Third-Person Melee Combat (TPMC) / Third-Person Melee Action (TPMA)

Video Games Featuring Melee Armies (Without Firearms)

1- Concept and Terminology

The Third-Person Melee Combat (TPMC) or Third-Person Melee Action (TPMA) is a sub-genre of third-person action/adventure video games. However, it is distinguished by specific characteristics, notably the use of melee weapons.

The camera adopts a perspective located behind and slightly above the player-controlled character (TPP « Third-Person Perspective »). This point of view is particularly common in action-adventure, RPG, Survival-horror, and other games.

The objective of this article is to demonstrate that TPMC has nothing to do with hack-and-slash games such as Devil May Cry, Metal Gear Rising, Stellar Blade, and Bayonetta, due to reasons of style which is truly very different (speed, hits, involvement of firearms, etc.).

The TPMC gameplay style resorts to this type of gameplay which is centered on close-quarters combat and features armies or groups clashing primarily with bladed weapons (such as swords, spears, axes, or other melee weapons), without recourse to firearms. These games feature medieval, fantastical, or historical worlds where firearms are absent or do not play a central role in combat for specific contexts.

2- Analysis

The objective of the article is to take some game examples to better understand the concept of TPMC. We can dissect the genre into historical periods which insist upon a choice of gameplay that pushes developers to choose a style based essentially on melee weapons. We will follow the historical chronology of the games and not their release chronology.

Antiquity

Throughout the history of video games, melee combat has always held a particular power: that of plunging the player into the heart of the action, closer than ever to the adversaries, where every movement counts and where the enemy's proximity makes every victory visceral. Historically with a capital "H," according to the historical context of each game, we begin with Antiquity, an era of legends and conquests. Here, heroes fight with swords and spears, amidst the clash of shields and the smell of dust raised by armies.

Nintendo console
  • Ryse: Son of Rome (2013) is set in an alternative version of Ancient Rome. We follow the life of the Roman Centurion Marius Titus, who becomes one of the chiefs of the Roman Legion. The gameplay revolves around Marius using his sword to strike enemies and his shield to deflect them. Execution sequences are present in the game, which are QTEs that prolong the combat.
  • Meanwhile, the myths come to life with Asterigos: Curse of the Stars (2022) or Immortals Fenyx Rising (2020), where ancient deities and monsters become our adversaries. There are two modes of hand-to-hand attack: light, fast, and weak attacks with a sword, and heavy, slow, and powerful attacks with an axe.
  • Fenyx can use a bow and arrows to defeat enemies. Players must manage Fenyx's stamina during fights, as it depletes after repeated attacks. This system's inspiration was the game The Legend of Zelda: Breath of the Wild (2017), which takes place in a fantastical medieval setting.

Middle Ages

Speaking of the medieval era, here, war is a matter of knights, crusades, and memorable sieges.

