In many rpgs, and especially rpgs that have range weapons, melee combat often feels like an afterthought. The mechanics of melee combat are often quite simple, in Deus Ex: HR for example melee was literally regulated to a "cutscene" that triggered when you would sneak up to someone and perform a "takedown" and that was it. In the original Deus Ex you actually had melee weapons/combat (Baton/sword, etc). In The Elder Scrolls games melee combat is fairly simple, you have no real choice in terms of attacks or moves, it's largely slashing at the enemy until their hp goes to 0, with a block here and there.
As a melee combat fan who loves melee focused action games (Severance, my personal fave, followed by games like Bushido Blade, Jedi Knight, Dark Messiah of Might and Magic, Rune, Die by the sword, For Honor, etc) these types of combat systems found in most action rpgs are well, just quite boring. It doens't feel engaging or rewarding in the least.
With FPP things have to be changed even further, because you don't want to disorient the player and you have to keep this in mind when it comes to enemy attacks and the player being able to read/see them, etc. However there are some fpp rpgs that have done melee combat some justice. Mount and Blade is a fan favorite for many action rpg palyers and for me my personal gold standard is the newer game, Kingdom Come: Deliverance. They found a good way to give melee combat depth using directional based attacks/blocks and also to have a combo system which opens up as your level up and buy those skills, which combo's giving you advantages to specific areas and types of attacks.
A video showing the combat mechanics and how it works.
You have 6 basic attacks (5 directional based attacks and a thrust), you have feints, dodging, blocking, ripostes, and then the combo system which is tied into the skill system and leveling up (it's an rpg afterall), all of which are centered around the stamina system (so you can't spam attacks or simply turtle) you have to engage and use your attacks wisely and learn the combo's and how to make use of them against your specific opponent and the armor (or lack of armor). Overall the system is just enjoyable and has depth/complexity to it that is often lacking in fpp melee combat.
I hope that Cyberpunk gives melee combat fans this kind of depth and variety and doesn't feel like it's largely a one-note affair (like Deus Ex) or something you just fall back on when you are out of bullets, rather something that you can actually build your character toward and center your type of combat around.
As a melee combat fan who loves melee focused action games (Severance, my personal fave, followed by games like Bushido Blade, Jedi Knight, Dark Messiah of Might and Magic, Rune, Die by the sword, For Honor, etc) these types of combat systems found in most action rpgs are well, just quite boring. It doens't feel engaging or rewarding in the least.
With FPP things have to be changed even further, because you don't want to disorient the player and you have to keep this in mind when it comes to enemy attacks and the player being able to read/see them, etc. However there are some fpp rpgs that have done melee combat some justice. Mount and Blade is a fan favorite for many action rpg palyers and for me my personal gold standard is the newer game, Kingdom Come: Deliverance. They found a good way to give melee combat depth using directional based attacks/blocks and also to have a combo system which opens up as your level up and buy those skills, which combo's giving you advantages to specific areas and types of attacks.
A video showing the combat mechanics and how it works.
You have 6 basic attacks (5 directional based attacks and a thrust), you have feints, dodging, blocking, ripostes, and then the combo system which is tied into the skill system and leveling up (it's an rpg afterall), all of which are centered around the stamina system (so you can't spam attacks or simply turtle) you have to engage and use your attacks wisely and learn the combo's and how to make use of them against your specific opponent and the armor (or lack of armor). Overall the system is just enjoyable and has depth/complexity to it that is often lacking in fpp melee combat.
I hope that Cyberpunk gives melee combat fans this kind of depth and variety and doesn't feel like it's largely a one-note affair (like Deus Ex) or something you just fall back on when you are out of bullets, rather something that you can actually build your character toward and center your type of combat around.
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