
A physics-based, realistic 3D sword-fighting game. Immerse yourself in a cinematic adventure, utilizing real sword-fighting martial arts and a variety of historically accurate weapons to survive brutal duels in 17th century Poland. Featuring single-player modes and a LOCAL 2-player mode.
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About
Hellish Quart is a local-only (two players play on one PC, not online), physics-based sword fighting game. Set in 17th century Poland, it features a cinematic story and the most iconic sword fighter archetypes of this period.
With motion-captured fencing techniques and four gamepad buttons representing four attack angles, you'll need to use timing, technique, and speed to defeat your opponents. Choose from a variety of warriors and take part in cinematic story mode, arcade mode, safe sparring, quick fights, survival mode with online leaderboards, or local multiplayer. If you want to hone your sword fighting skills, you can spar with wooden weapons or train in modern HEMA gear. And for the ultimate experience, Hellish Quart also offers an optional VR mode.
Please note that the game is still in development and only supports local multiplayer (two players play on one PC, not online).
physical sword fighting using Active Ragdolls
cinematic story
online leaderboards
realistic historical fencing techniques
optional VR mode
Hellish Quart utilizes active ragdolls and real-time physics to get you the ultimate fencing experience. You can attack from four different angles using the four gamepad buttons. Different button combinations enable special attacks and combos. When you are not attacking, your character automatically assumes a defensive stance, blocking your opponent's attacks using the autoguard feature. Proper timing, technique, speed, measure, and wits are all crucial to winning, just like in real-world fencing.
The game is set in the historical 17th-century Polish-Lithuanian Commonwealth, and the character models are based on 3D-scanned, reconstructed clothes from that period. The single-player campaign, once completed, will be firmly rooted in the reality of life in the region. You will duel against Zaporozhian Cossacks, Polish Hussars, Tatars, Turkish Janissaries, Swedish Reiters, French Musketeers, and more.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 848 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I love this game. I really do. It does something no other fighting game has tried since the likes of Bushido Blade. I've had a lot of fun playing it over the years. But I just cannot recommend it in it's current state and trajectory. tl;dr I want nothing more than to be able to change this review to positive, but the trajectory need to change before I can do that with good conscience. I love the game to death, otherwise I wouldn't bother whining about it, I'd just move on. [h3]Dev doesn't actually want feedback[/h3] The way it's sold on the store page and the way it's [i]actually[/i] being developed are wildly different. The first paragraphs in the early access blurb emphasizes how important player testing and feedback is for the future of the game. In reality, the dev seems to be doing everything to make feedback as hard to share as possible. First, it's very hard to give useful feedback. The only communication we get are the patch notes which are incomplete and the things they do say are cryptic at best, leading to an investigation every time trying to figure out what the changes do. Maybe worse, there is never any stated [i]purpose[/i] for the changes making it impossible to give feedback on if they manage to do what they are supposed to. Second, if you do happen to have feedback there is no easy way to share it. No dedicated thread in the steam forums. No official Discord. There is a Discord linked on the websites FAQ that you can stumble upon, but bizarrely that Discord is an [b]unofficial one[/b] run by fans and the dev isn't in it. The best way to reach him has been through Messenger on Facebook; something that [i]isn't listed anywhere as a way to contact him[/i], it's just something fans and friends of his has figured out over the years. [h3]The development is all over the place[/h3] The game has been in "pre-Alpha" for four years at this point and development progress is unfocused and scattershot at best. The feature creep has been severe. There is no roadmap. Half-baked features are added and then ignored. There is a test branch of the game that is barely used even when doing large changes to the core mechanics, they'll be pushed to the test branch and then pushed to the regular one within hours, making one wonder what the point of the test branch is. Not much meaningful testing done in two hours. The game is then more or less broken for the next few weeks or