Nintendo console
  • The bloody and chivalrous confrontations in the game The Witcher (2007-2015) reproduce the brutality of duels and the combat system to make it more fluid, accessible, and spectacular, all while retaining tactical depth. We find light and heavy attacks, but the rhythm is much faster. The protagonist, "Geralt," is more agile, and the combat animations are more fluid. There are now two types of dodges: a small, quick dodge (side-step) to avoid close-range attacks, and a roll to move over a greater distance and avoid area attacks or large enemies. Timing is important for parrying the blows of humans.
  • The Mount & Blade (2008 - 2022) series marries diplomacy and sword blows, and also combines the third-person camera style with an aerial view or isometric perspective in an action role-playing and strategy game. The player forms a group of soldiers and completes quests on an aerial campaign map, with battles taking place on battlefields allowing the player to engage personally alongside their troops.
  • Not to forget a game that we have already evoked: The Legend of Zelda: Breath of the Wild (2017). The combat system is a complex yet very successful blend that emphasizes freedom, creativity, and adaptation in the choices of confrontation. Rather than relying on predefined combos, it encourages experimentation with the environment and the tools at your disposal to put them to the service of combat. For a reason of the developers' direction toward more diversity in duels, but also for a challenge that makes confrontations tougher, it is the durability of the arsenal. The protagonist, Link, has access to a wide variety of weapons, from swords to spears to hammers, each having different properties in terms of speed, power, and range. The management of durability is a central element: weapons break. This forces you to constantly look for new weapons and to adapt to those you find. You cannot rely on a single powerful weapon, which makes every fight more unpredictable.
  • The Blood of Dawnwalker (2026), is inspired by Eastern European folklore. The game is set in a Gothic and fictional 14th-century kingdom called "Vale Sangora," located in the Carpathians. The main concept is that Coen's combat style changes radically depending on whether he is in human or vampiric form. But the part that interests us is the tactical approach which is based on human skills, where Coen uses a longsword, with mechanics that recall games like The Witcher 3 for its fluidity, and Kingdom Come: Deliverance for its realistic and calculated approach. The game uses a directional blocking system. Visual indicators appear to show the direction of the enemy's attack, forcing you to block in the correct direction before counter-attacking.
  • Conversely, in almost the same context (a fantastical medieval world), the game Crimson Desert (2026) lands us on a continent called Pywel. The character "Kliff" is endowed with a combat system of richness and complexity that goes well beyond simple sword strokes. It is a mix between a beat 'em up (side-scrolling fighting game), an action RPG, and even wrestling moves. The game offers very dynamic and lively combat, with aerial movements, attack chains, and great fluidity. "Kliff" can use different techniques to propel himself into the air, chaining attacks in all directions.
  • For the chivalrous action-adventure game 1348 EX VOTO (2026), the close-quarters combat is inspired by HEMA (Historical European Martial Arts). This is the central point highlighted by the developers. HEMA is the reconstitution and practice of historical European martial arts. This suggests a realistic and tactical combat system, far from the frantic "hack and slash" type of fighting. It will probably be necessary to properly manage posture, parries, feints, and openings to defeat adversaries. The confrontation system is based essentially on the management of movements and blows, inspired by 14th-century Italian medieval combat techniques.
  • Our two medieval-esque (medieval) games that will propose a very different approach from what we are visiting elsewhere: the first is God Save Birmingham (TBA). It is a survival, simulation, action-adventure video game that stands out for its unique concept: a zombie apocalypse, but not in a postmodern world. The game uses a combat system based on fire sticks, hammers, knives, axes, or other tools and objects they can find or craft. The game offers a mix of survival, brutal realism, and tactics in confrontations, where the player's ingenuity in using their environment, basic weapons, and the dismemberment mechanics is essential for survival.
  • For the second, Blight: Survival (TBA) is a cooperative action-horror extraction game that takes place in a dark and brutal medieval world. The core of the game lies in its "close-quarters combat" system and expeditions to collect resources and equipment, facing hordes of enemies. The combat offers a directional combat system that is intended to be accessible for beginners, but offers great depth for experienced players. You can choose from a wide range of weapons, armor, and talents to personalize your playstyle. The Cooperation mode is extremely crucial, as the game is designed to be played cooperatively with up to three friends (four players in total), focusing on teamwork to survive both human and monstrous threats.
  • For another category, here the imaginary then takes over with European Medieval Fantasy, a realm where magic and monsters share the ground with swords. With a genre that has taken a large place in the world of video games and has created a genre all on its own, we are talking here about:
  • The importance of melee weapons in games such as Dark Souls, Elden Ring, Dragon’s Dogma, and Shadow of Mordor lies in their central role in the construction of the playful and narrative experience. These titles, although different in their mechanics, all rely on the principle of a close confrontation that values strategy, precision, and player mastery.
  • In Dark Souls and Elden Ring, melee weapons embody an extension of the character's body: their handling demands a keen sense of timing and resource management, transforming each combat into a duel where dramatic tension is maximal.
  • For its part, Dragon’s Dogma accentuates this dimension by integrating a direct interaction with the enemy, since the player can climb gigantic creatures in order to strike them in their vital points, which makes the hand-to-hand weapon indispensable to the game dynamic.
  • Finally, Shadow of Mordor exploits melee as a vector of immersion and fluidity thanks to a rhythmic and spectacular combat system that allows confronting several adversaries simultaneously, highlighting the protagonist's power and brutality.
  • Thus, in these hostile worlds, the melee weapon is not reduced to a simple attack tool: it constitutes the very foundation of the playability, narration, and aesthetic identity of these video game works.

Asia

Asia does not lack panache. Feudal Japan and ancient Asia deploy their art of combat where the blade becomes an extension of the body.

