This will be interesting how they'll handle it. There is no real shooter based combat with fleshed out melee, and for a good reason.
As I see it, there are a couple of points here it has to check in.
1. Raw feedback
Doom and Shadow Warrior are too "arcady", KCD is too tame. Absolutely the best game on this is actually Last of Us. Blood, camera shake, sense of weightiness with each swing, animation wind up, hit reactions,,,
2. Player control
It has to be simple, with bullets flying and general faster pace of combat, but engaging. Light attack, Heavy attack, parry, finishers, easy to execute short, impactful combos: LM+RM, LM+RM RM, etc...no more than three button presses. These would have longer windup, so you have to use them in combination with base attacks, each would have a clear, specific purpose ( does the game have stamina?)
3. Player progression
I'd divide weapons into base types, light and heavy ( one handed/unarmed/dual wielding and two handed), and further branch it from there ( similar to Skyrim), bladed and blunt within each type.
Standard: damage increase, parry reaction response time, speed increase, additional effects ( bleeding, armor penetration, etc) etc. Not sure how many weapons they'll include but I'd love to see base attacks animation change...from somewhat slow, clumsy to stylish, fast attacks. Combos can be learned through skill trees.
4. Weapon types
This is simple: make it similar to Souls series. Not +/- 10% variation, but unique attacks for each weapon type, clear dis/advantage in specific situation. Focus on quality here. Hammers against Armor, daggers for backstab, shorter blades and power gloves for speed, swords for parrying, whip for crowd control and disarming, etc...two to three times more effective, not "hammers have 20% more armor penetration than swords". Player should really take into account what opponent s/he's facing and equip accordingly. This would also add more variation to system, so you don't swing a sword at enemies, beginning to end.
5. Weapon Stat scaling
Advantage of melee over guns should be how they benefit more from ( higher) player stats. Primary Reflexes for lighter weapons, Strength for Heavy.
As I see it, there are a couple of points here it has to check in.
1. Raw feedback
Doom and Shadow Warrior are too "arcady", KCD is too tame. Absolutely the best game on this is actually Last of Us. Blood, camera shake, sense of weightiness with each swing, animation wind up, hit reactions,,,
2. Player control
It has to be simple, with bullets flying and general faster pace of combat, but engaging. Light attack, Heavy attack, parry, finishers, easy to execute short, impactful combos: LM+RM, LM+RM RM, etc...no more than three button presses. These would have longer windup, so you have to use them in combination with base attacks, each would have a clear, specific purpose ( does the game have stamina?)
3. Player progression
I'd divide weapons into base types, light and heavy ( one handed/unarmed/dual wielding and two handed), and further branch it from there ( similar to Skyrim), bladed and blunt within each type.
Standard: damage increase, parry reaction response time, speed increase, additional effects ( bleeding, armor penetration, etc) etc. Not sure how many weapons they'll include but I'd love to see base attacks animation change...from somewhat slow, clumsy to stylish, fast attacks. Combos can be learned through skill trees.
4. Weapon types
This is simple: make it similar to Souls series. Not +/- 10% variation, but unique attacks for each weapon type, clear dis/advantage in specific situation. Focus on quality here. Hammers against Armor, daggers for backstab, shorter blades and power gloves for speed, swords for parrying, whip for crowd control and disarming, etc...two to three times more effective, not "hammers have 20% more armor penetration than swords". Player should really take into account what opponent s/he's facing and equip accordingly. This would also add more variation to system, so you don't swing a sword at enemies, beginning to end.
5. Weapon Stat scaling
Advantage of melee over guns should be how they benefit more from ( higher) player stats. Primary Reflexes for lighter weapons, Strength for Heavy.
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