>>392730145
>Doesn't Blade & Sorcery already do that?
To a lesser extent, otherwise you would see more people bitching about it. I play B&S semi regularly and I can pull off fast movements with most weapons to the point where it doesn't bother me. Same with Until You Fall. The point is that something felt off about Undead Citadel right away and I think it has to do with heavy interpolation on the movement so that it doesn't look jank in trailers or if you swing your arms around too fast. The downside to this is that it feels delayed as fuck and can cause your in-game movements to lag behind out of sync with your real life movements and this effects the force at which you swing melee weapons. If I swing an axe really fast and forcefully but the game doesn't keep up, it's going to get confused and drop inputs if I've already physically completed my swinging arc but it lags behind in game.

It's not unplayable, but it was definitely the most sluggish feeling hand movement and melee combat out of anything I've played. I wouldn't buy it in this stage because it just felt like another physics wave clearer with some sluggish combat to me. Maybe the campaign will have more to it.