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  1. Chivalry: Medieval Warfare 1 06
  2. Chivalry Medieval Warfare Xbox

The latest version of Chivalry Medieval Warfare is 1.0 on Mac Informer. It is a perfect match for Action in the Games category. The app is developed by Torn Banner Studios. Summary: CHIVALRY: Medieval Warfare is a first-person medieval combat game that seeks to deliver the intensity of epic hollywood medieval block busters to the hands of a gamer. CHIVALRY hurls the player into a fictional yet realistic medieval world where the Agathian Knights are battling against the CHIVALRY: Medieval Warfare is a first-person medieval combat game that seeks to deliver the.

Good morrow, knights! In a concerted effort to include our community in the development process of Chivalry 2, we will be releasing a blog series called Code of Chivalry exploring the creative vision of our upcoming game. We are excited to share details with you over the coming months, and we hope you enjoy a peek behind the development curtain.

  • Strong of Body, Brave and Noble: Chivalry and Society in Medieval France. Cornell University Press, 1998. ISBN 0-8014-8548-7; Charny, Geoffroi de, died 1356 (2005). A Knight's Own Book of Chivalry (The Middle Ages Series). Translated by Elspeth Kennedy. Edited and with a historical introduction by Richard W. University of Pennsylvania.
  • Chivalry: Medieval Warfare is up to a better start than War of the Roses. Torn Banner Studios have shunned any historical accuracy or character editing options, but their fighting system is easier to learn, while at the same time offering a surprising amount of depth. Dynamic rather than authentic, these skirmishes are much easier to enjoy.
  • Chivalry Medieval Warfare is skill-based and controls a first-person shooter. Instead of guns and grenades, players are given swords, shields, and longbows. Set in a fictional, yet gritty and realistic world, players will fight in fast-paced online battles besieging castles, raiding medieval villages, and fighting for glory in the arena with up.

Today, we're sharing a prequel to this series, an Edition 0 if you will, reflecting on our past before diving into our plans for the future.

Reflecting on Chivalry: Medieval Warfare

Released in 2012, Chivalry: Medieval Warfare's immediate success blew us away and continued on to exceed our team's wildest dreams. Almost overnight we went from being a bunch of amateur dreamers, who had pieced the game together while working remotely from all over the world, to the overseers of a hit game played by millions.

When it first launched, Chivalry captured a certain kind of gritty, visceral, in-your-face intensity and hilarity that hadn't yet been tapped into in gaming. Whether you were jumping into the sun-soaked Moor for a quick FFA, or waging an epic siege in the atmosphere-heavy Battlegrounds map, we have heard from many of our players that Chivalry 1 felt like a 'moment' in gaming, not just for the melee genre.

We're looking to provide the next 'moment' with Chivalry 2 by reconnecting with our drive and passion to deliver the best medieval combat experience possible. But first, we wanted to recap how we as the developers view the success and downfalls of our first attempt at this ambitious project, several years removed from its launch.

Screenshot via Dobrota.

Here are what we believe are some of the key factors that made Chivalry a success:

What Chivalry got right:

Upon its launch, Chivalry was well-received as a cult hit and its unique appeal launched our indie dream into the best selling title on Steam throughout the week of Christmas 2012. Sure, it was rough around the edges in everything it did, but it captured a certain special combination that somehow let it become greater than the sum of its parts. This is that combination as we see it:

Melee combat – Chivalry's realtime strikes system brought a new level of control over melee combat that allowed for thousands of hours of mastery while promoting player creativity and precision. The combat system represented a unique blend of an FPS and a fighting game and was our approach to capturing the player fantasy of becoming the ultimate swordsman or your favourite medieval movie hero.

It was our goal to draw out the competitive spirit of a warrior in our players. In every life you were up against the odds and had to carve a path through waves of incoming opponents, each time just barely finding a way to survive.

This constant onslaught of challenge and pursuit of mastery was enhanced by the deep satisfaction of landing strikes with real weight that tore enemies limb from limb. This combined to put players into a battle for survival that was meant to engage both the ancient and modern mind, from the chest-beating primitive drive of dominance, to the intellectual joy of outwitting and besting your opponent. Whether you are a matador or a bull, we provided the arena.

