Furi showcases its fearsome bosses in new trailer

Get a closer look at the uncompromising new PS4 action game

There is a feeling that I remember from when I was a kid playing video games: the huge, intense satisfaction when I finally beat a level or a boss I had been struggling with for a while. The feeling of learning how to overcome a challenge, with my brain and my thumbs. The combination of understanding and execution felt like a reward in itself. I remember it from games like Super Punch Out, bosses from Metal Gear Solid, combat in God Hand.

There are many games that gave me that feeling, but recently I felt that maybe games try too hard to be ‘user friendly’. Adaptive difficulty, dynamic checkpoints, in-game tips… Everything is explained and balanced to make sure nobody drops out. With Furi, we want to give the player an extreme satisfaction when s/he beats a boss. That means s/he’ll have to sweat a little for it.

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The game is heavily inspired by the Japanese way of making games. It’s not trying to be realistic in its style or animations. It’s fast-paced and requires a lot of timing, reflex, and judgment. When you press a button, the character reacts immediately. It’s part of what makes it “fair.” Too often in modern games, we press a button and then, in order to make the game look realistic, the character will start an animation that “looks good” but “feels heavy,” and is unresponsive, even laggy. Responsive controls feel good and are a must have in a combat game.

The gameplay is the essence of the catch line ‘easy to learn, hard to master’. There are very few buttons to press or abilities to remember. You can slash with your sword, shoot with your gun, dodge and parry. That’s about it. You can charge the slash attack, the gun shot and the dodge. It’ll result in a more powerful slash that stuns the opponent, a more powerful gunshot that knocks him or her down, and a longer dodge. But once you’ve got that, you can play Furi. It’s like a guitar: it has six strings, but you need practice to play it correctly. And there’s no limit to how much you can improve, it’s simple and deep.

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The challenges are mostly based on a simple formula: get warned – react – punish. Dodge a laser. Parry a sword attack. Wait for the weakness in your opponent posture, and BAM, punish. The real depth in the gameplay comes from the differences between the bosses.

It’s not about learning tons of combos to beat the next boss, it’s about how you play a few moves differently to beat a different opponent. Some bosses, or “guardians,” will focus more on shooting, some other will challenge mostly your sword fighting. Some opponents are deadly and will knock you down in two or three hits. Some fights will require a lot of focus over a long time. A fight can last 10 minutes or a hour and a half depending on how you play. And of course, each guardian in the game has one or two special tricks, a special weapon, and ability that makes him or her unique.

In this trailer, we are showing one of the fiercest guardians. She is a tactician, a hunter, a playful mercenary who doesn’t leave anything to chance. She has planned her fight and has weapons to help her win: drones, a laser sniper rifle, a great camouflage, and she can even control every bit of the arena she fights in, raising covers, blocking paths as she wants.

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At first, she’ll hunt you, hidden in her maze, shooting at you while you are distracted by her cyber-bees. You will have to find her, and attack her before she relocates. You’ll get to face her for a while if you can do that, but that’s still playing into her hand.

In order to take her out of her comfort zone, you’ll have to follow her into her nest, in the center of the maze, and knock her out once or twice. Once this is done, she’ll get pissed off and she’ll keep sniping at you while you have to dodge waves of bullets coming fast at you. Eventually, the final challenge is to fight her hand to hand… while she is invisible! This requires sharp reflexes and focus.

I recommend taking a break after beating her. Because I know the guardian that comes after!

We’re interested in hearing your feedback to today’s post and to the trailer. Let us know what you think and if you have questions.

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8 Comments
0 Author replies
1

It looks great! Cant wait to play it.

The game looks beautiful in motion. Everything I read in this post gives me more confidence to get the game day 1 – I’ve been itching for a challenging game and this mashup between bullet hell and hack and slash is amazing. The only part that worries me a bit is where you said that bosses can take up to hour and a half – can we get some clarification for that, because fighting damage sponges is never fun.

2.1

Thanks for the great feedback! About the fight duration, when you fight a new boss for the first time it will take you a bit of time to learn his/her weaknesses, to discover how to beat him/her. But we put a lot of effort making sure the boss patterns and phases are varied enough. It should not feel like fighting a damage sponge!

@ichiwuzy Thanks for the response. That sounds great. The extra time is about learning and perfecting. Looking forward to the next update from you guys.

teh-trickster 09 March, 2016 @ 21:00
3

This looks so stylish!
It’s a mix of an action game and a shoot them up, i can’t believe this is happening!

Is it only boss fighting?
Because you said something about guardians that come after this battle: are they regular ennemies that appear during several instances through the game or it’s a groupe of people that are considered bosses (fighting two or more at the same time)?

You spoke about Godhand and if you drew inspiration from this game it’s gonna be insane!

I can’t wait to see more.

3.1

Thanks, and yes, only boss fights!

What a game! This is going to take us back, to the future. Old school. ANIME-TRON.

looks and sounds really good!

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