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RELL Seas: The Movie 3
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Summary
RELL Seas: The Movie 3 is a developer showcase of the game’s systems, art, combat, and world. Rather than focusing on a full story, the video walks through character creation, a short tutorial, exploration, progression, ships, NPCs, and boss encounters. The developers describe the game as nearing a playable, releasable state and give December as a target release month, without specifying a day.
Game Modes and Character Creation
- The main experience is an open-ended RPG, alongside Battlegrounds, Ranked, and crew-based battles. Crew battles can be configured with different maps and objectives.
- Character creation includes races and cosmetic subspecies, outfits, lineage, class, traits, and starting sea. Many choices become fixed once a character is completed; changing some requires wiping the character.
- The developers say most paid options will be cosmetic, including character variations, skins, emotes, and custom items. The first two character slots are free; additional slots and wipes cost Robux.
- The team highlights optimization features, including 2D clothing options for lower-powered devices and reusable color variants that reduce the number of character meshes.
Tutorial, Exploration, and Progression
- The opening mission is the game’s main linear section. It introduces gathering and basic combat before sending players into the wider, non-linear world.
- Players can chop wood, mine, fish, and gather other resources. Fishing involves casting toward promising spots and reeling in to shorten the wait.
- A spyglass helps locate distant rare spawns, while the in-game phone supports parties and calls. A quest book serves as an in-game reference for discovered creatures, drops, and other information.
- Progression includes stats, abilities, passives, fighting styles, and mastery. Mastery can require completing activities or gaining class-specific knowledge; the developers say players cannot max out every progression path.
- Crews and kingdoms affect builds and reputation. Players can discover crews, use lore books to help them, and unlock or lose benefits through their relationships and actions.
- Journals track daily tasks, main missions, discoveries, songs, treasure, and other world content.
Combat and Bosses
- Combat emphasizes movement and timing rather than standing still and repeatedly parrying.
- The tutorial teaches parries, strong attacks, attack buffering, running, sliding, and air attacks. The developers describe two air-tilt options, including one that launches enemies upward and another that sends them flying.
- Boss attacks use visual cues: yellow indicators signal blockable attacks, while red indicators signal heavy, unblockable or area attacks. Bosses may combine attacks from different directions, so players need to dodge appropriately rather than rely on one input.
- Some attacks can be countered by dodging into them at the right time. NPCs also have varied tiers, moves, and difficulty levels.
- The developers show several bosses and stress that the fights are designed around readable movement and active dodging, not simply waiting for a parry cue.
Crafting, Cooking, and Character Roles
- Players can craft weapons and armor from blueprints, with an optional autoplay feature for some crafting minigames.
- Cooking includes multiple preparation steps and can be done at a fire pit. The developers discuss food as a way to support or boost players, and note that cooking can contribute to mastery.
- Players can become ill; diseases can progress from a cold to more serious conditions and spread through actions such as coughing or sneezing. The team recommends having a doctor in a crew, and mentions food and potions as ways to recover.
- The game also includes activities such as milking, gathering eggs, and other everyday tasks.
Ships and Sea Encounters
- Players can use prebuilt ships or construct their own, adjust ship parts and performance, and furnish the interiors. Building a bed aboard lets players respawn on the ship if it survives.
- Ship combat includes mortars, grappling tools, and boarding. Mortar ammunition is limited and has a cooldown, so players should manage shots carefully. Grapples can slow a fleeing ship or help players board.
- Spyglasses help locate rare sea creatures. To draw out a Leviathan, players need a Leviathan fishing rod; the developers recommend bringing a larger ship rather than a sloop.
- Leviathan fights have multiple phases and can destroy ships. The Yahu encounter demonstrates the danger of going in under-equipped; later adjustments also make the creature push ships away when it appears.
- Huntable sea beasts use distinct phases and mechanics. For one encounter, the developers explain that players should sail away to create distance, use chain shots to slow the beast when it grabs the ship, and deplete its blue gauge to make it more vulnerable.
NPCs, Stealth, and Jailing
- NPCs can notice attacks, call for help, and alert Marines. Players can hide in bushes to evade pursuers, while repeated unwanted contact can provoke NPCs.
- The video demonstrates stealth executions, aerial takedowns, and interrogations.
- Criminal activity can trigger escalating Marine waves and a jail system. Players can resist arrest, serve time, mine in Marine camps to reduce a sentence, or attempt to rescue friends—though rescuing someone can provoke a larger Marine response.
Development Notes
The developers show comparisons with older versions, describe the game’s hand-painted art direction, and discuss optimization and future content. They also acknowledge that some systems and features were not included in the video; abilities, weapons, fighting styles, Buster Calls, and other showcases were deferred or left for later content.
Featured Creators and Sources
- Featured creators: The RELLGames development team; the two developers speaking are not named in the subtitles.
- Games explicitly credited as inspirations: Shinobi Origin (menus, skill trees, and ability customization), RuneScape (passives and childhood influence), Valheim (crafting), Assassin’s Creed IV: Black Flag (ship systems), Red Dead Redemption 2 (fishing and quests), Cult of the Lamb and Helldivers (passive systems), and Batman: Arkham Knight (sea flight, takedowns, and NPC combat).
- Other games mentioned in comparisons or references: Elden Ring, Sea of Thieves, Fruit Ninja, Cooking Mama, Grand Theft Auto, and Call of Duty. The developers also refer to One Piece when discussing game concepts.
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