Team Objective – Chivalry's vision for an immersive medieval experience was about more than just satisfying combat. Sprawling multi-stage Team Objective maps featured players 'doing as a medieval army would' from slaughtering peasants to besieging castles and slaying kings.

This move away from capturing arbitrary points as commonly seen in other games brought a chance for meaning and gave a sense of progression and place to the world. Team Objective is repeatedly mentioned as part of the core of what made the first Chivalry great. It allowed us to make the landscape more than just a surface to battle upon and instead an immersive journey that captured the atmosphere and romance of the era.

Personality & humor – The scream button, hilarious voice-overs, and blood gurgling death rattles all served to bring the player into the experience and let them make it their own. Chivalry's incomparable tone is no accident, but the result of our attempt to balance the intensity, violence and relentless challenge the game presents, with the offsetting release of Monty Python inspired humour. Whether our players choose to focus on the immersion of roleplaying and the intensity of battle, or just get drunk and lop off heads to release some steam, we made the game to be that ultimate medieval escape.

It also needs to be mentioned what an incredible addition all of the community-made content, maps, and mods contributed to the game. We loved seeing what our players came up with and feel extremely lucky to have had so many people spend their time and effort on helping us make Chivalry what it came to be.

All that said… over time the perception and experience of playing Chivalry soured for many and we feel it is important to be honest and upfront about our negative thoughts looking back as well.

Where Chivalry fell short:

After millions of player hours, years of time in the gaming world, and also just our growing dev experience, we are able to look back more soberly and see the wrinkles far more clearly.

Here's where some of the major problem areas lie:

Failure to address key game issues – This one we hear about the most, and we simply agree it was our biggest mistake. As time and player experience progressed, the combat on Chivalry's servers began a downward trend. Players began to discover novel ways of abusing and manipulating the Real-Time Strikes system ('Dragging') which especially at higher skill levels resulted in animation issues that made the combat difficult to read and frustrating to fight against. These moves were effective enough to become part of the meta of the game and changed the experience, making it confusing and annoying for most players. We should have fixed it, and never did. This was due to a mixture of originally underestimating how much of an issue it was and failing to listen to the right voices in the community.

Polish/Bugs – Aside from the ballerina moves, the most common negative words we heard from the community was that the game feltClunky and Janky. These are odd words, but we took Clunky to mean – 'Feels unresponsive or sluggish without clear indication,' and Janky – 'Looks bad or ‘broken', feels cheap or unfair.' Looking back, this is certainly the case about Chivalry 1's gameplay and is one of the clearest signs of age in the product now. Our lack of experience and inability at the time to deliver a truly polished game is one of the main things that held Chivalry back from a wider audience and better reception.

Onboarding/Clarity – While less mentioned within the hardcore community, we are very aware that confusion is a big part of why many new players didn't come back. The game did not present its depth well. Many players bounced off Chivalry early due to frustration from a sense of hopelessness or not knowing how to get better before they were able to appreciate the intricacies of high-level play. While it could be fun and skillful once you got over the hump, its early game was oppressive and new players were punished in ways that felt unfair and were ultimately pushed away. Low-rank beginner servers were a bandaid solution that never addressed the underlying issues and made for a rude awakening at level 16.

Poor communication – We as a studio struggled to navigate our relationship with our community. We often failed to communicate the rationale behind design changes, went long stretches being silent and could have done a better job at fostering a closer relationship with our loyal base of players. This combined for some to deliver the impression that we did not care. While that was never true, we understand the sentiment. Ultimately our fear of making mistakes while interacting with the community and desire to just focus on making games led us to mishandle the relationship with our fans and earned a negative reputation for the studio in some circles.

Fostering a sense that we abandon our games – We released the DLC Chivalry: Deadliest Warrior in 2013 as an opportunity to explore a more light-hearted and fun extension of the player fantasies to several new iconic factions (ninjas, pirates, etc.). While cheesy and over-the-top, our team loved working on this project and its faster, more diverse gameplay was enjoyed by some, but ultimately it split the community and led us to have to make a difficult choice about which title to continue to support long-term. We made the decision to return to the base game as a result, and the DLC was left with a short lifespan.

Add to this our tone-deaf announcement of 2017's Mirage: Arcane Warfare to a community that was desperately wanting us to focus our efforts on capturing the potential of Chivalry by addressing its core issues, and the sense of abandonment felt by some of our fans becomes clear.

