Absolver: Tuning Martial Arts To Competitive Gameplay

Sloclap recently released an Alpha gameplay video about their upcoming martial arts combat title Absolver, featuring creative director Pierre Tarno’s live commentary. In it, we discover the mechanics behind a promising idea that takes martial arts and applies them to a competitive online setting. A premise that sounds somewhat complex but Sloclap managed to tackle in an interesting manner.

Absolver is coming to PC, Xbox One, PS4, MAC, and Linux this year with a world that mixes free roaming with its single and multi-player campaigns. Explore vast lands with a friend, train with your master, and encounter many not-so-friendly fighters along the way.

Fight to Win, Fight to Learn

After a game like For Honor focusing mainly on weapon discipline and military tactics from different time periods,  Absolver’s simpler martial arts approach is both intriguing and encouraging. When properly balanced, these games create skillful encounters that really promote learning and training, and Absolver’s system looks like it’s all about that.

Win or lose, fights and training reward the player with progress. Because of the training system introduced, fighters can also progress into new moves during encounters: by gradually picking up moves as they see and suffer them in combat, or by taking the mentor-student approach by teaming up with a friend who turns into the master that teaches you that bone-breaking kick you’ve been needing.

Four Stances, One Flow

The core moves deck starts with four stances, each with three moves and an extra alternative one. Depending on how you chain your attacks you can make each combo transition into a different stance easily, giving you an advantage when combining and mixing styles. However, with the alternative options, you still have a surprise factor hidden to avoid being easily countered.

Each stance has a standard three-move combo, with an extra alternative

 

If achieved, this constant combat flow is rewarded with power-ups that you can consume to activate your special abilities, and even pull out a weapon mid-fight. Don’t get too excited as every attack can be countered. You wouldn’t want to lose a sword to a skilled player who then picks it up. Moreover, when you do bring a knife to a fist fight your whole set of moves also changes, meaning there’s an even deeper array of possibilities available.

Adapt to Disrupt the Enemy

You never know who’s going to pop up and challenge your moves, meaning most of the times you won’t have any idea of what you’re up against until their moves hit you straight in the face. That’s why scouting will be necessary to assess the situation and check what you have in store before going all in. That’s when special moves and attack properties come in to give you an extra hand.

As you progress you will unlock attacks with disrupting properties

 

First off, as your skills grow, so does the power of your attacks. Your combinations not only need to be effective but also be preventive against certain strengths your enemies might have. Attack’s with special properties broaden the spectrum to face heavy duty opponents, punching through their guards or giving you a higher defense.

The final point of combat customization, aside from equipment, is the repertoire of unique abilities for your style. Faking attacks, shockwaves, absorbing effects, all nifty tricks that can save you much trouble if you have the glowing shards power-up to spend. All this combined, and properly executed, should result in tight encounters where even if someone slips, he’s got many chances to come back and take the win.


Overall, Absolver‘s combat in its alpha state lays a positive ground that seems to have learned much from For Honor, other classic fighting games, and even indie fellow titles like Overgrowth. Approaching martial arts combat isn’t easy at all, but Sloclap managed to hook us with an alternative system with heavy skill focus that might just be what is needed for a competitive 3D fighting game. Now if they can just follow through with the final build.

Share this article:

Facebook
Twitter
Reddit
Pocket
Email
Tumblr
Final Checkpoint Podcast
Full Circle Podcast
Latest Posts

Share this article:

Facebook
Twitter
LinkedIn
Tumblr
Email
WhatsApp

Recent Posts

The Mcon controller in black held by an artificial hand CES

Is The MCon The Best Smart Phone Controller Yet?

With the growing popularity of mobile and cloud gaming, many have been on the hunt for the perfect controller. The Backbone and Razer Kishi have done a great job making ...
The LG transparent tv from CES displayed in a high rise apartment CES

LG at CES 2025

Every year CES comes around and every year, LG has a great booth. They may be one of the most consistent companies when it comes to showing technology at the ...
Six Days in Fallujah Key Art. Two soldiers preparing for breech Features

Real Warfare with Six Days in Fallujah

Six Days in Fallujah was originally announced in 2009. It is a first-person shooter based on the 2004 conflict in Iraq. It was met with much opposition because it is ...
The Mad Catz M.2.X Pro Force Feedback racing wheel Gaming

Level Up You Racing Experience With the Mad Catz M.2.X. Pro Racing Wheel

Mad Catz, the company known for their fight sticks, is releasing a new force feedback racing wheel. The Mad Catz M.2.X. Pro force feedback racing wheel is the perfect plug-and-play ...
Three fortnite character overlooking the map Features

How Fortnite Hurt The Gaming Industry

When Fortnite was initially released in 2017, it was a PVE defense game that didn’t seem like it would be around for long. With the growing popularity of games in ...
Master Chief holding his helmet. Halo Infinite Features

What Halo Infinite Should Have Been

https://youtu.be/Cagxj2RchQI?si=_fFf3fs_fsh7d0Fq Many people have a gaming franchise that changed their life in some way. I have life-long friendships that have been formed while playing games like Mario Kart and Golden ...