Cyberpunk 2077’s melee combat could be better, developers say



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Originally slated as early as April 2020, CD Projekt Red has delayed Cyberpunk 2077 twice as it continues to spit out and tweak all aspects of its RPG. And with just three months to go until the November 19 launch, the studio is taking some aspects on the phone. One area that CD Projekt Red needs more time to work on is melee combat. According to the developer, it’s not yet where it needs to be.

In an interview with VG247, senior gameplay designer Pawel Kapala explained that the team is still working on the first person melee system, stating that they are not yet “100% happy” with its implementation.

“We spend a lot of time trying to perfect this, and basically we’re not 100% satisfied, mainly with visual feedback on hits, melee,” Kapala said. “So we’re still working on it.”

Visual feedback is crucial in melee combat. Properly tuned, this can mean the difference between a great swing feel like connecting to a heavy target or just slicing through the air when the damage count appears. Finding that balance in a game where combat is determined by role-playing stats is difficult, as you want the player to feel powerful while respecting their current weaknesses.

It’s an issue that many games before Cyberpunk 2077 struggled with, but Kapala is confident that the extra time the studio has given themselves will be enough to resolve it. He concluded by saying that the system presented to journalists just a few months ago has already been significantly improved.

CD Projekt Red recently hosted the second Night City Wire stream for Cyberpunk 2077, showing off the three separate prologues you can play along with a list of many of the game’s weapons. This builds on the gameplay from the Mind Dance game showcased during the game. previous feed, which we were able to use in our last preview.

Lecture en cours: Cyberpunk 2077 Night City Wire Livestream Ep. 2 – Avant et après le spectacle



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