Whether in Sekiro, Dark Souls or Battlefield – when we face opponents in the game, we want to feel powerful after the victory. But how do games do it? How do games tell us that we didn't just hit a hollow polygon cluster here, even though it was exactly like that?
More on the subject: The art of the perfect level of difficulty – between ambition and game flow
Our author Jonas Gössling takes a close look at close and long-range combat, as well as combinations of both. What is more important, masses of opponents or few demanding fights? Why are the Ragdoll physics models a useful extension of the combat system? And how does Bungie make the heavy calibers in Destiny feel like one too?
And finally the most important question of all: How do the developers manage that I, as Jedi Knight Kyle Katarn, sometimes use the shooting stick even though I have strong powers and a lightsaber in my hands? If you want to know that, you have to dare to click the play button.
More video essays by Jonas:
Video: First person perspective vs. Third-person camera – the advantages and disadvantages of Cyberpunk 2077 & Co.
Video: This is how good horror works in games – How games really scare us
Video: The worst censored games – When protecting minors goes too far