Nintendo console
  • Ghost of Tsushima relies purely on a dual dynamic: mastery of the katana in a duel and the strategic dimension of infiltration. Unlike games that favor a purely technical or statistical approach, this title places the player in the skin of a samurai confronted with a permanent tension between honor and pragmatism.
  • The combat mechanics offer a variety of postures adapted to different types of enemies. Each posture embodies a martial philosophy and obliges the player to constantly adapt. The duel, with its precise parries and millimeter-perfect dodges, is directly inspired by the aesthetics of Japanese sword films such as Akira Kurosawa's Seven Samurai, Harakiri by Masaki Kobayashi, and the Baby Cart series, giving each confrontation a cinematic dimension. To this are added the assassination and stealth phases, which break with the samurai code of honor but broaden the tactical range.
  • It can be asserted that this combat system skillfully balances demand and accessibility. The diversity of approaches allows both novices to progress and experienced players to perfect their style. Furthermore, the coexistence of "frontal combat" and the "ghost path" translates into the gameplay the moral conflict of the protagonist, Jin Sakai, torn between the traditions of his ancestors and the necessity of saving his people by all means.
  • For the game Ghost of Yotei, where you embody Atsu, a solitary mercenary who adopts the same mechanisms but with more improvements, more weapon variety, more tactical freedom, and more options to manage fights according to your style. It is possible to defend the idea that the combat system of Ghost of Tsushima and Ghost of Yotei (even if the 2025 game provides players with a Tanegashima to eliminate enemies from afar) the two games are not limited to a simple playful mechanism: they become a narrative tool. Every blow struck, every posture adopted, and every choice between honor and stealth participates in the construction of a player-samurai or mercenary identity. In this sense, the two games do not only offer battles, but a true interactive reflection on what it means to be a warrior in a changing world.
  • Meanwhile, Sekiro: Shadows Die Twice challenges reflexes and constitutes one of the pillars of its video game identity, and distinguishes itself clearly from other productions of the FromSoftware studio. Unlike the more classic Souls mechanics where endurance and hit management dominate, the player here embodies a shinobi whose survival relies primarily on posture, parry, and counter. The confrontation system places the duel at the heart of the experience. The confrontation is not only a question of reducing the opponent's health bar, but especially of breaking their guard. This design choice forces the player to adopt a precise rhythm: they must read the attacks, respond with successive parries, and seek the right moment to execute a deadly blow. Victory then stems less from defensive patience than from controlled aggressiveness.
  • As for Nioh and Onimusha, they remind us that the supernatural is never far in these lands of millennial traditions. The combat styles of Nioh and Onimusha reflect two different eras and two different philosophies of the action game.
  • Onimusha, released in the early 2000s, offers a system marked by the survival horror heritage of Resident Evil: attacks are rigid, slow, and calculated. Each sword stroke fully engages the character, which obliges the player to prioritize caution and precision. The deliberately measured rhythm highlights the dramatic tension and the value of each confrontation. But the episode Onimusha: Way of the Sword offers a more fluid and more developed gameplay compared to the last opus of Onimusha: Dawn of Dreams (2006).
  • Conversely, Nioh adopts a modern, Souls-like inspired approach, which relies on dynamism and technicality. The different postures, Ki management, and weapon diversity offer great strategic freedom. The player must constantly adjust their rhythm and their tactical choices to adapt to the enemies. Where Onimusha imposes a methodical mastery of the saber, Nioh values reactivity, anticipation, and mechanical depth.
  • From feudal Japan in the Sengoku period (15th century) to Japan at the end of the post-war era, in the 1960s to the Shōwa Era (1926-1989), the country experienced strong economic modernization and important social changes. However, great disparities remain between the expanding urban areas and remote villages, such as Ebisugaoka, where the action of the game Silent Hill f takes place. We can imagine that the game will offer basic firearms like the Hamada Type II pistol or the Arisaka Type 38 Rifle according to the period of the Second World War, but Silent Hill f completely abandons confrontation with firearms, like the majority of the franchise's installments. The developers prefer to rely on close-quarters combat with melee weapons according to the context of the story and its characters. Between light and powerful attacks, Silent Hill f emphasizes dodging and enemy counter-attack. Players also have access to a focus gauge that allows them to perform special attacks and slow down time to facilitate counter-attacks, but this has the consequence of gradually draining their mental health bar. Silent Hill F also offers weapon durability, a mechanic that opposes the modern video game era. It is an audacious gamble by the developers to propose a combat gameplay that does not include firearms in a modern era, under the pretext of embodying an adolescent who cannot use firearms due to her age. It is a really interesting idea and an exceptional case for our analysis.

Nordic

The icy winds of the North then blow over the Viking worlds.

