CLANG: A new generation in swordfighting games

Historical fiction nerd, science fiction author and self-professed swordfighting geek Neal Stephenson has decided it’s time to end the trigger-based foolery that we have come to accept in our sword games. His CLANG kickstarter seeks to use modern gaming technology to revolutionise the way we swing our virtual swords.

Initially, his PC based game will emulate what he calls the “Queen of Weapons” – the two-handed longsword. It is a European sword, used in the late medieval and early renaissance times. He believes he’s worked out a way to create a truly satisfying swordfighting experience, which will reflect, quite precisely the nuances of a true swordfight.

He’s building the platform with expansion in mind: more environments, character models and weapons.

Read the kickstarter about it (and donate if you are sick of your swordfighting games just not being real enough), or watch this video where Neal explains the whole project in more detail:

[Via CLANG’s Kickstarter]

3 Responses to CLANG: A new generation in swordfighting games

  1. I don't know if I care enough about sword fighting to warrant helping someone who is as awesome as Neal Stephenson make a better game about sword fighting. Cool concept, funny video, but honestly the outcome probably won't be as impressive as one might think. Without the support of a huge gaming company (i.e. EA, Ubisoft, Activision/Blizzard) the game probably won't garner any attention beyond Neal Stephenson fans.

  2. So I've had a quick look at it… it needs work.
    The controller is going to be such a huge part of this, and they're choosing something that isn't all that.
    I thought that the control would have been custom made, perhaps something that looks like a light saber with two counter-spun gyro's at the tip to add weight and resistance to motion.

  3. This is a lofty goal, but they seem to be going about it the right way. I disagree with Alan's assumption that they should start by creating their own hardware. That would be a huge undertaking all by itself. I think that the initiative to create the controllers is already in progress, based on the ever-improving set of controllers that we've seen following the release of the Wii. The part that will be difficult to get right is the actual sense of sword fighting, and that's where they're concentrating their efforts.

    The place where I suspect they'll have the biggest issues is the actual momentum of the weapon. The reason that real sword fighters don't "wave the sword around like a jackass" is because the things are heavy and they take significant effort to get them to change direction. The elimination of that mass makes an incredible difference in the ability to put the sword where you want it to be. We ran into this issue when designing practice weapons for learning how to swing a batleth. The standard "boffers" are about half the weight of a real one and encourage a completely different fighting style.

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