Stranger Than Heaven: We Grapple with RGG Studio’s New Combat System
Stranger Than Heaven: We Grapple with RGG Studio’s New Combat System
Summary
- At Summer Game Fest: Play Days, we experience Stranger Than Heaven’s combat system across Fukuoka, Hiroshima, and Osaka.
- There’s now a tremendous amount of variety and player expressiveness in combat, where each thug you encounter can be dispatched differently than the last.
- Stranger Than Heaven arrives January 15, 2027, for XBOX Series X|S, XBOX on PC, and included day one with Game Pass. Play it on both console and PC at no additional cost with XBOX Play Anywhere.
We’ve learned so much about RGG Studio’s newest project Stranger Than Heaven this year, from the cities and eras we’ll inhabit, to the characters we’ll meet and experience this new world through. At Summer Games Fest: Play Days this past weekend, we had our first opportunity to pick up the sticks and learn how the game feels – and it’s a world apart from anything RGG has ever created.
This first demo was all about combat, offering a series of encounters of escalating difficulty across Fukuoka, Hiroshima, and Osaka. It can’t be overstated how much of a sea change Stranger Than Heaven is from their previous titles, or other melee-dominated action games. Gone are mashing face buttons to attack, replaced by a more granular, bumper- and trigger-dominated approach, with LB and LT activating Makoto’s left-sided attacks (light and heavy respectively), and RB/RT doing the same on the right. This allows for a tremendous amount of variety and player expressiveness, where each thug you encounter can be dispatched differently than the last.
Squaring up against an enemy, Makoto can throw a few jabs with his left (LB), follow up with a right-handed roundhouse (RT), then charge (hold LT), to finish with a brutal left haymaker. And that’s barehanded. Even more variety is introduced with three of the 13 weapons featured in the game, which are more persistent than those seen in previous titles.
By pressing Y on the controller, Makoto can pull out a weapon and even cycle through them in his inventory by holding that button down (displayed as a transparent overlay at the bottom of the screen), with an arsenal that, for this demo, included a variety of knives and larger blunt objects such as a crowbar and sledgehammer.
Rounding out the moveset are a variety of grapples, blocks, parries, and dodges – this is where the face buttons come into use. By combining the shoulder buttons with face buttons – holding B with a tap of LB or RB is a directional parry, for example – it opens up opportunities for effective defensive counters to attacks if correctly timed. This also comes into play for when Makoto finds himself knocked to the ground – another new RGG combat element – to fend off attacks like we’re in a UFC-styled cage match until his stamina has recovered enough for him to get to his feet.
Enough explaining – here’s how we fared across three different decades and encounters during our hands-on time with Stranger Than Heaven.
1915 – Kokura, Fukuoka
While this was billed as a combat demo, I couldn’t help but soak in the setting. RGG Studio has proven its talent at making cities feel alive and that’s very much the case here in 1915 Kokura. Citizens went about their business, walking through the mostly unpaved streets interwoven with railway tracks, past ramen stalls, vegetable stands, and other stores. I can’t wait to fully explore Kokura in the final game.
But this was my opportunity to get acquainted with the controls. Facing a group of bedraggled grunts, it was immediately clear that combat is heavier and more intimate than previous RGG titles. Battles feel high stakes as you balance who you’re hitting and who might be lining up an attack on you.
I tried out combos, like mixing up left- and right-handed strikes; light and heavy; charged attacks, all while blocking and avoiding as many attacks as I could. Once I pulled out my dagger, the tide turned quickly, and knocking down an enemy revealed an opportunity for a brutal finisher: pulling both triggers over his prone form, Makoto plunged a knife into his gut so powerfully I instinctively cringed.
The effects of combat seem bloodier than previous RGG titles. The longer a battle goes on, and the more damage is inflicted on both Makoto and enemies; you see the effects of bloodied faces, on clothes and on bodies. Moreso than previous titles, there’s a clearer realism and brutality to combat.
But that was it for this group. No sweat.
1929 – Kure, Hiroshima
As the year increased, so did the challenge. A group of thugs led by a positively gargantuan gangster, armed with a long blade that almost seemed superfluous considering his size and obvious power, were my next opponents.
At the start of battle, Makoto pulled out a massive crowbar and I started swinging. The weapon is so weighty that missing contact with an enemy almost makes Makoto lose balance and opens him up to counters.
This is new: one enemy grabs the crowbar, preventing me from swinging. However, Makoto’s left hand is still free, so with a flurry of presses of LB, Makoto smacks him until he lets go. Once the regular-sized gangsters are dispatched, I switch to Makoto’s smaller knife to make more nimble quick stabs and slashes on the big guy.
Throughout all of this, I’m still learning to manage Makoto’s health; it’s a new system of items with both instant and recovery-over-time effects mapped to the D-pad. On my second attempt I’ve emerged from Kure successfully. I’m getting the hang of this!
1943 – Minami, Osaka
Our final challenge was just one wiry, heavily tattooed yakuza with a sword. How hard could it be? Well… this guy is fast, putting my blocking, parries, and dodging to the test, while resisting a lot of my previous strategies.
I eventually find the most success in a battle of attrition; getting in a few slashes, blocking most of his counters, and using my left hand to punch through his blocks when he starts deflecting my knife. I was also able to land a few stuns with a swift kick to his ribs using LT.
I keep my health as topped up as possible, but eventually he pulls a crazy takedown move and one shots Makoto with a vicious impalement with his sword – we’re told as the battle drags on, he becomes more desperate and will unleash these types of high-damage attacks. After a few tries I get tantalizingly close to victory. I know the challenge is real, as when a neighboring player wins, the whole dev team applauds!
I leave eager to learn more about this deep system, and hungry to have my revenge on my tatted-up nemesis.
Stranger Than Heaven arrives January 15, 2027, for XBOX Series X|S, XBOX on PC, and included day one with Game Pass. Play it on both console and PC at no additional cost with XBOX Play Anywhere.
STRANGER THAN HEAVEN Deluxe Edition
SEGA
STRANGER THAN HEAVEN
SEGA
The post Stranger Than Heaven: We Grapple with RGG Studio’s New Combat System appeared first on XBOX Wire.
source https://news.xbox.com/en-us/2026/06/11/stranger-than-heaven-rgg-studio-new-combat-system/

Post a Comment for "Stranger Than Heaven: We Grapple with RGG Studio’s New Combat System"