Blade Symphony News — February 8, 2015
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.

This diary series was written for the UK magazine last summer: issues 268 and 269, to be precise. The game has been updated several times since then, so long-term Blade Symphony players may notice a few discrepancies.
Swords are cool. I d like to be more intellectual about it, but there you go. Blade Symphony is a game that takes that sentiment to heart. It is a lean, razorsharp successor to the Jedi Knight series, stripping out anything that isn t to do with swordfighting and closing in hard on the particular thrill of facing another person in a one-on-one online duel.
It s about the way duels express the personality of the duellist, and about the social structures that form when people have such a striking way of establishing primacy over one another. In Blade Symphony, you bow before you try to kill somebody. You accept advice from high-ranked people when it s offered. You seek out opponents who can teach you something, and you aim for the top.
Blade Symphony uses the Elo rating system to determine each player s global rank. That means the game keeps track of who is expected to come out on top of a given fight based on their past performance, and when the results don t correlate with what the game expected, a player s rating is adjusted accordingly. These individual ratings are then compared across everybody playing the game, and players are sorted into leagues based on the percentage of the population that they fall into.
The lowest ranking players play in the Oak league. Above that is Iron, and then the top 25 per cent are Steel. Climb into the top six per cent and you can call yourself Diamond. The very best players, the ones who can hold a duelling pitch for an entire game, and command the most respect in free-for-all practice servers, are Masters. They re the top 1 per cent, and at that point you re talking about ranks in the double digits.

A few hours into my time with Blade Symphony, I started to win. I started to see how the game fitted together, how I fitted with it, how I could make it do what I wanted it to do. Then, I decided that I wanted to become a Master. I set myself at the bottom of the ladder and prepared to climb. This diary is the story of that attempt.
Players in Blade Symphony select a character which determines a moveset, and a sword that determines the parameters of how that moveset is used. I fenced in real life for a little under three years. I was never particularly good, but I was fairly quick, small and left-handed—and all of those things helped me confuse opponents enough to land a respectable number of hits. For that reason, I ve chosen to make the climb to Master as Phalanx, Blade Symphony s foilist. His attacks are quick, long-reaching and direct, but he relies on misdirection and staying out of reach to survive.
I like to end fights quickly whenever I can, and the devastating power of Phalanx s lunge can do that.
I m using a rapier for similar reasons. It does more damage on thrusting strikes and can nimbly redirect incoming blows. I like to end fights quickly whenever I can, and the devastating power of Phalanx s lunge can do that. The rapier is also underrated as a slashing weapon, I think: the damage might not be there, but nobody expects it, and doing the unexpected is a great way to gain the upper hand.
After 20 hours with the game I d hit the heights of Diamond twice. After the second time I crashed hard. I started to lose and didn t really know why. I saw strategies I couldn t deal with and my ranking plunged all the way back down to Oak. After hours of work, I ve pulled myself back up to Steel. I m 2,048th in the world as my climb begins.

In order to improve my Elo rating I need to duel other Steel league players on ranked servers. Fighting anybody else will be useful practice, but finding—and beating—those Steel players is the important thing. Waiting for an opponent gives me time to get my eye in. I hold the duelling ground for five games against other Phalanx players before losing to a Ryoku player, a nimble freeform swordsman whose radial attack patterns are hard to predict. I take one game off him by playing dirty, making to step back for a lunge before stepping in, grabbing him, and finishing him with a strike while he s down. He takes the next one: I m too used to deflecting direct strikes to cope with his flanking manoeuvres.
But that s practice. My first Steel opponent is another foilist. He has a Dota avatar and, from watching him fight other players, he relies heavily on a string of fast forward attacks to needle opponents to death. This is a hard strategy for new players to deal with, which I imagine is why he s in Steel league. He destroys a player using the Wushu swordswoman Pure before I face him. I m a little nervous: it s easy to mess up against Phalanxes, and I really don t want to go back to Iron.
As predicted he comes at me fast and direct, wanting to land that first fast strike. I step back and use the same combo, landing the first hit as he overextends. He takes the same damage he was planning to dish out to me. After four hits he rolls out of the way and comes in again, fast. I parry to the side and roll back, using the roll to mask my switch to balanced stance. I come up into a hard lunge that hits him in the chest. The third part of his fast combo connects, but I parry right then left and hit him fast and forward. He crumples. Round two.

