
The city of Glass is a glossy superstructure of skyscrapers, preposterously perfect with sandblasted concrete and shimmering billboards and a maddening lack of anomalies. "The combat is an extension of movement, so that melee attacks can be made from every single traversal move," Miller says. Speed is key attacking whilst running at full-pelt will result in a haymaker roundhouse kick, and doing the same mid-jump will trigger a pounce manoeuvre where Faith uses an unwitting enemy as her landing cushion. Press the attack button in the middle of a dash, or at the crest of a jump, and Faith will launch herself towards a nearby foe. Like its predecessor at its finest hour, Catalyst will hinge combat on momentum-based melees. I ask DICE senior producer Jeremy Miller if the decision to strip out firearms is a massive commercial gamble.



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