Melee combat is composed of quick combos executed with the left and right mouse buttons, charge attacks, and hard-to-time counters.
There are ranged and melee weapons of different rarities, including bows, muskets, katanas, handheld cannons, greatswords, and spears.
Outside of abilities, players start with nothing and must scavenge for weapons, armor, stat upgrades, and consumables.
There are seven characters, including one pre-order bonus character, and each has a special ability and an ultimate ability, such as brief invisibility, a healing circle, or in Tianhai’s case, the power to transform into a giant.
60 solo players or 20 teams of three fight each other across a large fantasy map in the standard battle royale format: a shrinking death circle restricts the playspace over time, and the last player or team standing wins.
If you didn’t get a taste of it in the betas, here’s a rundown of how Naraka works: For me, it was the understanding that Naraka: Bladepoint is a pretty good videogame. For travelling monk Tianhai, that was a Cultivation reward tier in one of a reckless number of progression systems. It seemed pretty bad.Ī few more hours and one heartbreaking second place finish later, however, and my favorite character and I both achieved Greater Understanding. The progression and monetization systems look like work, the English localization is sloppy, and your first match is against bots who behave more like dust particles caught in air currents than players. Martial arts battle royale is a great idea, but I was disappointed by the execution from Hangzhou-based studio 24 Entertainment. When my Naraka: Bladepoint playtime was still within Steam’s two hour easy refund window, I was not having fun.