Towerborne is a fairly drastic departure from the Banner Saga sequence, developer Stoic Studio’s spectacular set of story-driven technique video games. However even with only a brief take a look at it, it is simple to see a number of the acquainted Stoic DNA in Towerborne. It carries an exquisite artwork model that recollects a hand-drawn aesthetic, just like Banner Saga, and that provides it a robust vibrancy.
I performed a brief demo of Towerborne at Xbox’s latest Gamescom occasion in Los Angeles, which gave a really fast take a look at its moment-to-moment fight gameplay. Towerborne is a side-scrolling co-op action-RPG that takes its inspiration from beat-em-ups. There’s clearly a whole lot of inspiration being drawn from old-school arcade entries within the style, however Towerborne separates itself by way of a fight system that features a wide range of combos and particular strikes, providing one thing slightly deeper than simply mashing buttons.
First, Towerborne helps you to regulate your preventing model primarily based on the weapons your character makes use of, and from the sound of issues, you’ll be able to change these weapons ceaselessly to present your self new choices. I teamed up with one other journalist to run by way of the demo, beginning with a personality who dual-wielded daggers. The preventing model for that character was fairly quick and frenetic, slashing away at shut vary and mixing in kicks for heavy assaults.
Every character has entry to mild and heavy customary assaults, which might be linked collectively to create combos that set off totally different assault animations. As an illustration, I might lower up opponents with my daggers utilizing mild assaults, or hearth off a heavy combo with a sequence of kicks, however linking them collectively triggered a brand new set of combos wherein I might kick some enemies up within the air.
The combo potential was much more notable for the second character within the construct who carried a heavy membership with two arms. The blunt finish of the membership contained one thing like a furnace that may very well be used to belch flame and set enemies on hearth with sure assaults. Mild assaults jabbed with the workers finish of the membership, whereas slower heavy assaults swung the membership round for large harm. The mixture of sunshine and heavy, nevertheless, induced the character to take a knee and begin utilizing the membership like a shotgun, belching flame and setting enemies ablaze. Along with the harm accomplished by the assault, the flaming enemies additionally burned for a brief interval, demonstrating that your weapons and their skills can have a whole lot of totally different makes use of towards enemies.
Along with customary assaults, you cost up particular skills which might be particular to your weapons, all of which run on cooldown timers. My dagger character had a particular potential that allowed her to throw a knife at an enemy after which teleport to its location to begin an assault, making it straightforward to cross the battlefield and kick off a struggle. I might additionally throw a sequence of daggers forward of me for large harm towards a single goal, or leap into the air and throw daggers downward, with the knives lingering within the floor to harm opponents who walked throughout them. The strongest assault in my arsenal was a magic area-of-effect assault that might trigger a large explosion after a brief interval. Leaving the lure behind was nice to catch small enemies as they charged towards us.

The membership character had some comparable strikes, one which induced him to spin round like a prime and slam enemies with the membership for prolonged harm, and one other that had him leaping within the air and blasting the bottom with flame to create a harmful impact. As a substitute of a magic explosion, his AOE assault induced the bottom forward of him to erupt in a straight line.
The demo’s degree was a brief one, with the 2 of us working our approach throughout grasslands, preventing off enemies like moles and bandits on our approach from proper to left. Sometimes, we would struggle off a number of waves that might hold coming, requiring us to smash up an enemy spawn level like a tent. It is pretty customary beat-em-up stuff, however with the number of strikes Towerborne affords in fight, alongside a dodge quickstep and a roll, the sport takes on extra of a sense of an ARPG performed from a side-scrolling viewpoint. And like in an ARPG, the fight loop in Towerborne places a giant deal with discovering the correct instances to maximise the effectiveness of your skills and managing their cooldowns.
The remaining second of the demo culminated in a giant boss struggle with Pangojira, an enormous pangolin creature flanked by a bunch of smaller burrowing monsters. With the 2 of us, we naturally gravitated towards dividing the labor of the fight–focusing on the boss when potential, and splitting as much as take out the smaller enemies as they appeared. If we had been fast, we might cease the smaller enemies from attacking in any respect by hitting them as they had been burrowing out of the bottom, knocking them out in a single hit. That turned an necessary option to handle their numbers, as the sport would throw what felt like 30 pangolins at us at a time. Along with the boss, it may very well be robust to handle, particularly as a result of every pangolin might climate a fairly vital beating earlier than dying.
The boss itself rolled out the sorts of assaults you may count on to see in a beat-em-up like this. It could bounce across the enviornment, sending shockwaves throughout the bottom that we wanted to leap over, or throw rocks into the air that might fall throughout the battlefield and power us to dodge away. It attacked fairly ceaselessly, too, which meant that it was necessary for us to get our hits in as quick as potential earlier than getting away from its very lengthy attain. Towerborne punishes you in the event you’re not paying attention–big hits will ship you flying, leaving you surprised on the bottom for some time.

Motion is a bit clunky and sluggish, too, which implies which you can’t depend on simply operating and dodging to get round enemy assaults; as a substitute, it’s a must to watch your opponents, perceive how they transfer, and anticipate their greatest and quickest blows so that you’ve got sufficient time to get away from them.
If we hit the pangolin boss laborious sufficient, nevertheless, we might stun it for a bit, permitting us to deal large harm with all our skills. The pyroclast might additionally use its skills to set the boss on hearth for slightly further chip harm, as properly. We tended to divide our labor between me, with my daggers, cleansing up the little guys, whereas my associate laid into the boss along with his harder-hitting strikes. There have been just a few factors the place the struggle acquired slightly hairy–take an excessive amount of harm and, like in most video games, you may drop to your knees, requiring both a teammate to revive, or burning what gave the impression to be a spare life to revive your self. For probably the most half, although, sensible use of our particular strikes was sufficient to maintain the sector away from enemies whereas we whittled down the boss’s well being to complete it off.
Our take a look at Towerborne was fairly transient, focusing solely on moment-to-moment fight. We all know Towerborne has a whole lot of live-game programs, is closely targeted on chasing loot, and has a really Future-like really feel for lots of its systems–Bungie alumni are among the many growth workforce and some of the alternatives that evoke the decade-old MMO.
What we noticed, although, has promise. It took a bit to get used to the sport, particularly in its motion and dodge programs, that are slower than you may count on and thus aren’t conducive to twitchy, reactive play, as a substitute requiring you to be extra deliberate about the way you have interaction enemies. However that is additionally in line with the arcade beat-em-ups of the ’90s that Stoic is riffing on, and the ARPG additions to the gameplay like a number of particular strikes, alongside deploying attention-grabbing combos you should use to use enemy weaknesses, really feel like sensible updates to traditional gameplay, a minimum of in our brief take a look at it.
Towerborne is ready to launch on PC, Xbox Collection X|S, and Xbox Sport Move on September 10.
