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Ryse: Son of Rome Dev Diary Details Rhythm- and Flow-Based Combat System

Posted on September 4, 2013 AT 02:53pm

A lengthy post about Ryse: Son of Rome on Xbox Wire explains how the game’s combat system revolves around rhythm and flow.

In order to convey protagonist Marius Titus’ skills on the battlefield, developer Crytek came up with a wake for players to engage enemies and move on to the next in one long, continuous series of movements that seem effortless.

“Flow was important to us, we wanted the player to be able to set up his opponents and viscously [sic] plow through them one after another with limited to no beats in between,” wrote senior producer Brian Chambers and design/gameplay director Patrick Esteves. “The better the flow the player can pull off, the higher the rewards. Try a little too hard, go for that one extra hit without banking it in and you could risk losing it all.”

Various Crytek developers discuss Ryse‘s combat system even more in the developer diary embedded below.

Ryse: Son of Rome launches exclusively on Xbox One November 22 alongside the console itself.

Source: Xbox Wire

Chris Holzworth, News Editor
Chris Holzworth has wanted to write about games all his life. He first cut his teeth writing for enthusiast sites such as RPGFan, and after writing for just about every other enthusiast website he could came across, wound up as EGM's east coast news correspondent (read: editorial intern) before relocating to LA to serve as news editor. You can follow his rants about storytelling on Twitter @manadrive.[Meet the rest of the crew]

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