months. This while bugs and exploits go unfixed for months or sometimes forever, like some attacks not being defended against properly, for example Maryna's Downwards+B. I get that it's a solo dev, but that makes it more important to have a plan, not less. If you've made the mistake of doing your Magnum Opus as your first game project and sell that project for money, at some point you need to own up to your mistake and either scale it back or hire help. [h3]Balancing PvP vs AI[/h3] The balancing seems to be based on the AI, and the AI is not playing like a human does, meaning some characters get permanently shafted for use in PvP. Marie works fine against the AI but has been everything from bad to a straight up joke in PvP for years, despite [i]begging[/i] for her to be buffed. I say [i]seems[/i] to be based on the AI since there is again basically no communication. [h3]Multiplayer[/h3] There is an active PvP community on the unofficial Discord server, despite the devs best attempts to kill it. Typing over and over and over that the game is local only, and in some places hint that you could potentially use remote desktop, something that is usually used to play with friends not in a community, doesn't really motivate people to go looking for it. Giving it some spotlight instead of distancing themselves from it could give both the game and the PvP scene a boost. Regarding online multiplayer, if the dev doesn't want to implement it that is a perfectly valid choice, if a bit strange considering the amount of people it would attract. But the insistence that it's [i]impossible[/i] is straight up wrong and I don't know what those companies and devs that were consulted were on about. All physics-based multiplayer Unity games use non-deterministic physics because they use the built-in PhysX, no one writes their own physics engine. Is it an insignificant amount of work? Obviously not. But it's [i]not[/i] impossible. [h3]Plea[/h3] I did not foresee leaving this kind of review when I bought the game in 2021, but here we are. Please, Kubold, get this on track, you created something truly unique and caught lightning in a bottle. Make the game the best it can be.
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Reviews, worldwide (the counter carries no country): 2.14/day in the week to Jul 30 → 2/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Polish*, French, German, Spanish - Spain, Japanese*languages with full audio support
Hours played at review time, across 851 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1] The extreme TLDR [/h1] [b] The game is full of jank, ever since November up until the time of writing. Dev remains quiet and neglectful. Save yourself the trouble. [/b] [h2] For people who care about the details, fencing, and fighting games. [/h2] Hellish Quart, conceptually, is an extremely charming fighting game featuring low time-to-kill rates and historically-accurate movesets for all kinds of cool fencing and swordfighting shenanigans. Unfortunately, the developer seems to have severe myopia when it comes to MUCH of the game. Onto the wall of text. [h3] How the Game Plays, Part 1 [/h3] Unlike most fighting games, Hellish Quart uses very well made motion-captured animations blended with physics to make the best feeling swordfights in a Tekken-styled format. One good stab or slash is all it takes to end a fight. You can swing into an opponent's attack to cancel each other out or even win a clash in one perfect motion. Then recently, the developer decided to overhaul the physics out of nowhere, causing a lot of the moves to do unintentional things, such as bypassing a character's defense*. In some other cases, some moves will take on a schizophrenic trajectory, just as a low-thrust ending up in an opponent's face. *Note: Defense refers to "Autoguard" or "Block", to avoid confusion. [h3] How the Game Plays, Part 2 [/h3] The balancing for the game, on the other hand, is surprisingly good. That is, until you realize that the majority of characters suffers from "5 Move Syndrome". This means you should only use 5 'best' moves of any character, with any other moves being situational or straight up inferior. The game, while aiming for a really high standard for realism, also severely deincentivizes thrust attacks. The slightest blade contact will nullify a thrust attack, which means an opponent can swing and parry it by sheer luck. The recent physics update has made this worse. Longswords become cut-oriented weapons despite their point, and sabers are king. Rapiers, some of the most polarizing swords because of their thrusting capability and reach, are severely handicapped in this game. Not only are they relatively easy to counter, but they have a tendency to do scratch damage seemingly whenever it wants. You can get a kill by