Most of them feel good to play too, like the shield-bearer who can plow his way through an army of enemies like Frank West in Dead Rising, or the crazy dude with a warhammer who turns the enemy into mashed potatoes like the rabid monster that he is. The silly good times are definitely extended by Warhaven’s interesting roster of playable characters, which range from standard sword-wielding soldiers to lightning-fast assassins with a sneaky set of moves to healers with little in the way of attacks at all. It honestly felt like, in a lot of cases, the match’s outcome came down to a coin toss based on the random and messy flow of battle, even when that sloppy homicide fiesta was generally a lot of fun. But just like everything else in Warhaven, the battle over the cannon is in no way immune to the utter tumult of warfare, and it seemed like, even whilst communicating with my team as much as possible, we still regularly found ourselves steamrolled by overwhelming numbers leading to repeated turnovers. That race to control the all-powerful artillery was definitely a good time, especially when I was the one firing the cannon at the soon-to-be-dead sorry excuse for a soldier who opposed me. For example, a few maps feature a cannon that’s absolutely essential to victory, as whoever has control of it can rain down deadly hellfire over vast swathes of the map, leaving little hope for the enemy to control the objective without dealing with you first. It’s not that Warhaven lacks strategy, though – in fact, there’s plenty of opportunities for teams to communicate with one another around objectives in order to win the game. It’s ridiculous, over-the-top, and at times feels completely unbalanced, but there’s a certain kind of joy in that utter anarchy that makes each match amusing in how it appeals to my inner agent of chaos. It’s especially funny to see players spontaneously transform into ultra-powerful heroes once they’ve accrued enough murder karma, then roll over an entire team as a horse-mounted character or a magical samurai with a cowboy hat. Even when the odds feel fair though, the haphazard swings from your characters weapons and decidedly floaty movement makes for an imprecise experience that sometimes doesn’t feel great, even though that untidiness usually leads to hilarity. Along with the new data and answered questions, the video also confirms that Warhaven is expected to release into Steam Early Access later this year.įollowing a warm New Year message from Warhaven’s Game Director Eunseok Yi, the new video explores some aspects of Warhaven’s design that the community has been inquiring about, including the game’s setting, the lore, and the inspiration behind the game’s art style, which the team aptly describes as “Swordpunk”, given how swords and tools are used as building blocks for many of the battlefield’s architecture.In the occasional instances where both teams show up at a single point in full force, the often one-sided push and pull is replaced by a disorderly slaughterfest that’s sure to be the highlight of any match. In this video update, the development team behind Warhaven discusses the results of their recent open beta test, providing insights into player preferences and feedback, as well as diving into some of the community’s most frequently asked questions. Nexon is pleased to share their first development update for their highly-anticipated medieval-fantasy sword-fighting multiplayer game, Warhaven. The Warhaven development team takes a deep dive into the world of Warhaven, answering long-standing community questions and sharing interesting insights from last year’s Global Beta Test.
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