The melee combat feels great, based around a rock, paper, scissors balance between grappling, striking and a counter system with generous timing windows.
Nevertheless,
melee combat feels visceral and satisfying throughout the entire game.
To put it in perspective,
the melee combat feels like a hybrid between both real - time and turn - based action games.
Shooting and
melee combat all feel fluid; climbing animations look incredible and the subtle interactions with the surrounding environment is always a treat to see.
Sure,
melee combat feels a bit airy and you have to buy items without knowing what they do.
Still,
melee combat feels like more of a last resort as it's rather limited (likely deliberately so) and exposes you to a lot of damage.
Getting this «ninja feel» was extremely important to our team during development of Shadow Warrior 2 on PS4 and we spent a lot of time testing how switching from ranged gunplay to close quarters
melee combat felt on DualShock 4.
Not exact matches
Few games nail the visceral
feel of
melee combat and co-op fun like Dead Island.
I like playing through the main story and the
combat felt pretty good, even if
melee combat is complete crap.
The game - play
feels like a normal shooter, with a very fluid
combat system, better
melee feel and the violent sounds of the guns that doesn't sound like the typical * peew * * peew * of
Guns are easy to aim and have a strong punch to them when fired and while
melee combat can
feel slightly stiff, enemies respond with a satisfying friction, machetes and spears grinding against their metallic skin.
While the previous games in the series were known for their clunky controls for shooting and
melee, Naughty Dog has greatly refined the look and
feel of the
combat which makes them much more immersive and less frustrating.
Basically it
feels like Capcom thought it was a cool idea to strip the weapons and vehicles and instead of focus on a
melee combat featuring a Zombie.
Most importantly, neither the
melee or ranged aspects of the
combat system
felt they overshadowed each other, instead they were both important and useful for taking down the enemy, though the health system certainly encourages you to charge in their and get slicing.
Standard walking speed is about the same as an old lady who complains about the weather a lot, and you can only backpedal at a snail's pace, which
feels odd in a game involving
melee combat, although said
combat is utterly imprecise and has about as much sense of impact as two snails colliding, with just as much finesse.
I love the fast paced
melee combat and items you secure that have a different
feel than your traditional Zelda game.
The gameplay itself benefits from the improved frame - rate as well, as the
combat, both
melee - based and shooting,
feels silky smooth.
, and while Techland's style of
melee combat isn't especially interesting to me, I understand its particular brand — it's just too bad it still
feels sluggish, like I'm moving through water most of the time.
Control
feels slippery and skittish, and reaches its nadir when you try to make use of the game's
melee combat.
Adding the Blood Arts was a wise decision as it adds more depth to the
melee based
combat, something these games can struggle from and
feel a little bland otherwise by hitting the same action and watching the same attacks over and over with no real benefit.
The game focuses primarily on
melee combat which
feels tight and responsive.
And the one thing Zombie flawlessly replicates from other games is a painfully off
feel for first person
melee combat.
Additionally, The Following cleans up the vanilla game's code, tweaks its
melee combat and movement, and just generally makes the game
feel more polished.
Much like BioShock the
combat is based on the Vigor powers in the left hand, weapons in the right and of course
melee which is done via Skyhook this time — while the hook isn't as fun as the iconic wrench — it does have a satisfying
feel to it.
The
melee combat plays a prominent part in the Alien and Predator campaigns and comes off
feeling like the feeble strikes from Oblivion.
37 characters are playable (4 of which are unlockable) but each one plays and
feel different, some specialise in
Melee, others long range
combat and some a combination of the 2, some fast and some slow, but all are well balanced.
Your basic form of
combat is hand to hand
melee fighting that
feels like they were unsuccessfully trying to rip of the Batman Arkham games.
Likewise,
melee combat can often
feel like cinematic action sequences, sending opponents into environmental pieces which shatter and splinter with greater frequency.
Melee combat is a little flat by comparison, your humble spear
feeling oddly awkward and slow in such a fast - paced game.
The
melee combat can
feel repetitive after a while and overall, the
combat doesn't
feel as solid as BioShock Infinite's or Borderlands 2's.
So right now we're rolling with a third person shooter camera, in a game centred around
melee combat, where any
feeling of fluidity and combo momentum has been lost.
The result of its introduction is that
combat feels more varied than in previous Metroid games and Samus not as vulnerable in
melee - range encounters.
The Condemned games wouldn't have been anywhere near as good without their frantic
melee combat, where you can practically
feel the impact running down your arm as a pipe connects with an attackers» jaw.
For a game which is so fond of kinetic
melee combat, it's a shame that ranged attacks have been left to languish, and as a result several of the allotted classes
feel antiquated.