On a cloud-like island suspended in the sky, there lies the enigmatic artifact known as Awaysis, which pours water upon the creatures dwelling beneath like gentle rain showers until, without warning, it ceases, leading to widespread drought and chaos. Enter our fearless protagonist, the clever fox named Auro, who embarks on a quest to uncover the truth behind this anomaly. Yet, what truly sets this adventure apart is the opportunity to wield your sword in mid-air, striking down adversaries from the edge of the floating island, sending them hurtling towards the world below.
The unique aspect that sets Awaysis apart is its combat system, which developer 17-Bit labels as a “dungeon brawler,” not a “dungeon crawler.” While creative director Jake Kazdal draws inspiration from various sources, such as the 16-bit Secret of Mana and Minecraft Dungeons, these games primarily focus on improving your gear to increase damage numbers. However, Kazdal has grown weary of the continual emphasis on damage numbers, as well as the repetitive animations and responses that deliver them to enemies. In contrast, Awaysis’ combat is powered by a sophisticated physics simulation that stands out due to its uniqueness.
During my visit to the Kyoto studio, he shared with me that they were working on something substantial, not typical animated sequences or synchronized actions. Instead, it was raw, unscripted physical combat, yet maintaining a timeless, classical appearance.
Modern video games often rely heavily on physics systems for gameplay mechanics, such as in games like Half-Life 2 and The Legend of Zelda: Breath of the Wild. In these instances, the player’s actions influence the game environment, but the environment itself does not reciprocate or adapt to the player’s actions.
In simpler terms, Kazdal explained that during gameplay, each time you use your sword to attack, the reaction will be predictable and repetitive, lacking nuance or variety, making the combat feel rigid and routine.
17-Bit takes inspiration from physics-based games like Human Fall Flat and Gang Beasts, which offer a responsive weight to gameplay that players can react to. However, the creators at 17-Bit share some concerns about the sticky and slow feel of these games. To address this, they have developed their own custom physics tools with the goal of delivering the crisp, immediate responses characteristic of classic arcade games, while still allowing for unpredictable, dynamic gameplay outcomes.
He described that our goal is for there to be an animated target response when I strike a wall with my sword, which includes a recoil effect. However, instead of just relying on the physical information and animation data, we aim to simulate how much the sword will actually bounce back by incorporating both types of data.
In many ways, the physics in this animation are significantly influenced by the size and type of melee weapon you carry. This could be one reason why your character is a small creature brandishing comically large weapons, or it might simply reflect Kazdal’s penchant for using the claymore in Dark Souls.
He mentioned that we aimed to make your physical interactions highly legible, even when viewed on a compact screen, because the weapons play a significant role in the production.
Fundamental sword moves can be either thrusts or cuts, carried out by pressing either a pad or trigger, and the direction of the strike depends on whether you’re pushing buttons on the left or right side of the control unit. The strength of these attacks is amplified when you keep the button pressed, as your blade fills with bright color, resembling an in-game energy meter. A brief press results in a light but swift strike, while a full charge delivers enough force to knock adversaries back, similar to a baseball throw. Simultaneously pressing both triggers propels Auro into the air with an ascending cut, reminiscent of Ryu’s Shoryuken from Street Fighter, while doing so in mid-air will cause a powerful downward strike capable of shattering crates or other constructions.
As a devoted player, I find that my tool serves a dual purpose – both offense and defense. By adjusting the right joystick, I can strategically position my weapon to ward off incoming attacks. Timing is crucial here; if timed correctly, I can even counter an opponent’s strike, sending their weapon flying back with a satisfying ‘boing’, leaving them momentarily disoriented as stars dance around their character, much like the classic Looney Tunes cartoon chaos.
Sliding isn’t only about weapons; it also allows you to move swiftly across the ground. Utilizing inclined surfaces can significantly increase your speed. With sufficient momentum, you can break through crates or even use it as a tactic to knock back opponents.
Combined, these features suggest that Awaysis isn’t typical of dungeon crawlers, despite their isometric visuals. The diverse platforms and objects within each room echo the arenas in Power Stone, with an additional feature allowing you to knock out opponents by throwing them off the edges.
Enemies on the floating island won’t simply wait for you to eliminate them; instead, they will actively strategize. This is something 17-Bit has consistently emphasized in their games, from their initial tactics game Skulls of the Shogun to the wildlife in VR survival adventure Songs in the Smoke. As I meet a group of long-eared imps, I observe how they avoid standing near platform edges, and just as I prepare to parry an attack, one of them surprises me by stepping forward for a push.
According to Kazdal, they exhibit instincts for survival, devise strategies, and communicate among themselves. Our aim is to create an immersive experience for the enemy, making them seem like a real player alongside the user.
In his opinion, the AI in Halo’s enemy characters is extraordinarily impactful, especially when you opt for the toughest setting within Awaysis missions. Enemies in Awaysis become weaker and might even flee, and they’ll also attempt to steal any nearby food to recuperate. Since consuming an item takes time, there’s a brief window for you to disrupt them while they eat, enabling you to reclaim the item for your own use. This game design intentionally incorporates messiness, which results in each combat encounter feeling unique and keeps players alert.
In the course of the game, you’ll find it’s somewhat a matter of accumulating numbers, as you progress and enhance your equipment. The loot drops are randomized, with buffs and upgrade paths generated procedurally, making it appealing to replay missions. These missions will also adapt as tougher enemy types emerge upon return visits. However, the essence of Awaysis lies not in extensive RPG structures but in the immediate gameplay experience, for which Kazdal has a distinctly technical terminology.
He explains, “I refer to them as FPS – Frames Per Second. I am captivated by racing games that demand focus on momentum, weight, and timing for each frame. In Awaysis, your Frames Per Second (FPS) is significantly higher than in a game like Diablo, where you can simply click without being completely engaged. This game requires you to earn every hit, every block, making it highly physical. As a result, it’s designed to have exceptionally high FPS!
Awaysis is coming soon to Xbox Series X, PS5, and PC.
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2025-06-27 01:39