nudging an opponent with a tip, or fail to land a kill despite shoving a decent length of the blade into the opponent, [b] three times in a row. [/b] On the other side of the spectrum, we also have Dynis, also known as Alexander, who has an extremely good defense, stamina, damage, attack speed AND movement speed for no good reason. He has been this way for at least 2.5 years and hasn't been hit by a meaningful nerf. [h3] How the Game Plays, Part 3 [/h3] The game offers two ways to play the game. One, you can remote play with players using parsec or steam-remote-play. This will result in some input delay that is thankfully still playable because of how the game works. On the other hand, most people will just play the PvE aspects. It's a mess, with the AI randomly gaining superpowers such as perfect input reading, better defense, and faster attack speeds as well as recoveries. It is very easy to spot an AI fighter doing things a player would never be able to accomplish at times. [h3] The Dev, and the Game's Trajectory [/h3] Do note that, as late as it is to say this, I have nothing against the developer, Kubold, and know too little about him, other than the fact that he is an indie developer with prior experience, including working on the Witcher titles, among some other things. His effort and work is commendable, at any rate. Onto the rest of the review.. The game is having a bit of a crisis with itself for a long while, with random additions that look good, but doesn't play well. Here's a quick list of things that happened just this year or so. Slow-mos in the middle of combat that are cinematic to watch, but disruptive to the gameplay flow. Nerfing every character's movement speed except for Dynis (later nerfing him by a meaningless amount) to force people to clash more, taking away from the distance-plays that are integral to fencing. A small physics rework that caused attacks to have weirder trajectories due to a lack of adjustment to compensate for them. Another physics overhaul (the devious Dynamic Muscle Strength) that causes attacks to take on the most unpredictable trajectories this game has seen since 2021. Including a character whirling their blade around their head just to do a lunging thrust. Apparently, the mechanic was intended to make clashes look better. Note: The developer has managed to create two characters with their own unique movesets and assets within a span of about 4-5 months, so imagine the wasted potential here. [h3] The Dev, and Feedback [/h3] I've never seen an indie dev this reclusive before. For what it's worth, steam forums, discord, reddit and youtube comments are hopeless when it comes to reaching him about anything. A few people in the Hellish Quart discord community have had very inconsistent luck providing any feedback to the dev, either being ignored or acknowledged-without-actions. He publishes shorts and videos to showcase the game, which often focuses on how the game looks, but not how it plays. The game has also been in Early Access for 4-5 years by now. [h3] Dev's Myopia [/h3] The first paragraph of the Early Access statement says: “Fighting games are a specific genre. The controls must be tight, the animations must be perfect to the millisecond, the balance must be ideal, as well as the difficulty tiers. As I'm making this game mostly alone and with a limited budget, I want You - the Players - to be involved in testing and improving the game." To compare with the 'quick list of things that happened just this year' The controls are still reasonably tight for the game, but made a little worse because of movement nerfs and weird slowmo additions The animations have been broken once, and as of last month, broken even more. The balance has become even less ideal because of the game's thrust-neglect, Dynis, rapier-suffering, unpredictable trajectories and jank. The difficulty tiers mostly refer to how much the AI will input read you and use their 'superpowers'. The players are relatively uninvolved as the developer remains a recluse. I liked this game, and have played it on and off for 2-3 years. It is simply unfortunate that the game has decided to sprain itself at a time where it could have a splended running start into 2026.
