[img]https://i.imgur.com/3HWcbxE.gif[/img] Hello everyone! Combat is a major part of gameplay in The Riftbreaker. Galatea 37 is not safe for Ashley and Mr. Riggs. More often than not, your survival will depend on how well you can handle combat scenarios. Our main characters are not defenseless, as they have an ever-expanding arsenal of weapons at their disposal. We have told about (and shown) some of those tools of destruction already, but never really discussed the system that governs the use of weapons in the game. Let’s make up for it this week. [img]https://clan.cloudflare.steamstatic.com/images//34659267/20b1fb7b226c53fdcfa947a6459dcf282f7963c4.jpg[/img] The enemies in The Riftbreaker come in many forms. Some smaller creatures stay in packs, while larger ones prefer a more solitary life. The dynamic pace of the game requires the player to constantly adapt to new scenarios and situations, and choosing the right weapon for the job is a part of that. We try to give each weapon its own set of characteristics and make it useful in its own way. However, when there are too many options, it can be difficult to choose right every time. [img]https://clan.cloudflare.steamstatic.com/images//34659267/40ede5e01a386b4459853d4e9b04e01d3104ba3f.jpg[/img] Luckily, the futuristic technology available to Riftbreakers solves some of the problems here. First of all, all the weapons you constructed are available to you all the time thanks to the Rift technology. If you decide you would like to equip something, the item is simply teleported right into your hands. Moreover, it is possible to wield two completely different items at the same time, making it possible to be prepared both for small and large-scale encounters. Last, but not the least important aspect is that there are three quick-access slots available for each of Mr. Riggs’ hands. Cycling between the items in these slots is instantaneous. If you run out of ammo or find yourself struggling against a strong enemy, simply change your weapon. [img]https://i.imgur.com/KSc7ncq.gif[/img] Some weapons will offer you even more flexibility by having an alternative firing mode. Holding the trigger for a bit longer will charge the weapon up. Shots fired this way will have different characteristics to their regular counterparts. For example, a sniper rifle is usually used to take down single targets, but the alt-fire releases an explosive bullet that can obliterate entire groups of enemies. This way you have access to essentially four weapons at the same time. You can even charge one of your weapons up while providing covering fire with the other, thanks to both hands being operated independently from each other. There is a lot of freedom and possibilities here. [img]https://clan.cloudflare.steamstatic.com/images//34659267/aa06ae50a073e97e4699077aa446d564eb421791.jpg[/img] Apart from distance weapons, there are also melee weapons available in the game, as well as items that offer protection and utility. However, we will tell you more about those in the next part of this article that will be published later this week. In part 2 we are also going to tell you a little bit about the features that have yet to be implemented, and those which would be nice to have further down the road. Until the next time! Other social media: www.discord.gg/exorstudios www.facebook.com/exorstudios www.twitter.com/exorstudios www.mixer.com/exor_studios www.twitch.tv/exorstudios www.youtube.com/exorstudios