Nintendo console
  • The game Hellblade: Senua’s Sacrifice and Senua's Saga also offer a particular combat system that reflects the fragility, determination, and inner torments of the warrior Senua. Unlike other action games where spectacular combos are multiplied, the combat in Hellblade is deliberately purified. Confrontations rely on Light and heavy attacks, allowing variation in speed or power. Dodges and parries and Counter-attacks demand a good sense of timing and bring a strategic dimension. The artistic choice of the game dictates that every blow struck or received seems weighty with consequences, making each duel tense and immersive.
  • For the game from the Santa Monica Studio developers, God of War (2018) marks a true break with the former installments of the saga. Unlike God of War III (2010), which relied on the classic hack and slash scheme—fast combat, an avalanche of combos, and a fixed camera allowing the management of enemy hordes—the 2018 game adopts a much more immersive and cinematic approach. The genre is clearly that of narrative action-adventure, enriched with role-playing game (RPG) elements.
  • First, the camera changes completely: it is now placed over Kratos’s shoulder, offering a more intimate and immersive vision of the action, far from the panoramic and distant view of the old episodes. This perspective makes the combats more strategic and less frantic.
  • Next, the combat system emphasizes the management of equipment, skills, and endurance. Kratos wields the Leviathan axe and his shield, with a slower but more technical rhythm: one must learn to manage dodging, timing, enemy locking, and the use of special abilities.
  • Moreover, the game integrates exploration and progression elements that recall RPGs: weapon improvement, armor crafting, customization of runic powers, and experience management via a skill tree. The adventure also includes secondary quests, semi-open exploration, and a continuous narrative, without cinematic cuts, which reinforces the adventure and story side rather than pure action.
  • Thus, even if the game retains spectacular and brutal combat, it does not belong to the hack and slash genre, since it prioritizes strategy, immersion, and narration rather than the speed of combos and arcade action. God of War (2018) and its sequel God of War Ragnarök (2022) is therefore a narrative action-adventure with a strong RPG component, and not a hack and slash like its predecessors.
  • In 2017, the Human Head Studios studio, known for titles like Rune (2000) and Prey (2006), announced a new project inspired by Norse mythology: Rune: Ragnarok (2019), which was subsequently finally renamed Rune II.
  • It is an open-world action-RPG. The player embodies a Viking warrior who can pledge allegiance to a god to obtain special powers influencing their playstyle. The gameplay relies on a brutal close-quarters combat system, with varied weapons, raids against enemies, and confrontations against mythological creatures. The title also offers a crafting system, allowing players to manufacture and improve their equipment, as well as solo and cooperative multiplayer modes.
  • The combat system of Valheim (2021) relies mainly on stamina management; it is a central element of all offensive and defensive actions. Without stamina, the player can neither attack, nor block, nor dodge, nor run. This resource regenerates naturally, but its rhythm depends on the character's state (rested, wet, cold) as well as the quality of their food. Meals, potions, and rest effects significantly improve the combatant's effectiveness by allowing them to maintain a constant rhythm in the confrontation.
  • The fights are characterized by the variety of weapons (slashing, blunt, or piercing weapons). Each has its utility depending on the creatures faced, some being particularly vulnerable to a specific type. Some weapons also offer a secondary attack with special effects, adding a tactical dimension. The system thus values preparation (choice of weapons, management of endurance and skills) as much as the player's precision in the field, notably thanks to the parry mechanic which, when well mastered, can reverse the course of a difficult confrontation.
  • Skills also play a major role in the evolution of the combat system. Each weapon type has its own level of mastery, influencing damage, stamina consumption, and the weapon's overall effectiveness. The blocking skill, for example, progressively increases the player's defense power, up to a 50% bonus at the maximum level. This aspect encourages regular combat practice to progress and gain efficiency.
  • Blocking constitutes another essential mechanic. The player can block with a weapon or a shield, reducing thus the damage received, at the cost of stamina consumption proportional to the absorbed attack. If the power of the enemy attack exceeds the blocking capacity, a part of the damage is still inflicted, and the player can be stunned. This mechanic becomes more complex with the parry, a variant of blocking performed at the precise moment where the attack touches. A successful parry consumes almost no stamina, applies a defense multiplier, and can stun the adversary, offering an opening to inflict critical damage. However, not all shields allow parrying, notably heavy models like the tower shields.