We should also emphasize that despite not addressing some of the core issues as noted above, we did continue to fully support Chivalry for over 3 years. We added a substantial amount of free content and upwards of 40 significant patches, long after it was profitable for us to do so. However, we understand that players feel like the exploits and other issues mentioned here should have been addressed in a more complete way and that our failure to do so ultimately hurt the game.

Despite these flaws and mistakes, we look back on Chivalry today with a mixture of pride and determination to capture the potential we left on the table, as we continue our work on Chivalry 2.

In our next blog, we'll dive right into the nitty-gritty of Chivalry 2 as we continue to reveal the Code of Chivalry.

In the near future, we also plan to reflect on our studio's second title, Mirage: Arcane Warfare.

Obviously there are many more things that went well and not so well, but we wanted to touch on what we felt were the biggest items and ask our community: what did you love/hate about the first Chivalry? Please get in touch via our social media platforms below.

Written by Steve Piggott, with files from Jennifer Stuber.

To stay up to date with everything we're saying, read our FAQ or visit the blog for more information about our upcoming game.

Discord: https://discord.gg/chivalry2
Twitter: https://twitter.com/chivalrygame
Facebook: http://www.facebook.com/Chivalry2/
Forums: https://forums.tornbanner.com/

Torn Banner Studios through the years, 2013-2019.

Chivalry: Medieval Warfare
Developer(s)Torn Banner Studios[a]
Publisher(s)
  • Torn Banner Studios
  • Activision(consoles)
Director(s)Steve Piggott
Producer(s)Steve Piggott
Designer(s)
Programmer(s)Michael Bao
Artist(s)
  • Tyler Brenot
  • Richard Yang
  • Rickard Drakborn
  • Yan Le Gall
Composer(s)Ryan Patrick Buckley
EngineUnreal Engine 3
Platform(s)
Release
  • Microsoft Windows
  • October 16, 2012
  • Xbox 360
  • December 3, 2014
  • PlayStation 3
  • February 10, 2015
  • OS X, Linux
  • February 25, 2015
  • PlayStation 4, Xbox One
  • December 1, 2015
Genre(s)Hack and slash
Mode(s)Single-player, multiplayer

Chivalry: Medieval Warfare is a multiplayer-focused hack and slash developed by Torn Banner Studios as their first commercial title.[1] The game is set in a fictional world resembling the Middle Ages and offers similar gameplay combat to the Half-Life 2 mod, Age of Chivalry. On September 20, 2012, a trailer was released which set the release date to October 16, 2012.[2] The developers had confirmed that the game would be PC exclusive initially, but in October 2014, they confirmed that the game would be coming to PlayStation 3 and Xbox 360 in December 2014.[3][4] A standalone expansion pack called Chivalry: Deadliest Warrior was announced on August 23, 2013, as a tie-in for the television series Deadliest Warrior.[5] It was released on November 14, 2013.

Gameplay[edit]

Chivalry: Medieval Warfare has improved graphics (bottom) over the original Age of Chivalry(top). In both shots, a player uses his sword to guard from an attacker.

Chivalry has similar gameplay mechanics to Age of Chivalry, a Half-Life 2 mod created by some same developers.[1][2] Combat is primarily melee,[6] carried out from either a first person or third-person perspective using medieval implements of war: swords, maces, longbows, and other weaponry of the time are used to hack, smash, and rain arrows down upon enemies.[2] The game also features ballistae, catapults, and boiling oil to use on enemies and their fortifications.[6] Online matches are affected through objective-based gameplay, such as breaching a castle gate with a battering ram or looting a foe's camp.[2] While the game does not have a single-player campaign, there are plans to create an offline mode in the future.[6]

In the game, the fictional nation of Agatha is in a civil war, with two factions – the Agatha Knights and the Mason Order – vying for control of the region.[7] Players pick their sides and choose from four character classes, each with a different set of skills and choice of weaponry.[7]

The game also features large amounts of exaggerated gore.

Game modes[edit]

Chivalry: Medieval Warfare features a number of game modes. The main game modes are:

Free For All: Every player fights only for themselves. The player with most score when the time runs out is declared the winner.

