In the setting of a fictionalized Japan from history, the role-playing game (CRPG) titled “Shadow of the Road” is played. This game, still in open alpha stage, is developed by Another Angle Games and published by Owlcat. The game centers around two masterless samurai as protagonists, but it’s particularly renowned for its detailed combat system.
Marek Oleksiak, head of Another Angle Games studio, shared insights on the combat system design and how it intertwines with characters and story in an interview with Game Rant. This intriguing approach caught the eye of Owlcat Games, who aim to create games that embody their unique style – a goal they achieved with their first title, Shadow of the Road.
How Combat Works in Shadow of the Road
Following the initial setup where Satoru and Akira are dishonored as samurai, the game transitions into its first battle scenario. The shogunate is engaged in a conflict with the Emperor, who has foreign allies. In this opening fight, troops loyal to the Emperor launch an assault on a tavern, targeting those who remain faithful to the shogunate. Satoru and Akira are compelled to engage in turn-based combat against gunmen embodying foreign interests backing the Emperor’s cause. As Oleksiak explained, this combat takes place in turns.
In our battles, we don’t follow the conventional method where one side moves after the other. Instead, we have a continuous timeline of turns. What makes this unique is that each unit takes its turn at different time intervals. For instance, Satoru has an interval of 11, meaning he will take his turn at the second, thirteenth, twenty-fourth, and so on.
The sequence of actions is displayed at the top of the screen as cards representing different characters, with Satoru and Akira’s turns cycling based on their previous moves. Some actions require a build-up of time before they can be executed, and this waiting period is indicated in the turn order. Additionally, certain actions may have cooldown periods. For example, gunmen must take aim and fire, while Akira has similar limitations on some of his skills. If a character is assaulted during preparation for an attack, that attack will be halted. Gunmen need to reload after firing a specific number of shots; in the gameplay demonstrated by Oleksiak, gunmen would withdraw to other rooms to reload safely, but Oleksiak used Akira and clever positioning to eliminate a reloading gunman from afar.
The fight scenes involved additional samurai faithful to the shogunate who supported Akira and Satoru, yet weren’t directly controlled by the player. Most of these allies didn’t survive the battle, serving more as cannon fodder. Interestingly, Oleksiak mentioned that not all characters in his game, even during the tutorial, always made it to the end of the combats. The developers at Another Angle Games emphasized on creating a challenging environment when developing Shadow of the Road, and they believed that the tutorial itself should be tough. Oleksiak further stated, for clarity.
I stumble right off the bat in my own game design, and that’s on purpose! We aim to make the combat system tough from the get-go. It can be overwhelming for me at times, but I suspect that other players are more skilled.
As I delve into this captivating world, the initial skirmishes feel authentically grounded with swords clashing against sturdy 19th-century armor. However, as the game unfolds, the fantasy element creeps in, leaving me awestruck. In my first exhilarating hour of gameplay, Satoru and Akira bear witness to a samurai harnessing magic, encounter mysterious steampunk machinery that leaves us baffled, and cross paths with yokais – mystical beings that later join our ranks.
Additionally, Oleksiak emphasized that while the extent of damage may differ, there were no failed attempts during his presentation of the combat system. He made clear distinctions to the controversial hit chance percentages in XCOM and asserted that such uncertainties did not apply to Shadow of the Road. The only variation in this game lies in the amount of damage an attack inflicts, not whether it connects.
Shadow of the Road Features a Story/Combat Feedback Loop
Characters can support one another during conflicts, strengthening their connection, and this mutual aid is affected by their bond. The relationship system in Shadow of the Road doesn’t just influence how these characters aid each other in battles, but it also plays a role in conversations between significant characters, exchanges with allies, and the larger narrative. Essentially, there is a reciprocal interaction between combat and story where choices made in one area impact the other, creating a continuous loop.
Currently, a specific conclusion date hasn’t been established for the open alpha phase of “Shadow of the Road”. Players are welcome to join the action and sample the combat mechanics straight away!
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2025-03-28 19:34