
Enter the virtual reality sword fighting arena of Sword Master VR! Test your skills with the blade against smart and interactive AI enemies! Unlock new swords and game modes! Prove that you are the sword master!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 48 reviews with recorded playtime.
Reviews
Themes across 48 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
As someone who regularly trains with swords in real life, there is a near infinite amount of things I could say about this game. I'll try to get it down into a simple pros / cons list with a bit more detail. PROS: *The cutting and blocking feels absolutely amazing. You can almost feel the weight when you parry or land a proper strike. *The armor system on the enemies makes every fight challenging and unique. You can only attack an enemy where he has no armor, something very rarely seen in games. *The developer seriously listens to good suggestions. Just in the couple of days I've been talking with him about some realistic facets of sword combat, the game has become a LOT more balanced, and hopefully it will continue to improve. *Has a low graphics mode that enables the game to run on really bad PCs. I have a single 660ti and with low graphics on, it runs flawlessly. One of maybe four games that I can currently run at full FPS in VR. *Simple. This may sound like a con, but not in this game. It is a PURE, unclogged swordfighting game. No nonsense. Pick up a blade and fight. There are other games like Raw Data and Spell Fighter that feature sword combat, but this is the only one where that is the entire focus of the whole game, and therefor can be made far greater than any other. *Complex. Yes, I'm just doing this to mess with you now. Just kidding, but this game has so many nuances to succeeding that a seemingly simple game can be made very complicated. The different sized blades sacrifice realism for balance, which while unintuitive, is completely needed to keep things fair. Example: The greatsword has a six-foot reach, deals two damage. Combat knife has only the reach of your arm, deals six damage. And there are blades of every size in between, all with their own stats. Some are far better at thrusting, some at slashing, some have an edge on each side and can be used in powerful combination attacks. *Music sounds a lot like the Japanese Godzilla theme, which is a pro in any situation. Alright, now for the unfortunate and hopefully soon to be fixed CONS: 1: Animations are terrible. I'm sorry, there's no other way to say this. Especially in the defensive circle-walk the enemies do, they're holding their swords through their own chests. I would suggest changing the animation for that walk to something like what is seen here: http://i.imgur.com/XTvLMM9.jpg - With the sword held in front of the shield, ready to lash out while still keeping defenses up. 2: Complete lack of sword physics VS the enemy. I understand that this may be a matter of opinion, but it is my belief that if I strike an enemy, without enough power to deal damage, the sword should slide along the targets body, weapon, or shield instead of just phasing through them. It would be a lot easier to tell if I'm just hitting too lightly or missing completely if the swords had actual physical rigging as seen in Raw Data or the guns in H3VR. 3: Give us an option for an off-hand shield :-D And a final suggestion, unlockable skins for weapons. Only once all the big issues are ironed-out, of course. I'd love to see a medieval dagger skin for the combat knife, a Zweihander skin for the greatsword, perhaps a copyright-friendly lightsword skin for the katana? All up to the developer. If only I knew how to create this stuff, I'd make a skin unlockable for every level beaten and give them all to Eric. Anyway, that's the end of my review. With the very few downsides, buying this game is a resounding "MUST." It is by far the best melee combat game released for VR at this time, and with continuous improvements and expansions, that title could last a very long time. Master Indie has a monopoly on this right now, and I deeply hope to see him take full advantage of this.
As it is right now, it's just WAY to easy to just go in stabbing under the shield to score kills. Currently a deal breaker....that being said, the developer seems VERY open to suggestions and making improvements! I really get the feeling that the necessary improvements will be made and that the game will continue to be expanded upon. For that reason, I will not be "returning" the game, as I want to support the developer, because I can see where this could eventually be a GREAT game. I look forward to updating my review to a "recommend" in the near future, hopefully!
So before I start, I'm going to say that I acknowledge the game was just released. Though, the store page does not mention any "Early Access" like I'd hope to believe, I'll keep that in mind. Therefore, let me get down to the principles of the game. Basically, you start out with a single sword, and you progress through levels in which you parttake in combat against AI enemies with armor, shields, and swords. It obviously gets harder as you get through, setting up for a breath of relief as you finish that last level. However fun it appears at first, the further you get in, the more you notice just how terribly horrible the hit detection is--how utterly frustrating it is to try and hit an enemy. Your sword will constantly skip out on hitting a specific part of their body and just hit the armor. Your sword will also give multiple hits at once if you repeatedly stab back and forth with your weapon--even if it's still inside the enemy. Maybe it's just my personal experience from it, but the swordplay in this game is nothing more than hope that you don't register hitting their armor and try not to hit your bedroom walls--even though the enemies linger outside of it at all times. I do not recommend to anyone who's ever been frustrated with bugs in games.
Sword Master VR is just another name for sweating all over the place Simulator. I have played this straight for 2 hours with my brother in taking turns and we already reached lvl 9 plus 5 expert medals. The gameplay is getting extremly challenging but also satisfying as you progress. Dont loose hope when fighting 4 opponents at the same time. You´ll get used to it. Balancewise i´d say the Rapier is way too strong compared to the slashing weapons. Thrusts are pretty effective but hard to land. Strike, guard, dodge all while keeping possible other knights in check. Breaking guards to get a moment of time so you can thrust forwards is a great way of taking down the bigger guys. If you are used to Swordfighting or have a hunch on how diffrent Swords should be used, you´ll find yourself in a big advantage. Neverless the game is still very challenging. Pros: - Music. The Soundtracks fully add to the envoirement and combat - Diffrent types of Swords gets you a lot of diffrent approaches on how to defeat single or multiple enemys. Reach over damage? Thrusts or Slashes? Short range versus long range? Why not try dual wielding to mix it up a bit? - Expert levels aswell as a Survival mode makes it interesting in long term - Pretty accurate hit boxes. Sometimes it feels like it could use some work but most of the times its working splendid - Intimidating models of the knights add just fine to the setting of an Arena battle Cons: - Animations really could use some work - At higher levels it feels like the knights are trying to overcome one with numbers instead of technique. Its more a sort of defending against mashing instead of getting the upper hand by experience. Let them knights attack a bit faster maybe? - No replay button. Once you died thou shalt click thyself through the menu to start a match anew - I want more. More maps, more weapons, diffrent enemys, coop! The game is dirt cheap for what it is. Take the warning and get pets, kids or whatnot out of your room. And if you are any sort of interested in melee fights. Get this game. You wont be dissapointed.