Поистине феноменальный и неортодоксальный файтинг, разрабатываемый аж самим Якубом Киселем - человеком, некогда занимавшим пост старшего аниматора в CDPR и отвечавшим за анимации всем известного беловолосого убийцы монстров. Полагаясь на технологию захвата движения и историческую достоверность, [b]Hellish Quart[/b] берёт курс на максимально живые дуэли на холодном оружии в декорациях Речи Посполитой XVII века, скрупулёзно воспроизводя одежду той эпохи, антураж и, что важнее всего остального, реально существовавшие боевые стили. Почему это захватывает: [list] [*]Поединки в [b]Hellish Quart[/b] всегда проходят буквально на острие ножа. Или же сабли, шпаги, скьявоны, скимитара, валашки, etc. Вы можете исполнить вокруг противника виртуозный смертоносный танец с сериями ударов, нырками, отходами и ложными выпадами, а можете одним точным ударом закончить дуэль на первых же секундах, обманув ожидания оппонента или удачно поймав его на рефлексах. [*]В ростере запланировано 24 бойца, и он почти полностью готов. Не хватает буквально нескольких персонажей, но и имеющийся на данный момент богатый выбор показывает, насколько глубоко проработан каждый фехтовальщик. Все они харизматичны, в чём-то порой даже мемны (сабреддит игры - золото, да и вообще, здесь есть вечно пьяный монах с двуручником!) и при этом предельно различны друг от друга и в таймингах, и в анимациях, и в назначении многочисленных стоек, и в боевых техниках, и даже в используемом арсенале. Кто-то может буквально сразу войти в руки, а кто-то будет весьма сложным в освоении. Одни персонажи неплохо контрят других, но в то же время у каждого есть неочевидные преимущества и слабые места. [*]Приятным реверансом в сторону реализма является тот факт, что полосок здоровья здесь нет. Вместе с этим фехтовальщики могут выбиться из сил при обилии движений, терпеть лёгкие ранения, но победу так или иначе определяет один мастерский или же своевременный удар. При этом немаловажно и позиционирование: длинное оружие требует от обеих сторон отдельного контроля увеличенной дистанции, щиты заставляют едва ли не полностью пересматривать тактику и искать новые углы атаки, а вблизи в ход идут подлые пинки, отведения рук и даже мгновенные филигранные расправы. [*]Схватки не стесняются демонстрировать, насколько губительным является холодное оружие, так что любой бой может окончиться, как минимум, потерей функциональности конечности в связи с перерезанными сухожилиями, а как максимум, отсечённой кистью или даже головой. Если же хочется обойтись без этого, можно без проблем устраивать поединки в режиме HEMA, где все бойцы переодеваются в современную спортивную экипировку, берут в руки соревновательное оружие, не наносящее травм, и обозначают попадания характерными жестами, что смотрится не менее интересно и естественно, ведь за движениями 3D-моделек стоят живые люди. [*]Обновления выстреливают одно за другим. Постоянно выходят мелкие фиксы и твики, проводятся эксперименты с физикой, добавляются новые персонажи, новые арены, новые механики. Словом, игра развивается и живёт. [/list] К чему надо быть готовым: [list] [*]Это всё ещё альфа. Очень и очень многое в игре ожидает полировки и доработки, в то время как разработчик, по сути, один. Проект находится в раннем доступе уже давно и, пусть в нынешнем состоянии его никак нельзя назвать сырым, некоторые высказывают сомнение в том, что он вообще когда-либо доберётся до завершённого состояния. Да, в сюжете пока доступна только первая глава, а темп разработки нетороплив, но, на мой взгляд, тайтл более чем играбелен и приносит огромную массу эмоций уже сейчас, поэтому любая его финальная стадия будет не более чем приятным бонусом к уже шикарно работающей основе. [*]Ругают также нереалистичность и даже желеобразность движений, несправедливые хитбоксы и странный порядок нововведений, в котором давние острые углы не чинятся, но зато добавляется косметика и как будто бы лишние режимы. Возьму на себя смелость парировать эти доводы тем, что сама цель реалистично упаковать в формат игры целую фехтовальную дисциплину, вытягивая всё в одиночку при таком уровне детализации - это монументально и достойно уважения. Разумеется, будут недочёты и слепые пятна, но гораздо важнее то, что игре уже здорово удаётся: азартность схваток или, например, славянский колорит. И у меня, и у моих приятелей - в том числе у тех, кто в принципе не переваривает файтинги - в первые часы игрового процесса был лютый восторг, который вскоре трансформировался в соревновательный запал в плане освоения местной системы фехтования. А это многого стоит. [*]Казалось бы, каждый уважающий себя файтинг должен иметь онлайн. Хотя бы для игры с друзьями. Однако, на данном этапе в игре присутствует только локальный мультиплеер, который, к слову, реализован отлично. Но! Если поиграть с приятелем на расстоянии всё же очень хочется, смело используйте Steam Remote Play. Работает он здесь прекрасно, проверено лично. Другу даже не понадобится покупать игру. [/list] Резюмируя, [b]Hellish Quart[/b] - это крайне изобретательный, зрелищный и уникальный в своём роде файтинг, а также амбициозная попытка перенести реальные фехтовальные техники в формат видеоигры. Иными словами, что-то действительно инновационное и дарящее особый опыт в рамках знакомого жанра, даже несмотря на то, что это самое настоящее инди, разрабатывающееся при минимуме средств на личной инициативе в свободное время.
