If you are a sensible man and you and your friends, like any normal noble dons, are tormented by the question: whose kung fu is stronger?? Then I congratulate you, because soon you will have a way to find out. And Absolver from the French from Slocap will help resolve this cornerstone and I’m not afraid of this word philosophical question.

We know about Kolya Baskov that, unfortunately, he sings. What we know about Leo Messi is that he happily plays football. We don’t know anything about the intelligence of the screenwriters of the film Odnoklassniki. What do we know about Absolver?? Well, not much is known yet, but I’ll try to give you a summary.
The game is created by the French company, as I already said, Sloclap.
This is how the guys introduce themselves to the public on their website:

Therefore, although it is not similar, it is an indie game. Tell me what the hell is this because indie games usually look like this:

And I will answer you: Slocap https://lux-casino.co.uk/login/ is not a simple indie company. Because it’s inhabited not by some amateurs, but by completely hardened professionals, who at one time made the first Watch Dogs and Ghost Recon. Which may not be the most enchanting resume in life, but you must agree that it means something. The guys once worked at Ubisoft Paris, but then they decided that it would be better to do it themselves, and for almost a year and a half they have been sculpting their first masterpiece. Quite fresh for an array of online RPGs, the theme of hand-to-hand combat was chosen for a reason. The fact is that the founders of the new studio are not fools themselves; they wave their arms and legs while practicing aikido and all sorts of other capoeira. Therefore, the game was made for a reason, but for the creators’ favorite cause, which I extremely hope will only benefit it.
The plot of the new game is simple and unpretentious. The action takes place in a world called Adal, which is torn to shreds by bloodthirsty guilds. The player will have to fit into the suit of a Promising Guy who travels the world and tries to prove himself in order to become one of the Absolvers, or saviors in Russian. Elite, so to speak, fighters for peace. In general, the plot balances somewhere in the region of a Chinese action movie of category C. Well, to hell with it – this is not a women’s love story, here people are punched in the face.

In fact, I lied – one thing is absolutely known about Absolver: there are absolutely no firearms in the world of Adal. Therefore, there is no danger of a sucker running into a pistol disassembly with a knife, and in general, if anyone forgot:

Fights in Absolver are supposed to be entirely using limbs and bladed weapons. Naturally, both boys and girls will be able to knead each other, when creating which you can use a rich designer that will allow you to change a lot, except for faces, which will be hidden by creepy-looking masks. There’s no point in making the characters into a hockey team; the developers aren’t fooling around with it yet, citing the fact that then they’ll have to waste a significant part of the script. What they don’t want to do yet. It is known that the world will be open, rich in clashes with monsters aka PvE. There will be scary bosses, as well as arenas where those who wish can show themselves in battles with other players. There will be ratings and everything else in the arenas in order to stroke the pride of those participating.

Looking at all this beauty, the most important question naturally arises – how will the control and combat system of Absolver be built in general?. And here we get to the RPG component of the game. And if anyone doesn’t understand Sloclap’s creation, it’s not just an open-world fighting game and valuable mech, but also a bit of an RPG.
So what is already known – the player can fight using many styles. For example, capoeira, karate or even drunken fist. Within each style there is a fairly large number of different strokes. For example a standard right hook, mawashi or some exotic dragon tail. Strikes will be added to the player’s arsenal both through quests and leveling up, and through fights with other players. For example, you got into a fight with Petya and he knocked you down twice with a right uppercut. After which you, don’t be a fool, reeled it in and after a while this technique appears in your arsenal.

In order to competently steer with all the tactical abundance of techniques that, of course, will not fit on more than one joystick, the developers came up with a system of stands. Roughly speaking, the stance is the starting position for carrying out a combination. In a separate menu you can add a set of 4 consecutive hits for each stance. That is, you pressed the button and hop! Your opponent received a four-hit combo. The funny thing is that each blow has a stance in which your character will be when he actually delivers the blow. That is, everything is logical: if you hit a side kick with your foot, you change your stance. This way you can competently steer combinations. Since you know that I performed a combo from stance one and can immediately make a combo from stance four, for example, because it begins with a blow that can be performed from the stance in which I will find myself when I perform combo one. A little confusing, but if you figure it out, everything is very cool and logical.