The closest I have got to smashing a controller. Luckily my knuckles took most of the damage. My play space is on the minimal limit, so I find myself concentrating on ensuring i'm not about to plunge my controller weilding hand into the wall as much as combating the knights themselves. It's a credit to the game that even with that restriction it plays well. It gets tough quick, which I find is a disadvantage with less space. I pretty well have to stand my ground, parry and jab. I have also found the scimitar and broadsword are too short for such tactics. I would love to play this game with masses of space, but the minimal space requirement is still well worth the entry fee. I shall be returnung to this game on a regular basis. Edit: I bust my controller: I unlocked skermish, which was great, but when dealing with multiple enemies I took to the tactic of smacking a knight's shield with my sword so they back away - past my play area. A brief check of Youtube, the purchase of a T5 Torx screwdriver, and half and hour of fiddling the controller's back in action. But...... Once bitten, twice shy. I have decided that even with the minimum required space I cannot safely play this game as it is intended. It would be nice to see some refinement of single combat adversaries for us persons with limited space (or the Brits, if you prefer). I still recommend the game though, but be warned if space is minimal.
LOVE THIS GAME!!! Before my Achilles gave out I used to love fencing, so I'm always excited to try another sword combat game in VR. While no game can compare to actual fencing, this one really feels like sword fighting. Yes, the AI is simple, but having multiple opponents circling you adds enough difficulty to make up for that once you get to expert level. Also, on expert level this is the best game for exercise I've yet played. Holoball and Holopoint are right up there too, but this one beats them for getting my heart rate going. I'll compare this to my second favorite sword combat VR game, Vanishing Realms (With the new update that gives you Warriors Challenge Hard Mode). The sword combat in Vanishing realms is pattern based, like the original (I'm dating myself here) Prince of Persia, or Prince of Persia Classic on the Xbox 360. I really enjoy it, but your opponents just stand there for the most part. If the opponents moved around you more, like they do in Sword Master, then I would have to consider that my favorite sword game because the patterns are more complex and some of the attacks are faster. To the developer: I would like a mode where the opponents don't forecast their attacks so much, and that attack is faster. This might up the challenge without having to have 3 guys surrounding you. Also, I would love to see a duelist mode that was more like fencing. To avoid the challenge of making a sword game work in a situation where you cannot apply force to the player’s hand when their sword is supposed to be deflected you could use a right-of-way convention like what is used in foil and saber fencing. The first one to begin an attack gains the right-of-way and, if they land the hit, will score if the opponent dose not parry. Parrying gives the opponent the right of way. The player having lost the right-of-way can no longer score even if they land the hit unless they first regain the right-of-way. Missing with an attack also causes you to lose the right-of-way. So, if your attack falls short your opponent can immediately attack and will score even if you strike again and you both hit at the same time. Not sure how do-able it would be to program this but I would love to see something like this in a sword game.
I've made the mistake of not reviewing this game; a mistake because I think this is one of the best games on the vive and somehow it seems to be gathering a lot of negative reviews. When I got my vive, I really wanted some VR games with good swordplay. That's what this game delivers on. There's no plot or story here; this is nothing but arena matches. The art style isn't super high quality, but that doesn't matter. What does matter is the way you play this game. The sword physics feel real. Your playing area is limited and you have to wait for an enemy to come close enough before you swing at them. Some have shields. They have armour, and you can't hit their armour or your slice won't register. The game has different weapons with different stats, and depending on your fighting style, some will be more effective than others. If you need a workout and you like swordplay, this is a very solid game, especially for its asking price. I keep coming back to this game more than any other VR game. (the skeleton spectators are ridiculous, though - I don't know what the dev was thinking)
Yah i tried to like this but it's really the same thing after the very first battle. Theres no change in how you are attacked. Alot of the hits you'll get will magically be blocked evn if you clearly hit the guy. This would be better if it was more one on one with smarter AI as you progressed. Not just adding a bunch more of the same thing each wave
I have taught sword fighting for 20 years. This game is the closest to the real thing of all the games I have tried. It is the one that causes me to fight in a way that is most realisitic. Actual techniques work. no other game is really accomplishing this and I have tried several in VR. It's also an amazing work out. I really hope more complexity is added and different environments, new music etc. I will also enjoy if the opponents learn some new moves and more complex strikes. I'd really love it if the opponents would respond to fakes and deception since that is a hallmark of real fighting. I should be able to decieve them and vice versa. One of the best things about this game is that your enemy reacts to your strikes and sheild hits to give you openings like in a real fight. Many other games just don't reflect the force with which you shield bash or etc and allow openings to be created. I also appreicate that this game doesn't try to emmulate running around and your movement is limited to the arena box, it feels the most realisitic so you aren't having to ever move with anything other than your real body. This is not a limitation, its a feature.
It's not very good.
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