Unreal Tournaments – An hour with Joust

Best known for enabling French speakers to chinwag with Napoleon without the aid of a Ouija board, Vestigia, a games studio founded by three historians, is also keen to explain and shatter the finer points of jousting.

Bound for Steam but currently only available on itch.io, the Unreal Engine-powered Joust is demo-like in scope at the moment, something reflected in the low price – $3.

After a brief tutorial has explained how scoring works (One point for a head hit or a lance break on an opponent’s body. Two points for breaking a tip on an opponent’s noggin. Minus two points for lower body hits) and taught you how to manoeuvre your mount and aim your knightpoker, you’re theoretically ready for six-pass ‘quick jousts’ – the only play mode on offer right now.

Although I managed to best all three AI opponents during the hour I spent in the saddle, Henry, the most capable lancer, triumphed as often as he lost when tilting against me.

Slightly perturbing was the fact that I dismounted after my first session not entirely sure what I was doing right and wrong. Wafting my lance in the general direction of a foe’s body or head often seemed to work for me, and without slo-mo replays (something I hope is near the top of the roadmap along with spills, equipment customisation, and knockout tournaments) it was difficult to analyse exactly what was going on during the exciting, high speed passes.

Hopefully, one day there will be more feedback and a greater need for on-the-hoof tactical changes. While I can live without posh birds tying scented snot-rags to lance tips, unless Joust gains more depth and more meaningful decision-making, I can’t see myself blowing the dust off it very often.

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