1998 saw the release of Die by the Sword, a groundbreaking adventure action game from the creators of the Call of Duty series. This game featured an innovative combat system and was renowned for its high level of difficulty, even before the term “soulslike” came into existence. However, despite their ambitious plans to set new standards, the market proved to be a harsh critic.
Damsel in distress
Let’s discuss the narrative before delving into the thrilling encounters. The title transports us to an enchanting realm brimming with magic and fantastical beings such as kobolds or orcs. In this tale, the noble knight Enric is tasked with rescuing a damsel in distress who has fallen prey to the malevolent sorcerer Rastegar’s clutches. Essentially, the plot is straightforward, despite our hero uttering phrases as bold as a medieval Duke Nukem; however, the story acts mainly as a canvas for the engaging gameplay experience.
As a gamer diving into this adventure, I can tell you that the narrative is more of an excuse for combat. It’s quite unusual since even with over 10 pages dedicated to it in the user manual, the storyline isn’t heavily emphasized within the game itself. The character Enric, whose background includes farming, slavery, and military service, has a rich history, but unfortunately, most of these details aren’t reflected in the actual gameplay.
Watch how you swing that
In “Die by the Sword”, players delve into a third-person experience where mastering our swordplay is crucial. Unlike many other games from that era which relied on basic clicking and animations, Treyarch took it to another level with their innovative approach. They devised a unique VSIM (Virtual Simulation) system – this system mimicked realistic movements, revolutionizing hand-to-hand combat for games of its time. This allowed us to have complete command over our character’s armed limb.
The VSIM technology is shaping up to be the true next step in animation and character management. Die by the Sword will undoubtedly become a timeless classic, recognized for establishing new benchmarks. (This quote comes from Alan Pavlish, Tantrum – a former division of Interplay.)
In our game, we utilized the number pad to establish the starting point of the sword, and then experimented with various combinations to determine how each strike would be executed. What did it look like in action? Well, getting ready for an attack from the right (“9”), we moved the blade to the left (“7”) with a strong swing. From this position, more experienced players swiftly performed a counter-move (“9”), raising the possibility of decapitation, or they struck the enemy’s torso (“6”). Players also had the option to manage the sword’s position using the mouse.
In this game, you could make slices at various levels, both vertically and diagonally, due to its design. Additionally, unique maneuvers were associated with specific keys for executing them. Properly positioning the sword was crucial for parrying attacks. Since both opponents employed similar strategies, the battle primarily focused on finding openings in each other’s defenses. In terms of new features, Die by the Sword lacked rolling abilities, with jumping being the only additional combat mechanic added to the gameplay.
Mastering mechanics can be challenging, but with time and practice, the sword felt like an integral part of Enric – almost an extension of his arm. The VSIM system was proving useful in making it simpler to sever opponents’ limbs. Developers understood that mastery might not be achievable for everyone due to patience constraints, so they included an alternative control scheme, referred to as Arcade mode. This simplified system relies on a smaller number of keys for easier gameplay.
Challenge not only for masters
In the game titled “Die by the Sword”, newcomers often found it extremely difficult, despite the adjustable difficulty settings. From the outset, the battles were tough and occasionally prolonged when we failed to penetrate the enemy’s defense. Few players managed to reach the stage where wild sword-wielding transformed into a more strategic form of fencing. Even experienced warriors struggled against opponents at higher levels.
In this scenario, Enric had to navigate through complex obstacles involving trap avoidance, climbing, and jumping on moving platforms. Despite his mastery with a sword, he lacked the agility seen in Lara Croft. This made it effortless for him to slip off the platforms or miscalculate jumps over rivers of molten lava. However, fortunately, the game’s high level of challenge was accompanied by extremely frequent auto-saves, ensuring that our progress was rarely lost.
Fate
Treyarch Studio devised an innovative approach to expanding virtual battles, boasted decent graphics for its time, and featured some amusing dialogue from the main character. Despite a weak storyline and dull level design, the game still managed to garner positive feedback. Nevertheless, the favorable reviews couldn’t prevent Die by the Sword from becoming a commercial flop. In fact, it failed financially, selling fewer than 30,000 copies in the USA by April 1998.
Players still fondly recall the game, largely due to its multiplayer modes, which added an element of friendly competition and excitement, much like playing against friends from the backyard. The campaign was made more enjoyable by the option to command enemies and the ability to customize characters with various weapons.
In October 1998, the Limb from Limb expansion was released, developing the original game further by introducing new creatures and modes. A second, even more simplified storyline was also included. Treyarch studio also created Draconus: Cult of the Wyrm – a hack & slash game from 2000, often considered a spiritual successor to Die by the Sword, initially released only for the Sega Dreamcast console. The game shares similarities with Enric’s adventures but lacks its complex combat system. You can purchase this game along with the expansion on GOG.com for approximately 11 dollars.
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2025-06-07 21:32