This is MY kinda game, but it feels a lot like Mordhau where it's a serious niche and getting into comp is lowkey a pain because of all the stuff there is to learn, and I have played so many difficult games that my brain is frying from trying to learn them all. Notable mentions of games that also contribute to cooking my brain: - MORDHAU - Noita - Sifu - Absolver - Furi (but specifically Furier difficulty) - OTXO - BRAZILIAN DRUG DEALER 3: I OPENED A PORTAL TO HELL IN THE FAVELA TRYING TO REVIVE MIT AIA I NEED TO CLOSE IT (it's not necessarily hard but it is cooking me) - keeping with the earlier theme^ , Cruelty Squad - Car Mechanic Simulator 2021 - Elden Ring - For Honor - Euro Truck Simulator 2 - Titanfall 2 - Celeste But overall, the game is still a masterpiece in terms of the technical aspect, as well as the fact that it's a love letter to HEMA, a sport/martial art which I also hold a deep passion for. I would not recommend this to the vast majority of people, but for the ones that I think would enjoy it, the game is a solid 11/10
[code][h2]Stell Dir Witcher 3 Kämpfe vor - ohne Magie und Superpower - dafür in realistisch.[/h2] [h3]My Score 👍 80%[/h3] (METACRITIC not yet%) [/code] https://steamcommunity.com/sharedfiles/filedetails/?id=3655937497 [table] [tr] [th] 🔹 Grafik 🖥️[/th] [th] 🔹 Sound 🎼[/th] [/tr] [tr] [td] Die Early Access Version bietet bereits recht ansehnliche Grafik. Die Kämpfer, Haudegen und Kriegerinnen sind detailliert gestaltet und verändern unter dem Kampf Mimik und Körper-Haltung. Man sieht sehr gut die Intensität des Schmerzes oder den Übermut den die mittelalterliche Bande jeweils an den Tag legt. Das ist erstaunlich motivierend. Treffer sind ebenfalls gut und deutlich - nicht nur wegen der blutigen Wunden. Eine leichte Stichwunde in die Hand hier, ein massiver Knüppelschlag auf den Oberschenkel da. Optisch bekommt man richtig gutes Feedback. [h3][code]Da fliegt dann auch mal der Kopf oder die Hand weg.[/code][/h3] Die Hintergründe sind belebt und super animiert. Sie erinnern an Witcher 3 und es macht Spaß in den Licht- und Schattenflecken voller Staubpartikel und Animationen den Gegnern gehörig auf die Ohren zu geben. [/td] [td] Die Musik stammt wohl ebenfalls aus Witcher 3. Könnte man so vermuten - aber tatsächlich sind es einfach "nur" realistische mittelalterliche Stücke. Mit den Schmerzenslauten und kreuzenden Klingensounds ergibt sich ein starker Klangteppich, der einen gekonnt ins Geschehen saugt. [h3][code]Als ob man ein RPG wie Gothic oder Witcher 3 auf "blos Kämpfe, keine Quests" reduziert, aber dafür den Kampfpart deutlich realistischer gestaltet.[/code][/h3] Das ist ein erfreulicher Unterschied zu den sonstigen Sound- und Musikuntermalungen von Beat-em-Ups und Fighting Games! [/td] [/tr] [/table] [table] [tr] [th] 🔹 Gameplay 🕹️[/th] [th] 🔹 Wertung 🏅[/th] [/tr] [tr] [td] Egal ob mit Gamepad oder Tastatur... Die Steuerung ist fluffig griffig und entschlackt. Es gibt zudem keine unrealistischen Kombos von Hochleistungsakrobaten und Luftseglern. Keine Superkicks und Feuerbälle. Je nach Bewaffnung ist das Moveset realistisch auf zB Degenarbeit oder Knüppel und Schild zugeschnitten. Es geht stark darum zu parieren, Lücken in der Deckung des Gegners zu finden und dann tödliche Treffer zu landen. Manchmal reicht dazu ein Glückstreffer, aber eigentlich überwiegt die schweißtreibende, adrenalinschwangere gezielte Controllerarbeit. Vor - Zurück - Parade, Riposte, Ausfallschritt, Parade - Zurück - Gegner wegschubsen und schneller Hieb auf die Beine, damit er strauchelt ... usw. Geil. [/td] [td] 👍🏻Kurzübersicht:👍🏻 [code] - schon jetzt ansehnliche Optik wie bei Kingdom Come oder Witcher 3 - Musik und Sound passend mittelalterlich - durchdachte