Right: Kinetic, Tactical Combat
By and large, sword-fighting in video games has been underwhelming at best. By slowing things down and employing the guidance of real-life sword-fighters, Warhorse Studios has managed to build a combat system which is both brutal and dynamic. Based around a reticle with diagonal warning points on it, the system behind blocking and parrying attacks is deep and subtle. You can either launch a heavy blow which takes up more stamina, or a quick jab which consumes less. Being wounded is a serious event in battle, demanding immediate medical attention. You can only take on one enemy at a time, so charging into a group is a sure road to death.
The whole thing manages to feel palpable thanks to the way different armor parts react when struck. It’s slow, methodical, and completely engrossing, with practice being the only avenue to improvement. The ranged combat is also as tricky to master. There is no HUD to indicate where your arrow is going to land, no auto-aim, just your own instinct and skill.