
Every five levels of perk progression, you have to pick one of two potential skills. Outside of the gore system, Tripwire showed off a new aspect of the perks system: perk skills. Crouching and firing the double-barrel shotgun kicked a Clot skyward like a punted football, while the mag-fed AA-12 shotgun cut through enemies more cleanly with chunky, rapid fire. Already I'm imagining a front-line melee player, who's mastered the technique, stopping a Fleshpound (which Tripwire said will be blockable) in its tracks so his teammates can get in some easy shots.Īnother detail I liked: the knockback force varied noticeably between shotguns. You can also hold block (to reduce, but not fully eliminate melee damage) or try to time a block perfectly against an oncoming melee attack to briefly stagger that enemy. The katana's heavy, horizontal slash is one of the most impressive real-time animations I've seen in a game: I watched the sword effortlessly tear the entire upper body off a Clot, sending it across the room while the legs stood frozen in place. Left mouse is light attack, and right mouse is heavy, but more importantly the direction you're moving at the time you attack on WASD dictates the motion of your attack.

Tripwire only had a katana to show (and mentioned a sledgehammer), but rather than the sword operating as a one-dimensional weapon, there's a surprising amount of nuance. Most significant, though, are the changes made to melee.
