My
last post on Blade & Sorcery was last July with the release of
Update 8, AKA The Sorcery Update. At the end of that post I
speculated about how B&S could expand in the future – ‘There’s
a lot it can do, and that’s before we even consider the possible
inclusion of some kind of campaign. I’m not expecting much, but I
can totally see some kind of randomised ‘dungeon’ mode in which
you progress, level up and earn loot to buy new weapons or
abilities.’
And as you can probably guess by the title of the latest major
update, that’s exactly the direction B&S is moving in.
But
it’s important to note that this update is really just a first
step. B&S, let’s not forget, is being developed by a very small
team. Updates may take time, but they’re certainly worth the wait
when they arrive. B&S has improved considerably in pretty much
every aspect since I first picked it up and reviewed it back in
January 2020.
The
visuals have had some impressive overhauls – environmental and
character. The inclusion of new armour types. The expanded range of
spells and their various applications within combat. There’s been a
lot of good stuff added, expanded and improved. But through it all,
B&S has still always been just a ‘sandbox’ experience. Not
that there’s anything wrong with that – B&S certainly has a
decent range of maps to play on and a generous number of sandbox
modes to choose from.
But
as fun as the sandbox is to mess about in, it doesn’t really keep
you playing. There’s no structure to the game. No sense of
progression. And B&S doesn’t necessarily need
these things – I’d still recommend it without. But when the
combat is this enjoyable, it’s a shame there’s not more.
The
Dungeons Update is the first step to changing that. Right now, it’s
still basically just a sandbox. From the new player home you can pick
a new map which loads you into the ‘Dungeon’ – a
semi-procedurally generated environment, randomly stitched together
from 50 pre-set ‘rooms’.
That
sounds like it could result in a ‘dungeon’ that’s something of
a mess in terms of environmental design, but it actually works
remarkably well and combines the various pieces in a way that almost
feels handcrafted. And there’s a great deal of detail put into
every piece and a consistent style to their design.
As
I said though, it’s still basically just a sandbox. You pick your
weapons, enter the map and progress through slaughtering enemies.
There is now a ‘stealth’ system of sorts that can let you sneak
up and kill them, and some enemies will follow basic patrol paths,
but there’s not much more to it.
But
there will be, and that’s the exciting thing. There’s now scope
to expand the game with some kind of structured progression. Once
again, I’m not expecting a massively in-depth, narrative driven
campaign, but some kind of level system in which you unlock new
weapons and spells as you progress through increasingly complex and
difficult randomised dungeons, maybe with a ‘boss’ enemy to fight
at the end of each?
That
said, what might be the most exciting part of this update is actually
. . . a chicken. Why? Because it’s the first non-humanoid model
added into B&S and opens the door to a lot more both officially
and through mods. In other words, enemy types that aren’t just
human in nature. This is a fantasy game, after all, so why not
trolls, goblins or even dragons? It’s probably best not to get too
carried away, but that little chicken represents a lot of potential
going forward.
If
you own a VR set then B&S is what I consider a must-have title.
It can be demanding if you crank up the enemy count, and you will
need some space to play in, but if your system can hack it and you
have the room, then be sure to pick it up and give it a spin. It’s
already worth the cost, and it’s only going to get better.