War of the Roses is an experience-gaining, melee-centric third-person multiplayer action game that borrows from history the real War of the Roses, a civil war between knights that took place between the mid-to-late 15th Century.
While I have nothing against the melee weapon mechanics of War of the Roses, I do have more of a problem with how those mechanics control. To start charging any of the melee swings, a player has to hold down their attack button (in the default controls this is the left mouse button) and nudge their mouse in a direction (up, down, left, or right) to execute the desired attack. However, the mouse also controls the camera by default, meaning that the player has to sacrifice their camera control for a second in order to attack other players. There are two reasons why this control scheme feels inadequate for a competitive space. The first is that during hectic moments, it is difficult to perform a desired attack without ending up performing an entirely different swing. The second reason is that the game sacrifices camera control while starting an attack and that loss is accompanied by the ability to properly line up strikes so that they can connect with opponents. While there is an option to allow the WASD-keys to determine what attacks and blocks are performed, that options brings its own problems with the biggest being that it locks the movement controls for a second. Needless to say, I wish Fatshark, the developers of War of the Roses, would add the ability to bind specific swings to keys in order to not lock controls.
However, what I find a bit annoying is that when the player unlocks their first custom class said player will have a very small amount of options in terms of choosing their weaponry. The four unchangeable classes that they player will have easy access to do not carry anything more than a specific class weapon (bow, crossbow, or long sword) and usually a small back-up sword. While the player can choose from an extravagant array of different weapons types (including axes, lances, and pole-arms) when they unlock their first custom class, each individual weapon is locked behind different high-level requirements. For instance, while I may be able to go into the pole-arms selection menu, I cannot actually equip my custom class with any of them due each pole-arm having a different level requirement which my current level is below. Even after getting to level 9, a player still has few options for as what they want to carry into battle. I believe that not everything should be immediately given to a player very early on, but some of the weapon choices require the player to at least have a level of somewhere in the mid-30s before they can be used. I also believe that a multiplayer game should not heavily deny a player different types of weaponry and War of the Roses does this frequently enough to go against that belief.
– V8Ninja
Brilliant preview – it's games like this that make me wish I had a PC worth a damn.
Yeah, it's a game that reminds me that I really need to upgrade my PC or just build a 64-bit beast from scratch. =P
For a multiplayer-only title, the asking price of $29.99 is quite much, especially considering that Fatshark managed only to release mediocre games so far. Lead & Gold was good, but heavily underpopulated from the start, Hamilton's Great Adventure was just not compelling enough and Krater… well, it was Krater, I guess. With this one I'll wait until the price drops. A lot. And then I might buy it, if it has any players left.
I must admit, my interest in this game is probably biased because I find the setting fascinating. Lead & Gold had plenty of potential… hopefully this game gets the attention it seems to deserve.
If the game does take off, and offer a similar length multiplayer mode as the likes of CoD, I don't see why it shouldn't be priced at $30, but then I do understand where your reservations stem from.
Pah! I'm boycotting it on principle. House of Lancaster DLC? What about the House of York? Old rivalries run deep around these parts, you know! :p