Duel: Players fight in a tournament and compete in 1v1 matches. When the player is dueling with another player, the other players are having their own duels at the same time. The player who has the most victories in the end wins.

Team Deathmatch: Two teams fight against each. Both teams have the same amount of resources at the beginning of a game. The game ends when either team runs out of their resources and their remaining players on the battlefield are killed. Clocker 1 1 1.

Last Team Standing: Two teams fight in an arena and each player has only one life. The arena features environmental hazards like wall spikes and fire towers. The team with players still alive at the end wins a round.

Photo album expert 3 0 – templates for adobe photoshop. King of the Hill: Two teams try to hold an area in the middle of the map. First team to hold the area for a certain amount of time wins.

Capture the Flag: Both teams have to capture a flag from enemy base and bring it back to their base, while defending their own flag. First team to reach 3 captures wins.

Warfare

Team Objective: Players play in either the attacking team or defending team. The attacking team must complete various objectives like pillaging a village, pushing a battering ram to the enemy gates and killing the king while the defending team must stop them.

Classes[edit]

Player can choose one of four playable classes. The four classes are the same for both Agatha Knights and Mason Order, the only difference being the color and style of their armor.

Archer: Archers use weapons like bows and javelins to attack from afar. Archers also have shortswords or daggers for close combat. Archers have barely any armor and should only draw their blades when necessary.

Man-at-Arms: Men-at-Arms are the most nimble of all classes. They use one-handed weapons, like swords and maces, and are equipped with a shield for more effective blocking. Their armor is not as good as other melee classes, but they can make use of their speed to their advantage, as they are fast and can perform dodges.

Vanguard: Vanguards use long weapons, like polearms and greatswords, and prefer to stay a bit farther from the enemy. After sprinting for a while, they can perform a deadly sprint attack that does massive damage and heavily puts the enemy off balance if the attack is blocked. Vanguards have a drawback in which they cannot use shields, unlike other classes.

Knight: Knights are the heaviest of all classes. They use large, two-handed weapons, such as the longsword and battleaxe. They can also use bigger shields than the other classes. Sacrificing speed for armor, they are the slowest class in the game, as they move very slowly and their attacks leave them open for longer periods of time than other classes. The unique skill of the Knight allows him to wield a main sword (but not the axes or hammers) in a single hand, use a shield, or increase his speed at the expense of base damage.

Primary Weapons[edit]

The four different classes use weapons mostly faithful to their medieval counterparts.

Archer: Archers use ranged weaponry like longbows, short bows, war bows, crossbows, light crossbows, heavy crossbows, javelins, short spears, heavy javelins, and slings.

Man-at-Arms: The light and nimble Man-at-Arms uses one-handed weaponry such as broadswords, Norse swords, falchions, hatchets, war axes, Dane axes, flanged axes, morning stars, quarter staffs, and holy water sprinklers.

Vanguard: Vanguards use two-handed weapons with a long reach, which include greatswords, claymores, zweihänders, thrusting spears, forks, brandistocks, bardiches, billhooks, halberds, and pole hammers.

Knight: The heaviest class in the game uses strong and heavy weapons which hit slow and hard, e.g. flails, broadswords, war hammers, throwing axes, and war axes.

Development[edit]

The game is based on the free Age of Chivalry mod for Half-Life 2.[1][2][8] The developers revamped the combat system from the mod, making changes to both melee and ranged combat.[2]Chivalry also features interactive environments and a 'more intuitive' movement system, as well as new graphics and animations.[2] The original mod was created using Half-Life 2'sSource game engine, whereas Chivalry was developed with Unreal Engine.[2] The game was first announced under the title Chivalry: Battle For Agatha on May 20, 2010, but has since changed its name to the current title.[1][9] On September 15, 2012, Chivalry was successfully funded on Kickstarter.[10][11]

Reception[edit]

Critical reception[edit]

Reception
Aggregate score
AggregatorScore
MetacriticPC: 79/100[12]
PS4: 58/100[13]
XONE: 51/100[14]
Review scores
PublicationScore
Destructoid8.5/10[15]
Eurogamer8/10[16]
GameTrailers8.6/10[17]
IGN7.9/10[18]
AusGamers9/10[19]

