 What's up everybody, I'm the Mangus, you are awesome, and recently I was invited to play a fast paced arena brawler called Revenblade. Bottom line up front, while Revenblade would be fun for pretty much anyone, I feel this one is absolutely perfect for budget gamers. And that's for a couple of reasons. First of all, it's free to play with the only planned monetization being for cosmetic upgrades, but also the low poly count art style makes it so that you don't need a roided up supercomputer to enjoy it. The game is currently in development and is therefore a little rough around the edges, but I think it's fun as hell. Plus, anyone with a PC and access to Discord can play it, so why not give it a shot? I set then with the game's developer to get you guys the best information possible about Revenblade. Revenblade, I think the best description is that from a high level, it's a team based multiplayer combat game, which is kind of a broad description that fits a lot of games. So narrowing it down a little bit more. It's we're aiming at five versus five ability based combat. So a lot of our abilities are more melee based. So I think the closest like comparative game would be something like Overwatch. The bigger biggest difference I think is that we're more leaning towards melee abilities. So that's that's kind of what the combat looks like in terms of game mode. The the goal is to capture all of the crystals on the team on the map and each team fights to capture all of them. So, you know, one team can own a crystal and the other team can capture it and it kind of goes back and forth. So it's kind of like a tug of war in that sense. The towers provide a focal point of combat, forcing your team to work together first to take the shielding down around the tower, then to attack the tower itself. Try to backdoor a tower and you will get blasted by an aerial bombardment. I learned this the hard way. The gameplay itself is very fast paced with a low time to kill, combined with short respawn times. You're able to switch classes when you respawn, adding an element of strategy, having a hard time pushing through, pick up a tank and use your walls, health pool and crowd control to allow your team enough time to take down a crystal. Combat is deceptively skill based on the surface. It seems like it'll be easy to just blast through your enemies. But with that low TTK, you'll need to combine your movement and offensive abilities in order to survive long enough to punch people in the face. The team currently consists of three of us. It's myself, my brother and one of my best friends since high school. So in terms of roles, I'm the developer, artist, animator. My brother is in charge of sounds and the other guy, my friend, he's in charge of the more business legal strategic side. And naturally, being a small team, we all chip in in various tasks and ideas. In terms of experience, personally, so first of all, I'm a software engineer by trade. I've been creating games as hobbies for probably 15 years. Yeah, about 15 years. For the most part, they've been smaller, just kind of hobby for fun type things, not haven't really tried to release anything major up till this point. It's fairly similar for my friends, my brother and my friend. My brother's been doing a lot of sound for quite a while. He's enjoyed creating music. While there are several people working on the game, Mokazon seems to be the only developer. While there are certainly drawbacks to not having a huge company behind the scenes, it does provide a uniquely intimate experience. If you have a problem or suggestion, you can speak directly to Mokazon in the Discord. For first release, we plan to be on Steam as well as we'll have our own launcher. And we're looking into a couple of the other kind of game platforms, like the Epic Game Store, I think Discord has one now. So that's like the first phase of release. If the game is successful and the community would like it, we're definitely willing to expand to consoles. I think the first console we would consider going to would be the Nintendo Switch, just because I think it fits the game fairly well. But the answer is I think that first of all, we're going to be on PC and then probably shortly after Linux and Mac. And if it's successful, then consoles, yes. While most of my audience are avid PlayStation fans, Revenblade does kind of scream Switch. In a very refreshing turn of events for games that I tracked, you could actually play this one already. For now, if you're interested in testing the game, you could join the Discord where the game files will be provided prior to a playtest. You can also download an offline client to test things out and get a feel for the map anytime you want. You could stop watching this and go do that like right now if you want. The offline mode, however, isn't up to date with the testing clients, so expect that there will be some disconnect between what you run around with on your own versus a real match. So the game is playable currently in kind of an early alpha state. We try to have play tests every week or so, which you can join just by joining our Discord channel. We're aiming at having a full release this year. We don't have the specific date finalized yet, but we're getting closer to that every day. As I mentioned in the beginning, this game is perfect for people in a budget, and this is somewhat by design. Low poly models with associated map apps and huge particle effects allow this game to be ran without the need of a super expensive graphics card. You can run this on whatever shit laptop your parents bought you for college. There is a couple reasons that we decided to go with this kind of low poly flat style look. First and foremost, obviously, I personally, as an artist, I like the aesthetic of it and, you know, I'm not going to make something I don't like. So that's, you know, the first thing. Second thing is being a small team. We want to stay fast on our development time, and a low poly style is very useful for that. We don't have to spend a ton of time making super realistic and detailed assets. So this helps our iteration and development time. And the other reason, well, thirdly, let's say, it really helps with performance for low end devices. So, you know, the game is even playable on mobile phones, which you couldn't save for probably many games. And a lot of that is due to the graphic style that is very friendly on hardware. The final reason is that having a simple and clean graphic style makes the gameplay a lot more, let's say, apparent to what's happening. So you take a game, you take a game that has super realistic graphics and it's multiplayer. So yes, it looks cool, but it can be super frustrating when it's hard to tell what's actually happening because players blend into the backgrounds, you know, stuff like that. You get one shot out of nowhere. You have no idea where they even were. Many people will not like the art style, especially if you're coming from the super detailed world of Paragon. That's fine. Everyone is entitled to their own opinions. I personally think that the low-poly can look good if done with intent. The heroes of Revenblade have a unique origami look that I enjoy. Mokaza makes all the models and animations in Blender. Yeah, so Revenblade is a game that we're primarily creating for ourselves as developers. So we're trying to make a game that's super fun, focuses mostly on outplaying your enemies and is super easy to access for new players. We're trying to stay very fast in terms of development iterations. So if any of you are willing to join our play tests and give any feedback, we try to stay efficient in terms of adding more features and listening to the community. So I think if we get lots of people playing it, we can really build a fun game together. There you have it, folks. I truly hope some of you give this one a try, mainly because I got my ass handed to me by people that have been playing this for months and I need some fresh meat to feed on. While the low-poly style will turn some people off, I think if you give it a go, you'll find that Revenblade is a blast to play. If you enjoyed this video, be sure to like and subscribe. Next up, I'll be covering the most ambitious game of 2019, Raid Shadow Legends. Damn, just fucking with you, that game blows. MANGOOOOOO!