Characters can also bounce and feint. For example, your opponent is accustomed to your combos and has learned to defend himself competently. And then suddenly, instead of the first blow, it’s a feint. He bought it, and you started the combo with the second hit or even started a different combination. There are also blocks, but they are features of the style – that is, there are defensive styles in which it is better to tank and attacking ones – where there is no defense, but you can attack in any way. In this simple way classes will be implemented in the game. Blocks consume stamina – so you won’t be able to stay stuck in the block all the time, because the heels of successive blows will break through it. Just like in life. As you can clearly see from the videos, the battalion in the game is very much reminiscent of a mixture of Asian action and dance. That is, the models’ movements are smooth—no dirty but effective techniques for you. It’s immediately clear where the ears of this whole thing come from, remembering what types of martial arts the creators practice. Therefore, no MMA for you – only beauty and grace in its purest form. There will be no throws or grabs in the game at all, which of course upsets me as an adept of Brazilian Jiu Jitsu. There will also be no fatalities – so those who like to rip each other’s spines out, go play your Mortal Kombat. But in the game, as I already said, there will be melee weapons, implying their own set of stances and movements.

There are also no shields, since this is still a theme about hand-to-hand combat. There will be magic, although it will not have the final say, but you will always be able to heal and buff yourself with the help of cunning sorcery. The armor that the characters carry will not only be for beauty, but also have practical value in improving your alter ego.
But nevertheless, as you probably already understood, the game will be purely skill based. That is, everything will be decided by the ability to fight competently, and gear will be given tenth place. Relatively speaking, only a newbie who has come to the game and who knows how to control a joystick competently can calmly defeat a handyman who is several levels higher than himself. And yes, despite the fact that the character can be controlled using the keyboard and mouse, the developers sincerely advise you to purchase a joystick for the game so as not to drown your computer in tears.
The picture itself, as I mentioned at the beginning, looks just great. From the style of character development and the design of the surrounding world, it is immediately clear that the developers are French. Find out the country of developers by the graphics, so to speak. On the one hand, it is deliberately stingy, in which even the characters who, in their masks, resemble Vega from the legendary Street Fighter, are quite laconic in detail. On the other hand, there is nothing superfluous here. And looking at how, for example, dynamic lighting is done, not to mention the movement of the models themselves, you understand that the Unreal 4 engine, and it is this engine that is used as the heart of the game. So, the capabilities of the Unreal 4 engine are used by Slocap, so to speak, at maximum speed. At the same time, the meager design and masks that hide the facial expressions of the characters create a feeling of some mystery and sharply raise the degree of atmosphere of the entire action.

Despite the fact that the developers seriously bothered with the topic of making the process of making mincemeat of each other’s faces as interesting as possible. There are some concerns that the concept may become too original and repeat the story of, for example, the shooter Evolve, which also offers the user terrible beauty and a kind of confusion, but nevertheless, in its extravagance, does not find a response among the broad masses. Who are ready to play it a) reluctantly b) for free. Secondly, it would be very sad if the world that the creators promise would be absolutely lifeless and everything would come down to quickly knocking out the necessary cards with blows in side quests, and after that to a banal hack in the arenas. We have already seen this in dozens of games that also promised mountains of gold. And of course the balance of the styles themselves. If everything again comes down to two or three uber super book combos, then the game can also be safely taken out into the garden and buried under an ash tree.
We’ll see soon, because there’s not much time left until 2017, when Absolver should burst onto our gaming devices. And the PTA is generally promised by the end of the year. Let’s keep our fingers crossed for her. Well, since we’re holding on, we can practice for now and break through. And that’s all I have for now. Adios!

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