RGG Studio's Stranger Than Heaven, a distant prequel to the Like A Dragon series, features a combat system that maps attacks to individual limbs, offering a fresh and engaging challenge. While initially daunting, the system rewards players who adapt to its unique approach, transforming difficulty into an interesting strategic experience.

The core of Stranger Than Heaven's combat lies in its unconventional control scheme. Left and right bumpers and triggers correspond to the character's left and right arms and legs, respectively. A left bumper might execute a punch with the left hand, while the left trigger controls a kick from the left leg, with the right side mirroring this. This limb-specific mapping allows for distinct attack combinations, such as using a one-handed weapon like a knife in the right hand while simultaneously landing a jab with the left fist.

Blocking and parrying are also re-imagined within this system. Instead of a dedicated bumper, blocking is assigned to the B/Circle button. Holding this button defends against most attacks, but combined with pressing the corresponding bumper, it allows for directional blocks and parries. Attacks can be charged by holding down any attack button, and a grab can be initiated by pressing two equivalent buttons simultaneously. Successfully staggering an opponent can also lead to ground-based pummeling.

The game's initial difficulty stems from the need to unlearn established combat habits. Players might default to attacking with only one or two limbs, only to find their strategies countered by enemies who begin to consistently block those inputs. Mastering the block and parry mechanics, which differ from typical combat game conventions, also requires a period of adjustment.

The demo offered glimpses into three distinct combat scenarios, each set in a different historical period. The first, set in 1915 Kokura, Fukuoka, was described as beginner-friendly but still featured multiple enemies, showcasing the ability to knock opponents into each other like bowling pins and utilize environmental objects like bottles for improvised attacks.

The second encounter, set in 1929 Kure, Hiroshima, presented a larger group of enemies and a more formidable opponent, highlighting the effectiveness of a crowbar in managing crowds and parrying larger attacks. Clumsiness in combat can arise, sometimes due to player error and sometimes due to the game's mechanics, such as the absence of a lock-on system. This can lead to missed attacks or awkward positioning as characters engage in a 'positional dance' rather than utilizing specific dodge maneuvers. The combat emphasizes timing and anticipation, with successful evasion often stemming from spacing and movement rather than dedicated dodge rolls.

Stranger Than Heaven official screenshot showing you knifing an enemy

The final demo segment featured a one-on-one boss fight in 1940 Minami, Osaka, against a swordsman. This encounter pushed the combat system's adaptability, particularly when facing an enemy with rapid, almost instantaneous dash attacks. The player found success by reconfiguring strategies on the fly, using quick jabs to interrupt slower attacks and incorporating grabs when the enemy began parrying. Successfully timing dodges to the boss's unique attack patterns was crucial for victory.

Stranger Than Heaven's combat system, while unconventional, is designed to be rhythmically engaging, drawing parallels to the deliberate, timing-based duels found in Sekiro. The developer's willingness to experiment with established control schemes, mapping attacks to limbs, is seen as a significant gamble that appears to have paid off, offering one of the most interesting combat systems encountered in recent memory. The game is slated for release on January 15, 2027, for PC, PlayStation 5, and Xbox Series X/S.