Tormented Souls

Tormented Souls

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What's even the point of using Melee?
For a game that prides itself on trying to capture classic survival horror gameplay they sure did mess up melee.

On top of the fact that there's a slight delay to regaining control after your melee attack is finished. You also have to put up with the inconsistent reactions from enemies.

Going in for a melee attack is just not worth any type of risk even if it is to save ammo considering that sometimes enemies just don't get stunned and they'll initiate an attack during yours even if you've hit them. Even if you do successfully hit them and it causes a stun you'll have a very brief window of time to dodge back and even that's not fast enough sometimes.

Seems like combat wasn't exactly high up on the priority list with Puzzles and Visuals taking maximum priority.

Getting melee right is important when making a horror game inspired by Resident Evil or Silent Hill and I just don't see much point in trying to use melee in this game when it'll just result in you taking unnecessary damage.

Between the delay in regaining control preventing you from immediately backstepping to enemies just not being bothered by your attacks.. You're just better off sticking to ignoring them or shooting them down.
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Showing 1-15 of 20 comments
BlackWater Dec 29, 2021 @ 1:35am 
I play with KB & Mouse, have you noticed a trick to the combat? Like aiming a certain way to make them go down faster, even the little guys are takeing an entire clip and a half from the nailer before knocked over, thus permiting a crowbar finish.l
Satsujin Jiken Dec 29, 2021 @ 5:47am 
You can get some safe melee hits after a monster is knocked down from your previous hits, otherwise the melee is completely useless in my experience. But since weapon switching is so clunky and there's plenty of ammo to find, this is quite pointless in the end.
𖤐Halcyon𖤐 Dec 29, 2021 @ 9:13am 
Originally posted by Satsujin Jiken:
You can get some safe melee hits after a monster is knocked down from your previous hits, otherwise the melee is completely useless in my experience. But since weapon switching is so clunky and there's plenty of ammo to find, this is quite pointless in the end.

Yeah I thought so too. I mean switching to melee to finish off a downed enemy is something I do when playing any classic RE game but having to go through the menu constantly like that is very tedious.

Plus the downed enemy's animations go wonky when I attack them, it looks like they're standing back up.
BlackWater Dec 29, 2021 @ 10:57am 
Originally posted by Satsujin Jiken:
You can get some safe melee hits after a monster is knocked down from your previous hits, otherwise the melee is completely useless in my experience. But since weapon switching is so clunky and there's plenty of ammo to find, this is quite pointless in the end.

Could be ALOT worse, forget the title but I played one where you had to switch weapons like you do here, only in that one, the action wan't paused, granted I can get from nailer to crowbar in about a second, 2 at most but that ♥♥♥♥ counts in a game.
Lanzagranadas Dec 29, 2021 @ 2:40pm 
1- Finishing off knocked down enemies and saving a few Nails in the early game.
2- Providing an alternative for killing the enemies blocking certain walls (which must be killed in order to progress) in case you happen to run out of ammo to prevent a possible soft lock.
3- Custom challenges? Like in classic RE games, it's not like the knife is good or you have to use it, it sucks and you can box it immediately and forget it exists, but some players do like to use them to challenge themselves.
Last edited by Lanzagranadas; Dec 29, 2021 @ 2:42pm
Toshio Jan 3, 2022 @ 4:30pm 
Originally posted by Lanzagranadas:
1-
3- Custom challenges? Like in classic RE games, it's not like the knife is good .
Wait-wait-wait, my tofu runs suggested something else!
And yes, what is the reason for melee here? In SH or RE there alway were tonn of healing items, but very low ammo. So you have to go melee, loose hp, run through enemies and heal yourself after. But here? There is at least twice much ammo than you will ever need and nearely zero heal items, specially in early game.
Last edited by Toshio; Jan 3, 2022 @ 4:31pm
Repaterion Jan 4, 2022 @ 9:29am 
The reason for is tho save nails in the beginning before you find the special nail gun afterwards not much I use the crowbar on the "coat rack" monsters because if you stand in the right spot they can't get up again after starting to hit'em. So you take'em out with only three nail.

The knife in RE:CVX isn't that bad! It works great angainst all standard enemies like zombies and doggos. But wonder if the knife is useless or realistic? But thats a discussion for another topic.
Satsujin Jiken Jan 5, 2022 @ 6:42am 
Comparing in the hardcore playstyle capacity, I consider Tormented Souls melee-only run MILES AND MILES easier than any RE knife-only-run. Almost all the enemies can be cheesed one way or another, even casual players are having these moments accidentally where the monster get stuck walking against a railing or stuck in knockdown-loop. When all else fails you always have the dodge option that's just an infinite get out of jail-card.

Unlike in RE games, what makes melee feel pointless in TS is not how weak and hard to use it is, but how much ammo you get for simply better weapons.