The game received generally favorable reviews with a Metacritic score of 79/100 based on 24 different critics[12]. IGN gave it a 7.9/10, praising its medieval style ultra-violent multiplayer gameplay, but also mentioned that the game had a limited number of classes.[18]AusGamers gave the game a 90/100 noting that the game's only downfalls were the lack of different environments and a few bugs.[19]

Sales[edit]

In August 2013 it was announced that the game has sold 1.2 million copies.[20] As of October 2014, the game has sold 2 million copies.[21]

Sequel[edit]

A sequel, Chivalry 2, was announced on June 10, 2019 and is expected to be released in 2021.[22] The game will be released on PC, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X/S, with cross-platform play supported on all platforms.[23]

See also[edit]

References[edit]

Notes[edit]

  1. ^Ported to PlayStation 3 and Xbox 360 by Mercenary Technology, ported to PlayStation 4 and Xbox One by Hardsuit Labs

Footnotes[edit]

  1. ^ abcdPriest, Simon (March 22, 2011). 'Chivalry: Medieval Warfare reveals, 'first-person medieval online''. StrategyInformer.com. Archived from the original on March 25, 2011. Retrieved October 15, 2011.
  2. ^ abcdefghCaoili, Eric (March 18, 2011). 'Chivalry: First-Person Online Medieval Combat'. GameSetWatch.com. UBM TechWeb. Retrieved October 14, 2011.
  3. ^Rios, Nate (March 13, 2011). 'Chivalry: Medieval Warfare PAX Preview'. Curse.com. Retrieved October 15, 2011.
  4. ^Preston, Jack
  5. ^Savage, Phil (August 23, 2013). 'Chivalry: Deadliest Warrior announced – a historical battle royale for the medieval FPS'. PC Gamer UK. Future plc. Retrieved September 12, 2013.
  6. ^ abcMeer, Alec (March 22, 2011). 'Chivalry Is Unrealistic'. Rock, Paper, Shotgun. Retrieved October 14, 2011.
  7. ^ abLincoln, Ross (May 20, 2010). 'Return to the Age of Dysentery with Chivalry: Battle For Agatha'. GameFront. Retrieved October 15, 2011.
  8. ^'Age of Chivalry on Steam'. Steam. Retrieved November 5, 2011.
  9. ^O'Connor, Alice (May 20, 2010). 'Medieval HL2 Mod Age of Chivalry Going Commercial'. Shack News. Retrieved October 15, 2011.
  10. ^'Chivalry: Medieval Warfare on Kickstarter'. Kickstarter. Retrieved September 15, 2012.
  11. ^'AAlma Mater – Kickstarter. Steve Piggott: 'I have always loved medieval times!''. Gamestar.ru. Archived from the original on February 22, 2014. Retrieved February 14, 2014.
  12. ^ ab'Chivalry: Medieval Warfare for PC Reviews'. Metacritic. Retrieved June 18, 2013.
  13. ^'Chivalry: Medieval Warfare for PlayStation 4 Reviews'. Metacritic. Retrieved March 10, 2020.
  14. ^'Chivalry: Medieval Warfare for Xbox One Reviews'. Metacritic. Retrieved March 10, 2020.
  15. ^Fraser Brown (October 16, 2012). 'Review: Chivalry: Medieval Warfare'. Destructoid. Retrieved September 30, 2014.
  16. ^Rich Stanton (October 28, 2012). 'Chivalry: Medieval Warfare review'. Eurogamer.net. Retrieved September 30, 2014.
  17. ^'Chivalry: Medieval Warfare Review'. GameTrailers. Retrieved September 30, 2014.
  18. ^ abNathan Meunier (October 29, 2012). 'Chivalry: Medieval Warfare Review'. IGN. Retrieved September 30, 2014.
  19. ^ abGunSlingerAUS (October 19, 2012). 'Chivalry: Medieval Warfare Review'. AusGamers. Retrieved September 30, 2014.
  20. ^'Chivalry: Medieval Warfare Sells 1 Million Copies'. chivalrythegame.com. August 12, 2013. Retrieved August 13, 2013.
  21. ^Matulef, Jeffrey (October 14, 2014). 'Chivalry: Medieval Warfare gets a release date on consoles'. Eurogamer. Gamer Network. Retrieved November 15, 2014.
  22. ^Peppiatt, Dom (September 3, 2020). 'Chivalry 2 delayed into 2021'. VG 247. Retrieved September 3, 2020.
  23. ^'Chivalry 2 Coming for PS5 & Xbox Series X With Cross-Play With PS4, Xbox One, & PC'. Twinfinite. Retrieved June 10, 2020.
Medieval

Team Objective: Players play in either the attacking team or defending team. The attacking team must complete various objectives like pillaging a village, pushing a battering ram to the enemy gates and killing the king while the defending team must stop them.

