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Combat Systems

Turn-Based Combat Melee Combat Character Abilities Weapons Real-Time Combat Stealth Mechanics Player Experience Action Combat Boss Fights Tactical Combat Character Development Gunplay Character Classes Resource Management Difficulty Settings Brawling Mechanics Weapon Variety Stamina Management First-Person Perspective Fighting Styles Dynamic Combat Customization Strategic Combat Reactive Turn-Based Combat Shield Mechanics Isometric Combat Button-Mashing Combat Inventory Management Tactical Gameplay Hand-to-Hand Combat Weapon Durability Lego Game Mechanics First-Person Combat Fast-Paced Combat Stealth Gameplay Parry and Dodge Mechanics Character Progression Traversal Mechanics Exploration Features Character Design Time Loop Mechanics Puzzle Solving Difficulty Balancing Character Customization Razor-Sharp Combat Difficulty Levels Survival Horror Action RPG Progression Mechanics New Mechanics Execution Mechanics Action RPGs Player Interaction Melee and Ranged Combat Combat Strategies Hack and Slash Input Issues Witcher Spells Abilities and Skills Stealth and Gunplay Player Feedback Action-Based Gameplay Multiplayer Modes Player Choice Action Combat in Dragon Age: The Veilguard Space Marine 2 Non-lethal Engagements Cosmic Swap System Whip-based Traversal Mini-Games Cross Action Gameplay Weapon Types Third-Person Combat Repetitiveness Archetype System Action-Heavy Combat Camera Mechanics Mana and Focus Management Black Myth: Wukong Enemy Design Pirate Themes Gadgets and Weapons Light and Darkness Mechanics Rogues' Gallery Monster Hunter Wilds Focus Mode Platforming Glory Kills Class-Based Systems MMO-inspired Combat Cooperative Combat Boss Battles MMORPG Elements Gameplay Experience Third-Person Shooter Final Fantasy 7 Rebirth Combat Enhancements Final Fantasy XVI Combat Sequences Horror Elements Friendship Mechanics RPG Elements

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