In this case, far from isolated, we had the distinct impression that the trajectories of the blows, as well as the movement of the weapon and the subsequent collisions, were far from the technical levels reached elsewhere by the title and, more generally, by the current standard of the videogame panorama. A defect that, as far as the battle brought into the field a good range of interesting dynamics (different attack patterns and weak points to hit), it significantly affected the perceived enjoyment of the action on screen. Findings that also involve gunplay, characterized by animations, at present, still to be finished. Impressions a little different from those raised by the first demo shown by the team, with a more intense and engaging combative dynamism. There is a lack of climbing on the walls with blade blows seen in the first trailer, as well as smart weapons and many contextual animations, in the context of significantly more static gunfights.