Classes[edit]

Player can choose one of four playable classes. The four classes are the same for both Agatha Knights and Mason Order, the only difference being the color and style of their armor.

Archer: Archers use weapons like bows and javelins to attack from afar. Archers also have shortswords or daggers for close combat. Archers have barely any armor and should only draw their blades when necessary.

Man-at-Arms: Men-at-Arms are the most nimble of all classes. They use one-handed weapons, like swords and maces, and are equipped with a shield for more effective blocking. Their armor is not as good as other melee classes, but they can make use of their speed to their advantage, as they are fast and can perform dodges.

Vanguard: Vanguards use long weapons, like polearms and greatswords, and prefer to stay a bit farther from the enemy. After sprinting for a while, they can perform a deadly sprint attack that does massive damage and heavily puts the enemy off balance if the attack is blocked. Vanguards have a drawback in which they cannot use shields, unlike other classes.

Knight: Knights are the heaviest of all classes. They use large, two-handed weapons, such as the longsword and battleaxe. They can also use bigger shields than the other classes. Sacrificing speed for armor, they are the slowest class in the game, as they move very slowly and their attacks leave them open for longer periods of time than other classes. The unique skill of the Knight allows him to wield a main sword (but not the axes or hammers) in a single hand, use a shield, or increase his speed at the expense of base damage.

Primary Weapons[edit]

The four different classes use weapons mostly faithful to their medieval counterparts.

Archer: Archers use ranged weaponry like longbows, short bows, war bows, crossbows, light crossbows, heavy crossbows, javelins, short spears, heavy javelins, and slings.

Man-at-Arms: The light and nimble Man-at-Arms uses one-handed weaponry such as broadswords, Norse swords, falchions, hatchets, war axes, Dane axes, flanged axes, morning stars, quarter staffs, and holy water sprinklers.

Vanguard: Vanguards use two-handed weapons with a long reach, which include greatswords, claymores, zweihänders, thrusting spears, forks, brandistocks, bardiches, billhooks, halberds, and pole hammers.

Knight: The heaviest class in the game uses strong and heavy weapons which hit slow and hard, e.g. flails, broadswords, war hammers, throwing axes, and war axes.

Development[edit]

The game is based on the free Age of Chivalry mod for Half-Life 2.[1][2][8] The developers revamped the combat system from the mod, making changes to both melee and ranged combat.[2]Chivalry also features interactive environments and a 'more intuitive' movement system, as well as new graphics and animations.[2] The original mod was created using Half-Life 2'sSource game engine, whereas Chivalry was developed with Unreal Engine.[2] The game was first announced under the title Chivalry: Battle For Agatha on May 20, 2010, but has since changed its name to the current title.[1][9] On September 15, 2012, Chivalry was successfully funded on Kickstarter.[10][11]

Reception[edit]

Critical reception[edit]

Reception
Aggregate score
AggregatorScore
MetacriticPC: 79/100[12]
PS4: 58/100[13]
XONE: 51/100[14]
Review scores
PublicationScore
Destructoid8.5/10[15]
Eurogamer8/10[16]
GameTrailers8.6/10[17]
IGN7.9/10[18]
AusGamers9/10[19]

The game received generally favorable reviews with a Metacritic score of 79/100 based on 24 different critics[12]. IGN gave it a 7.9/10, praising its medieval style ultra-violent multiplayer gameplay, but also mentioned that the game had a limited number of classes.[18]AusGamers gave the game a 90/100 noting that the game's only downfalls were the lack of different environments and a few bugs.[19]

Sales[edit]

In August 2013 it was announced that the game has sold 1.2 million copies.[20] As of October 2014, the game has sold 2 million copies.[21]

Sequel[edit]