If the devs wanted to take the game towards RE balancing, they could make the crowbar deal less damage and give it much smaller knockdown chance. But I think having it this way makes more sense because there are no difficulty options in the game, so better to have things a bit on the OP side.
viewtifulking Jan 7, 2022 @ 12:08pm 
Personally, I used melee throughout the run as a way to conserve ammo. Once I got used to timing dodges and learned how many melee hits I could get in before different enemies would hit back it was useful. Without dodging or using it on downed enemies as others have said, yeah it's not an option.
abysss24 Jan 7, 2022 @ 3:20pm 
Melee is great for killing those static bastards that block your way, I wish I'd thought about it sooner. It's a complete waste of ammo shooting at them.
Dreossk Jan 14, 2022 @ 5:24am 
I didn't realize the crowbar was a wieldable weapon until I was in the sewers at the end... LOL. So much wasted nails... After removing the boards on the door with the crowbar I was waiting for that moment where I'd use it again... I guess I should have known since the item wasn't in the puzzle section of the inventory.
Last edited by Dreossk; Jan 14, 2022 @ 5:26am
Magnaremora Jan 17, 2022 @ 11:14am 
Once you shoot and knock down enemies, there is a small window to whack them enough times to preserve ammo. If you dish out enough melee damage after the first time you knock them with a well placed shot, then there is a chance for them to get knocked again.
Originally posted by GGIridescent Queen:
For a game that prides itself on trying to capture classic survival horror gameplay they sure did mess up melee.

On top of the fact that there's a slight delay to regaining control after your melee attack is finished. You also have to put up with the inconsistent reactions from enemies.

Going in for a melee attack is just not worth any type of risk even if it is to save ammo considering that sometimes enemies just don't get stunned and they'll initiate an attack during yours even if you've hit them. Even if you do successfully hit them and it causes a stun you'll have a very brief window of time to dodge back and even that's not fast enough sometimes.

Seems like combat wasn't exactly high up on the priority list with Puzzles and Visuals taking maximum priority.

Getting melee right is important when making a horror game inspired by Resident Evil or Silent Hill and I just don't see much point in trying to use melee in this game when it'll just result in you taking unnecessary damage.

Between the delay in regaining control preventing you from immediately backstepping to enemies just not being bothered by your attacks.. You're just better off sticking to ignoring them or shooting them down.


Melee has always been done very badly in survival horror games (with a few exceptions/Silent Hill 2-3 had decent melee). Classic RE knives are clunky, SH1 and SH4 had clunky combat, and this game.

I believe the melee is clunky on purpose to make it more "intense." In reality no person would ever swing an item this slow, take a break, and then aim and swing again. It would just be constantly BAM,BAM,BAM,BAM,BAM,BAM,BAM,BAM GTA style.
𖤐Halcyon𖤐 Jan 25, 2022 @ 9:58pm 
Originally posted by Trapped in Purgatory:
Originally posted by GGIridescent Queen:
For a game that prides itself on trying to capture classic survival horror gameplay they sure did mess up melee.

On top of the fact that there's a slight delay to regaining control after your melee attack is finished. You also have to put up with the inconsistent reactions from enemies.

Going in for a melee attack is just not worth any type of risk even if it is to save ammo considering that sometimes enemies just don't get stunned and they'll initiate an attack during yours even if you've hit them. Even if you do successfully hit them and it causes a stun you'll have a very brief window of time to dodge back and even that's not fast enough sometimes.

Seems like combat wasn't exactly high up on the priority list with Puzzles and Visuals taking maximum priority.

Getting melee right is important when making a horror game inspired by Resident Evil or Silent Hill and I just don't see much point in trying to use melee in this game when it'll just result in you taking unnecessary damage.

Between the delay in regaining control preventing you from immediately backstepping to enemies just not being bothered by your attacks.. You're just better off sticking to ignoring them or shooting them down.


Melee has always been done very badly in survival horror games (with a few exceptions/Silent Hill 2-3 had decent melee). Classic RE knives are clunky, SH1 and SH4 had clunky combat, and this game.

I believe the melee is clunky on purpose to make it more "intense." In reality no person would ever swing an item this slow, take a break, and then aim and swing again. It would just be constantly BAM,BAM,BAM,BAM,BAM,BAM,BAM,BAM GTA style.

Just a bit of a nitpick. You say Silent Hill 2 and 3 has great melee. Sure SH3's melee is fine but god dayum SH2's is a bit clunky. SH1's melee really gets the job done.
e_sostaks Jan 26, 2022 @ 2:36am 
While in Silent Hill series melee is somewhat useful Resident Evil's knife is just as trash if not worse because you literally have to use exploits like pressing particular button combinations or going into your inventory after a hit to not take damage while hitting something with a knife. I think it was only a bit better in Code Veronica.

I'm a huge RE series fan and I would rather juke zombie than to try fighting it with a knife. Here melee is at least useful for hitting downed enemies. Not that you need it because there's enough ammo to shoot everything.
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Date Posted: Dec 28, 2021 @ 8:13pm
Posts: 20