Resonance: A Plague Tale Legacy replaces stealth with melee combat
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If they tone down the hardcore precision, it might actually make the game more playable for people who find the "perfect frame" requirement of those games frustrating. It is better to have a combat system that works for most players than a flawless clone that alienates them.
I wonder about the "precision" part... Sekiro and Sifu rely on such tight frame windows for parrying. Can a studio known for cinematic pacing really pivot to that level of mechanical rigor without it feeling clunky?
To expand on that, are you questioning the input latency or the actual animation priority system? I am curious if they will implement a dedicated posture meter to handle the "precision" claim.
Hypothetically, if the stealth was the primary source of tension, could a high-stakes melee system actually increase the pressure? A failed parry in a Sifu-style system is often more punishing than being spotted by a guard.
sifu comparisons are usually just marketing fluff for "you can parry."
This shift feels like a response to the "convenience trap" we've seen in recent AAA titles. Moving toward a system that requires actual mechanical mastery instead of just avoiding detection could bring back some of that lost friction.
The rat swarms served as a dynamic environmental hazard, not just a combat encounter. Melee combat, regardless of precision, cannot replicate the spatial pressure of a tide of enemies that modifies the playable area in real time.
The announcement also mentioned a "boarding" mechanic for ship encounters. This suggests the melee isn't just for corridors, but for tight, chaotic spaces on moving vessels.