A sequel, Chivalry 2, was announced on June 10, 2019 and is expected to be released in 2021.[22] The game will be released on PC, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X/S, with cross-platform play supported on all platforms.[23]

See also[edit]

References[edit]

Notes[edit]

  1. ^Ported to PlayStation 3 and Xbox 360 by Mercenary Technology, ported to PlayStation 4 and Xbox One by Hardsuit Labs

Footnotes[edit]

  1. ^ abcdPriest, Simon (March 22, 2011). 'Chivalry: Medieval Warfare reveals, 'first-person medieval online''. StrategyInformer.com. Archived from the original on March 25, 2011. Retrieved October 15, 2011.
  2. ^ abcdefghCaoili, Eric (March 18, 2011). 'Chivalry: First-Person Online Medieval Combat'. GameSetWatch.com. UBM TechWeb. Retrieved October 14, 2011.
  3. ^Rios, Nate (March 13, 2011). 'Chivalry: Medieval Warfare PAX Preview'. Curse.com. Retrieved October 15, 2011.
  4. ^Preston, Jack
  5. ^Savage, Phil (August 23, 2013). 'Chivalry: Deadliest Warrior announced – a historical battle royale for the medieval FPS'. PC Gamer UK. Future plc. Retrieved September 12, 2013.
  6. ^ abcMeer, Alec (March 22, 2011). 'Chivalry Is Unrealistic'. Rock, Paper, Shotgun. Retrieved October 14, 2011.
  7. ^ abLincoln, Ross (May 20, 2010). 'Return to the Age of Dysentery with Chivalry: Battle For Agatha'. GameFront. Retrieved October 15, 2011.
  8. ^'Age of Chivalry on Steam'. Steam. Retrieved November 5, 2011.
  9. ^O'Connor, Alice (May 20, 2010). 'Medieval HL2 Mod Age of Chivalry Going Commercial'. Shack News. Retrieved October 15, 2011.
  10. ^'Chivalry: Medieval Warfare on Kickstarter'. Kickstarter. Retrieved September 15, 2012.
  11. ^'AAlma Mater – Kickstarter. Steve Piggott: 'I have always loved medieval times!''. Gamestar.ru. Archived from the original on February 22, 2014. Retrieved February 14, 2014.
  12. ^ ab'Chivalry: Medieval Warfare for PC Reviews'. Metacritic. Retrieved June 18, 2013.
  13. ^'Chivalry: Medieval Warfare for PlayStation 4 Reviews'. Metacritic. Retrieved March 10, 2020.
  14. ^'Chivalry: Medieval Warfare for Xbox One Reviews'. Metacritic. Retrieved March 10, 2020.
  15. ^Fraser Brown (October 16, 2012). 'Review: Chivalry: Medieval Warfare'. Destructoid. Retrieved September 30, 2014.
  16. ^Rich Stanton (October 28, 2012). 'Chivalry: Medieval Warfare review'. Eurogamer.net. Retrieved September 30, 2014.
  17. ^'Chivalry: Medieval Warfare Review'. GameTrailers. Retrieved September 30, 2014.
  18. ^ abNathan Meunier (October 29, 2012). 'Chivalry: Medieval Warfare Review'. IGN. Retrieved September 30, 2014.
  19. ^ abGunSlingerAUS (October 19, 2012). 'Chivalry: Medieval Warfare Review'. AusGamers. Retrieved September 30, 2014.
  20. ^'Chivalry: Medieval Warfare Sells 1 Million Copies'. chivalrythegame.com. August 12, 2013. Retrieved August 13, 2013.
  21. ^Matulef, Jeffrey (October 14, 2014). 'Chivalry: Medieval Warfare gets a release date on consoles'. Eurogamer. Gamer Network. Retrieved November 15, 2014.
  22. ^Peppiatt, Dom (September 3, 2020). 'Chivalry 2 delayed into 2021'. VG 247. Retrieved September 3, 2020.
  23. ^'Chivalry 2 Coming for PS5 & Xbox Series X With Cross-Play With PS4, Xbox One, & PC'. Twinfinite. Retrieved June 10, 2020.

Chivalry: Medieval Warfare 1 06

External links[edit]

Chivalry Medieval Warfare Xbox

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broken image