The Chivalry 1 fan favourite "arrow cam" - which is like a GoPro attached to arrows you fire - wasn't in the Betas, and isn't coming at launch… but after hearing so many requests for it, of course we're adding it as soon as we can.Ī server browser on console platforms was a feature that, while not that common in console multiplayer games, can still add a lot to the social experience and was something we saw a lot of requests for during the Betas. We also heard feedback from players about features they felt that were missing. That's also something we're committing to adding more of, post launch. People really took to that stuff (for obvious reasons) as well as the roleplay aspects of the game - we are therefore going to ensure there more of that kind of thing coming down the line, post launch with each content update.Ĭharacter customization was clearly also very important to how players express themselves and enhance the fantasy of being a medieval knight. Picking up wagon wheels or town bells and yeeting them at other players, or forming a gang with allies (and even enemies) where you're all holding chickens on fire and squat-dancing. In the Betas, it was fun to see how level item pickups became such a popular thing.
CHIVALRY 2 BETA END TIME MOVIE
Our ambitious, large-scale Team Objective mode maps were also very much at the heart of that and it's been awesome to see how people enjoy our vision for epic scale maps that feel straight out of a medieval movie scene - people want even more of that, and more will be coming! We think we really nailed that feeling, by trying to ensure a low-friction, low-frustration level experience where even new players to a skill-based game won't be discouraged and will immediately get to the core fun. Even if you're losing, you're always having fun. Quite simply, the biggest and best feedback we heard was that players were having fun! It sounds like a trite answer but there was so much thought put into the experience of playing Chivalry 2 that was considered with a "fun first" approach from our team - from the moment you spawn into a map, the activity between fights, the struggle as you're capturing objectives, the time you can spend socializing with other players.
What were some of your biggest takeaways from the cross-play beta regarding areas players particularly enjoyed or ones where improvements might be needed?