Steuerung ohne Schnickschnack und Überladung [/code] [code][h3]Grafik[/h3] 🔵🔵🔵🔵🔵🔵🔵🔵🔵🔘 ➖➖➖➖➖➖➖➖➖➖ [h3]Sound[/h3] 🔵🔵🔵🔵🔵🔵🔵🔵🔘🔘 ➖➖➖➖➖➖➖➖➖➖ [h3]Handling[/h3] 🔵🔵🔵🔵🔵🔵🔵🔵🔵🔘 ➖➖➖➖➖➖➖➖➖➖ [h3]Spielspaß[/h3] 🔵🔵🔵🔵🔵🔵🔵🔵🔘🔘 ➖➖➖➖➖➖➖➖➖➖[/code] [/td] [/tr] [/table] https://steamcommunity.com/sharedfiles/filedetails/?id=3655949820 [table] [tr] [th] 🔹 Facts 🧐☝️[/th] [/tr] [tr] [td] Wow. Ich habe ja schon soooo lange bei Abendbierchen oder Abendjoint mit Buddys darüber gefachsimpelt, dass die Fighting Games irgendwie alle gleich sind. Irgendwann macht es keinen Unterschied mehr ob man Tekken oder Dead or Alive oder Soul Calibur oder Mortal Kombat oder Street Fighter usw spielt. Wir haben uns dann realistische Spiele im Kopfkino ausgemalt: - ein Treffer reicht für den Sieg, wenn gut platziert - Verletzungen beeinträchtigen die Kämpfer - keine Energieleiste sondern wie frühere 80er Spiele (IK+, Yie Ar Kung-Fu, Karate Champ, ...) nur Punkte zum Sieg (wie im Film KARATE KID) [h3][code]Dieses Spiel kommt meiner Vision schon recht nahe.[/code][/h3] Trotz Early Access (den man schon im mangelnden Feinschliff deutlich bemerkt) habe ich jetzt schon jede Menge Spaß mit dem Titel - egal ob im Multiplayer oder im Survival-Modus. Oder sogar im Singleplayer-Story-Modus... Schauen wir mal was die Zukunft noch so bringt. PS: Frauen kämpfen hier nicht (im Gegensatz zu den meisten anderen Fighting Games) im Bikini 😄 PPS: Wer möchte kann auch mit unblutigen Waffen aus Holz kämpfen [/td] [/tr] [/table] https://steamcommunity.com/sharedfiles/filedetails/?id=3655937683 [code] [h3] ähnliche Games [table] [tr] [th]🧐👉[/th] [th][url=https://steamcommunity.com/profiles/76561198012246112/recommended/544750?snr=1_5_9__402]⚙️Soul Calibur VI⚙️[/url][/th] [th][url=https://steamcommunity.com/profiles/76561198012246112/recommended/311730?snr=1_5_9__402]⚙️Dead or Alive 5⚙️[/url][/th] [th][url=https://steamcommunity.com/profiles/76561198012246112/recommended/976310?snr=1_5_9__402]⚙️Mortal Kombat 11⚙️[/url][/th] [/tr] [/table] [table] [tr] [th] 🔹 Fazit: ✍️[/th] [/tr] [tr] [td] [h3]Ein Fighting Game bringt mir den Spaß an Fighting Games zurück! Jede Menge Witcher 3 Einfluss und Realismus sei Dank![/h3] [/td] [/tr] [/table] [table] [tr] [th][h3]Plattform[/h3][/th] [th][h3](sonstiges)[/h3][/th] [th][h3]Bewertung[/h3][/th] [/tr] [tr] [td]STEAM[/td] [td]Alle Bewertungen (7.510)[/td] [td]Sehr Positiv[/td] [/tr] [tr] [td]MetaCritic[/td] [td]Review[/td] [td]not yet[/td] [/tr] [tr] [td]hitpointreviews.com[/td] [td]Test[/td] [td]91%[/td] [/tr] [/table] _1Danjl_Bot7_ (⌐■_■)--︻╦╤─ - - - [code] 👉🏻[url=https://steamcommunity.com/groups/FieldysShorts] Shorts & Friends [/url] 👉🏻[url=https://steamcommunity.com/groups/Die_Unbeschreiblichen/discussions/1/5242718027641358236/] Die Unbeschreiblichen mit Gästen [/url] [hr][/hr] 👑 Powered by HoI 4 Deu Curators group in German / English 👑⠀⠀⠀[list][*]👉🏻[url=https://store.steampowered.com/curator/30388691/] Follow Main group [/url][*] 👉🏻[url=https://store.steampowered.com/curator/40282064/] Follow Second group [/url][*] 👉🏻[url=https://store.steampowered.com/curator/44688798/] Follow third group [/url][/list] and discover more reviews from me [/code]
I showed this game to two of my fencing coaches who are not familiar with video games and they instantly picked up how to play it and both kicked my butt. I think that is a testament to how well done the mechanics in this game are. Once they knew what the buttons did they were able to apply their real world fencing instincts. We had so many parry - riposte - counter touches and back and forth hits where the blade work and foot work of the characters felt incredibly lifelike and real to what we expect from fencing each other with our actual foils (Olympic fencing in this case, and not HEMA) Apart from how realistic it is it’s just so so fun. My coach doesn’t have a PC and he can’t stop thinking about this game hahaha
