Lots of people dream of flying, especially as kids. Even I did, and I'm afraid of heights. Swordplay is also a popular subject, in games and in film. So, it was probably just a matter of time before a game came along that included both in the main theme of the game: a game about aerial dueling with swords. Determinance powered by the Torque Game Engine, is such a game.
The game focuses on the one-on-one duel, but battles against multiple opponents are possible by use of a targeting system that switches a lock from opponent to opponent at your command. Online and offline play are included, though I get the impression that offline is more of a way to train the player for online dueling. Still, I tend to focus on the single-player experience first in games, and if that doesn't click for me, I will rarely venture online. Or, in some cases, single-player mode turns out to be enough.
It's possible to go up against various bots, including an arcade-style mode that has the player going up against a succession of opponents. It's also possible to just set up a duel and go at it, with death matches being either regular or team-based. The tutorial is the best place to start, however. In fact, the tutorial is excellent, especially considering the somewhat steep learning curve of a fairly deep dueling game such as this one. I went through it twice, and feel like it helped me each time. If not for the tutorial, I'd be pretty lost. On the other hand, this also brings me to something I like less about the game; it's just not very intuitive, both in terms of the rather bizarre premise of dealing with a midair sword-fight, and the somewhat klunky controls and mechanics. Some people seem to find it pretty smooth - I get the impression that the game has something of a cult following - but I had real trouble getting into it. I still find myself having trouble convincing myself to play it sometimes.
Part of this is just me, not entirely the game's fault, it could just be that I'm not particularly in the mood for a game like this at this point in my gaming life, but if certain things worked a bit better, and made more sense to me, I'd certainly be having a better time with it.
Part of the issue I have is with the mechanics and controls for blocking, and for angling one's blade either to strike or block. This is done manually, by holding down the mouse wheel and moving the mouse, or by spinning the mouse wheel. The overall movement of the blade is done by simply moving the mouse with no buttons held down; the blade follows the mouse's path, leaving a glowing trail.
Hit an opponent with the blade, or with the trail, and you will damage them in various areas. There are limits to how much the blade can be swung about without pause. There's an energy meter for the blade/trail, and when it runs out and turns red, then motion of the blade must stop before it replenishes and recovers the ability to do damage once more. I like this aspect of it, actually. It's a nice mechanic to get people to do something other than mindlessly hacking and slashing away without a break. What I don't like so much is the business with the mouse wheel, manually angling the blade for attacking and blocking.
It's not intuitive, it's very difficult when under pressure (such as during a duel), and it ends up being rather random as to when I am able manage it effectively. I do feel a bit like I'm fumbling with it in general, rather than being smooth. Add in the difficulty of keeping up with and keeping track of an opponent (or multiple opponents) along both horizontal and vertical axes, and it gets even more boggling at times. Tapping the mouse wheel button rather than holding it down is supposed to bring the blade back to neutral position, but it does not always seem to register properly. In order to block, the blade must be angled manually so that it crosses the opponent's blade edge-to-edge, in perpendicular fashion. Not only is this difficult to do (to the point of seeming random when I actually get it right), but it is the complete opposite of what I know about blade combat in general, and how I think of it. I'm not an expert on the subject, and I'm not bragging about it at all, but I have taken sword lessons from a sword master. According to what I learned, this is precisely how you do not want to block or parry your opponent's blade. Doing so can easily notch or damage both blades, or even break them. Blades should be diverted more subtly, rather than by meeting force with force, edge with edge, especially when talking about a duel with one-handed blades primarily, rather than a couple of brute warriors hacking at each other with claymores or the like.
This is obviously not realistic game, and is not intended to be, and I'm not saying it needs to be. However, does it have to be unrealistic in such a contrary way? And must it be so in a way that makes it harder on the player, rather than easier and perhaps more intuitive? Speaking for myself, I'd just as soon drop the whole manual angling business and be done with it; the game would be more fun without it.
Things could use a bit more user-friendliness in other areas as well, such as when dealing with switching characters and weapons, perhaps asking a new player to choose a character when entering the arcade mode or tutorial, rather than being assigned a default one.
Movement is handled primarily using the WSAD set of keys, and the camera is controlled by holding down the right mouse button while moving the mouse. I found myself wishing for a control option that made movement the default, and enabled the blade-control by holding down the mouse button, but I imagine that could be more difficult for the combat portion of the game. I wanted it mainly for when I was just having fun flying around. Flying is enjoyable in itself! Still, it's an attractive game, in terms of the idea, the theme behind it, and in terms of actual visuals. The graphics aren't incredible, and the characters are a bit stylized rather than realistic, but the overall effect is rather nice, with fairly attractive environments (though one mainly gets the aerial view, naturally). Some nice skyscapes are present to fly around in, though it would be fun if there were more things to dodge around in, rather than just being above it all.
This game is a nifty idea, and has some potential, but like I said, I just had trouble getting into it, maintaining an interest, etc., and thus have not bothered to cultivate the necessary experience to get past some of the stumbling blocks. It's one that I appreciate aesthetically and academically, but when it comes down to actually playing and having fun with something, I just find myself reaching for a different game. I find myself wishing I liked it better, because there's a fair bit to like, it has a sense of humor about it that is appealing, and seems fairly original; but I am not drawn in by it. As always, your mileage may vary, but that is how I feel about it. I'll be keeping an eye out for updates in the future, however, and may come back to it at some point.