeble.
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[edit] Swordfighting
The unique feature of this game (which is yet to be duplicated in any game since) is also the most widely praised. This is the ability for the player to fully control their sword arm, removing the need for pre-recorded animations and statistically-based gameplay. Instead, a physically correct model is used for each avatar and each weapon, and both movement and damage are calculated through forces.
For example, to perform a slashing attack with the default key combination, a player would press the 4 and 6 keys on the numeric keypad in slow succession. This will move the weapon from extreme left to right. The 8-2 combination will likewise perform a top-down striking motion. Blocking is accomplished similarly, not through a separate key or state like in all other games of this genre, but instead through the simple physical principle of positioning your weapon so that it intercepts, and blocks, the enemy's weapon. Shields operate like swords in this respect, though it is generally not possible to directly control the off-hand.
Turning, jumping, and other acrobatics can be used in tandem with skilled sword control to add velocity to your weapon, increasing its damage potential significantly. A 2-8 'uppercut' while lunging at your opponent is an example of an effective, though vulnerable, combination. There are literally an unlimited number of other techniques and positions that are employed by skilled Die by the Sword experts; the possibilities are quite literally endless, since the game does not artificially restrict combat through pre-canned animations or a limited selection of attacks.
[edit] Hit locations
Another innovation that added significant complexity and limitless possibility to the game was the ability to target, and eliminate specific body parts. A very well-placed swing to the head can in some cases instantly decapitate an opponent. Strong blows to the arms and legs can sever limbs, leaving the opponent with reduced mobility, or in the case of the swordarm, no way to inflict damage.
This system adds a surprisingly intricate element of strategy and tactics to an otherwise routine melee. It encourages the deftness of multiple repeated hits to a specific region on the body, thereby slowly dismembering the opponent, and reducing his effectiveness. Delicate locations such as the head and neck, while difficult to strike, offer a quick conclusion to those with the appropriate finesse.
[edit] The Arena
The Arena mode in Die by the Sword consists of as many as four players or AI bots fighting in an enclosed arena. With the Limb From Limb expansion installed, there are a total of 9 Arena 'Pits'. The Arenas included with the original game are the following:
[edit] Deathmatch and FFA pits
- Lavapit
The Lavapit is the standard pit for the original Die By the Sword, making it the most popular choice for most players. The Lavapit consists of two ground areas on either side of an enclosed room, split down the middle by a pool of lava. There is a bridge on the southern end of the room that allow players to move from one side of the room to another. The lava in this room deals damage over time, but fast characters are able to run over the central lava area while taking only minimal damage. The deeper lava pool on the southmost section of the room is far deadlier, however, and cannot be crossed safely. All characters take damage from lava except for the Rock Beast, who is immune. - Pit of Ennui
The Pit of Ennui consists of a large steel grate (shaped like a "+" sign) suspended at the top of a vertical shaft. Below, a series of spinning blades await any who fall off the upper platform. The steel grate seems to rotate, however if the player's compass is checked inside the arena it can be seen that the grate is really stationary and the background is rotating. The level was probably built in this fashion to be easier for the extremely clumsy camera, which could otherwise ruin the fight. Because knocking a player off the upper platform results in unavoidable death, this map heavily favors characters that can smash opponents aside, such as the Ogre, Rock Beast, and Goblorg. - Mosh Pit
The Mosh Pit is an enclosed arena that has three chandelier-like fixtures affixed to the roof which swaying steadily and are adorned with spinning blades. These deadly, swinging fans are troublesome for the unwary, as they are very powerful and can seriously injure any of the player characters. However, due to their height above the ground, they are deadliest to the taller characters, such as the Ogre, Minotaur and Momma Trog. In matches involving those creatures, it is a common tactic for smaller and weaker characters to hide underneath the path of a chandelier fan, making it troublesome for larger characters to attack them. - Pit of Love
The Pit of Love is a vertically stacked arena, consisting of three levels. The Top most level is a flat square, attached to a lower outer ridge on the second level by a pair of thin, sloping bridges. The bottom level of the pit is in centred below the top level, a smaller square area that can be difficult to fight in with the default camera, due to the relatively high walls blocking the player's view of their character and/or their opponent. Because this pit does not feature spinning blades, lava, or death drops, it is the 'safest' of the original DBTS maps, and not particularly favored to any character, except for minor advantages given to those that jump high (mantis, spirit warrior, Maya).
[edit] Modding
The game created a vivid modding community creating new fighters and arenas still alive as of 2006. The active modder Hazard created an easy mod installer and custom mass battle creator raising interest in the game.
[edit] Trivia
One inspiration for the game was The Bilestoad, a 1982 Apple II axe-fighting game that featured frequent dismemberment.
[edit] Successors
A potential spiritual successor is Determinance, a mouse-based swordfighting game which can be downloaded at http://www.mode7games.com/.