He doesn t even wait to bow. He comes at me jumping: brave, considering that air is countered by fast attacks, but I m not expecting it and take the hit. Phalanx s third fast forward attack takes me into his personal space to land a solid hit, and I follow up with another jab before rolling and cancelling out of the combo chain to allow me to quickly transition into a balanced lunge, which misses. I switch straight from balanced to fast and hit him with a charged-up diving lunge that chains into an immediate leap backwards: he takes a chunk of damage and can t do anything about it. The rest of the duel takes place at close quarters: fast on fast, parry on parry. He lands two in a row, but I only need to hit him once. Step, parry, strike. It s over.
My rating goes up 7.59 per cent, which is enough to take me to 1,149th position. I m in Diamond league, for the third time.
I expect progression to be slower from here: if I drop a single game against a Diamond fighter I ll be back in Steel. I head to the Blade Rebellion German free-for-all server to practise. FFA servers like this are where the community hangs out. They can be a little awkward, at first like your first day at a martial arts club that doesn t think much of you. But it s a useful way to test yourself against high-ranking players without having to put your rank on the line.
Most of the Masters are committed to duelling each other, so I head for a grassy area where a few other players are sparring with one another. I beat another Phalanx fairly handily, but he was Iron league. Then, a Diamond league Judgement player takes me to school. Judgement is the game s heavy fighter. Playing Phalanx against him is like playing the Viper against the Mountain: it s dangerous to make even a small mistake, as I do in that first duel when a blocked forward thrust opens me to a lateral heavy swipe that finishes me in a single hit. I haven t beaten a Judgement for a while, and I m rusty.
To make matters worse, a bug with whatever Steam Workshop item he s using means that his entire upper body is concealed by massive letters spelling ERROR . I can still fight him, but it s confusing and I m off my game.

I break off for a while, but end up duelling him again ten minutes later. We re in an indoor area and, as the duel begins, there happens to be a pillar between us. I move towards it and he s obviously not sure how to respond. He doesn t move into his customary heavy attack for fear that it ll hit wood rather than flesh, giving me space to rush in while he pauses to think. I nip him with a flick of my blade, doing little damage but causing him to turn. Then I jump back, block one hit, and manage to land a forward lunge. He runs into the courtyard and comes around with a charged-up attack: I misjudge its reach and end up smacked to my knees, my healthbar in ruins. I come up into an opportunistic thrust but it flies wide; he swings and misses, I roll back. Then I get lucky and manage to catch him with a heavy sweep.
We rush each other. The first hit of his downward blow cuts me to almost nothing, but there s a hesitation I wonder, briefly, if he thinks he s won. I hammer a fast attack before he can end it, and the first hit makes it past his blade. Then the second, then the third; he drops.
I can't imagine it s a particularly stylish way to play, but at this point I ll settle for not getting a longsword in my brain.
The duel was too close to do much for my confidence, but it helps me figure out how my fighting style needs to change to deal with heavy fighters like Judgement. I can t risk the close-range parries I normally prefer. It pays to be calmer, slower, to only engage in attacks that will land. I can t imagine it s a particularly stylish way to play, but at this point I ll settle for not getting a longsword in my brain.
But I don t face a Judgement, when it matters. When I load onto the next duelling server I m faced with a Diamond-ranked Pure. Pures move in whirling patterns that belie their power. I m out of my comfort zone, here I never know quite when to dodge and when to strike. I really, really do not want to go down to Steel. I might have said that already.
The Pure begins by charging a heavy series of direct swings. I get out of the way but her follow up is close and fast and right in my periphery. Half of my health is gone and I ve not landed a blow. I m going to lose. She disengages and begins to charge her heavy again. I gamble, go for the interrupt, and lose. The first strike knocks me on my back. I clench my fist.

She opens the same way in the second round. This time I step back and win the parry, doing a tiny amount of damage. I manage to parry a close attack with a fast sideways flick and then land a few forward jabs, but I m beaten away with an upwards thrust.
She rolls back and I begin to charge up a heavy lunge, then as she comes forward with a heavy blow I jump-cancel the move: hopping just as the animation begins so that the hitbox for the strike is slightly higher than it would normally be. It s enough to get my blade above hers. Foil meets sternum, and I take round two. I tell myself that I can do this.
Round three is different—she strafes rather than attacking, and so I press the advantage and land an early blow. Her response is to charge and execute combos that cover a lot of ground, but I m able to stay just inside her blind spot and take minimal damage. I land another air cancelled lunge and switch out into heavy stance. Once, somebody told me that my habit of using heavy sweeps with a rapier was pointless it gains no benefit from the rapier s bonus to thrusting attacks. Here, though, it catches Pure at the beginning of her charge, turning her away and opening up her flank. I land four hits and win. I bellow YES! out loud in the office, out of the blue, and punch the air.
The next time my scorecard comes up I m 617th in the world. This ladder I ve become obsessed with climbing is looking more climbable. Yet, as that rank number shrinks, every fight gets harder. These fights have been close and scrappy. If I m ever going to climb into Master league, I still need to prove that I belong there.
The quest to master Blade Symphony concludes next Sunday.