Однозначно игра стоит покупки. Для меня, как для фаната файтинга на рапирах, игра очень затягивает. Автор поддерживает свое творение и постоянно выпускает патчи+фиксы и добавляет новых персонажей. Люди, которые недоумевают что нет онлайна - разраб не представляет как это сделать, так что неизвестно когда это произойдет и произойдет ли вообще.
Game is really unique and when it works, it's fun. What really gets me is the inconsistency of it all, I'm by no means good at fighting games but losing to leg graze cuts with a rapier while my sword slashes their sword arm 1-3 times and they don't go down is just not enjoyable. Whilst I can plunge my rapier through someones chest and it's just a normal hit, not a fatal one. Also some of the moves don't seem to do anything, such as Isabella's stance change which for me is A+B but it does nothing when pressing it. The menus are poorly put together, if you're changing any settings and hit back whilst changing anything it'll just kick you back to the menu, instead of going back from that option or going back to the other options. Same with character select, if you select your character and hit back it boots you to the main menu. Overall the game is pretty janky, the "Story" they've added so far plays like a 2006 adventure game. Translations also aren't the best but that's passable imo.
So I really wanted to enjoy this game. I really love dueling games where your inputs feel very well translated into movement. Sadly, this is not the case with Hellish Quart. Key inputs merely play an animation and whether your opponent reacts realistically or not is at the fragile mercy of the physics. You will randomly get fatally wounded without the opponents weapon making contact. The movements feel incredibly sluggish (even without the slow-motion bug), and there is nothing intuitive about the combat as it boils down to remembering button combinations and reacting in time. You have no haptic control over the movement of the sword/weapon like you do in a couple of other games that are actual good games. Forget about reliably doing combos as they only register about 60% of the time. When you lose (or win), it takes way too long for the game to proceed to the next duel. You have to sit through exhausting, and frankly, bad animations and game over screens that by themselves last over 10 seconds before slowly fading away. Only then does the next match start loading. The 10 minute introduction to the story is a train wreck and feels like a video game version of The Room. The animation is an eyesore, the voice acting is overdone and cringeworthy. The writing reminds me of the ads you get on snapchat for the drawn out low budget cringy dramas. If you read through the reviews, you can see that most people who post positive reviews only play 5-30 hours of this. It seems like something amazing at first, but people soon realize how little this game has to do with actual HEMA/fencing. I too was excited. Only I realized a bit too soon how messy and unintuitive this game is. I absolutely do not recommend a game that has been in development for this long and plays this badly.
The dev released a patch that glitched the start menu but he just fixed it today. He didn't fix it sooner because his mom was in the hospital and he didn't look at his phone for a few days. That's pretty understandable in my eyes. this game is a lot of fun with the historical sword fighting styles and realistic sudden finishes to fights. Plus new characters continuing to coming out.
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