

There are few accepted standards for melee combat in the way of commonly understood "good gunfeel." I want to imagine what Dark and Darker would play like if the likes of Torn Banner, FromSoft, and TaleWorlds had a decade-long arms race over sword combat dominance in the 2010s. My preferred sword and sorcery genre doesn't have the same history of competing corporations squeezing yearly online PvP releases out of a popular series. I've died often, and though I'm prone to hubris, even I feel the skill ceiling pressing down on the back of my neck.ĭark and Darker's clunky brawls make me a bit wistful for the FPS games I dislike, in fact. The fact that there's no way to fully block an attack (at least with base-level gear) means the first one to land a hit is probably going to win, and so far, that means archers are very powerful. Every fight I've been in so far has been clumsy-unwieldy brutes slowly sidestepping while weapons collide with walls, barrels, and sometimes what I was actually aiming at. This is no Chivalry 2, nor a FromSoftware game. Dark and Darker's punishing enemy damage, from AI and players, demands a lot more skill than its combat system allows me to exert. That's the common denominator in my complaints so far. Weapons have a series of automatic combos indicated by your reticle-diagonal right, diagonal left, then a thrust for the sword a Fighter starts with-so it's above the monotony of yon Tamriel melee, but not as skill-based as Chivalry 2. It means I spend a lot of time doing that W and S waltz with a skeleton while knowing I may stumble backwards into an enemy player (or hell, just a closed door) and have my run cut short.

(Image credit: Ironmace) The malaise of meleeĭark and Darker's first-person melee combat is a bit like Skyrim-slash, step back, slash, block, get hit with an arrow despite blocking, repeat.