  • For the game For Honor (2017) by Ubisoft Montréal, which takes place in a land shared by three factions: the Samurai, the Knights, and the Vikings, the latter of which particularly holds our attention in this part dedicated to the Nordic era. The game For Honor (2017) is distinguished by its unique combat system called "Art of Battle," which combines technicality, strategy, and realism. This system relies on the mastery of the three directions (left, right, and up) of attack and defense, which makes confrontations both intuitive and deep. The player must constantly observe the movements of their adversary, anticipate the source of blows, and adjust their guard accordingly. It is therefore not only a game of quick reflexes, but especially of reading and timing, where precision and patience often make the difference between victory and defeat.
  • Light attacks and heavy attacks constitute the basis of combat: the former are fast but not very powerful, while the latter, slower, inflict more damage. To this are added various defensive techniques such as directional blocking, parrying, riposting, or the guard break, which allows the enemy to be unbalanced. The player can also use feints to deceive their adversary, or dodge to avoid a decisive blow. Each action consumes a certain amount of stamina, obliging a thoughtful management of the combat rhythm. The fighters in For Honor possess their own weapons, animations, combos, and special abilities, offering very varied playstyles and constantly renewed duels.
  • We will conclude our analysis with another Ubisoft game, Assassin’s Creed Valhalla (2020), which relies on a combat system that mixes visceral action and strategy, designed to make the player feel the power and brutality of a true Viking warrior. The game offers a balance between light and heavy attacks: the first are fast and consume little stamina, while the second, slower, allow breaking enemy defenses and inflicting heavy damage. Combat demands good stamina management, an essential resource that decreases during dodges, blocks, or powerful attacks. If it falls to zero, the player becomes vulnerable and unable to dodge effectively.
  • Defense relies on three main mechanics: blocking with a shield, parrying (which requires good timing and allows stunning the adversary), and dodging, which is essential against attacks too powerful to be blocked. Enemies also possess a defense bar that must be lowered before critical damage can be inflicted. By aiming at their weak points with the bow, the player can break their posture, remove a part of this gauge, or even stun them for a spectacular execution.
  • The player's arsenal is varied: axes, swords, hammers, spears, flails, and bows, each offering unique animations and advantages. The player can dual wield two weapons at once (like in Ghost of Yōtei (2025) with the use of two katanas, for example), sometimes sacrificing the defense of a shield for increased aggression. Some skills even allow wielding two heavy weapons simultaneously, accentuating the brutality of the Viking style.
  • The combat system of Assassin’s Creed Valhalla marks a true evolution compared to the former episodes of the series, notably those before Assassin’s Creed Origins (2017) and even compared to Assassin’s Creed Odyssey (2018). While the first Assassin’s Creed games up to Syndicate (2015) relied on an automatic counter-attack and enemy locking system, Valhalla adopts a much more free, dynamic, and visceral approach, inspired by modern action games.
  • In the old installments, combat was often centered on synchronization: the player waited for an enemy to attack to trigger a deadly counter-attack. The animations were stylized but not very realistic, giving an impression of cinematic fluidity more than a true confrontation. Conversely, Valhalla highlights total freedom of movement, manual timing, and active stamina management. The player must monitor their endurance, choose between light and heavy attacks, and adapt their style according to equipment or enemy type. This tactical dimension, absent from the old games, makes the fights more demanding and immersive.

3- The Stamina System and its Relationship with TPMC Games

In TPMC games, the stamina system plays a fundamental role, especially when the player exclusively uses melee weapons to confront their adversaries. This system contributes above all to reinforcing immersion and realism.

  • In reality, a fighter tires by performing repeated attacks, dodging, or running. Integrating this fatigue in the form of a stamina gauge makes confrontations more credible and more intense.
  • For example, in the Dark Souls series, every action—whether an attack, a block, or a roll—consumes a portion of the stamina bar. The player must therefore carefully monitor this resource, as attacking without thinking can leave them vulnerable and unable to dodge an enemy counter-attack.
  • This system also allows for good balancing of close-quarters combat. Without endurance, the player could chain blows unlimitedly, rendering the gameplay repetitive and unbalanced. Stamina introduces a form of natural regulation: when exhausted, the character becomes slow and vulnerable, which creates opportunities for the adversary to retaliate.
  • In Monster Hunter: World, for example, powerful attacks with weapons like the great sword consume a lot of endurance. The player must then reflect on the right moment to launch a heavy strike, because a miscalculation can leave a dangerous opening for the monsters. This precise management gives the fights a deep strategic dimension and values the mastery of timing.
  • The stamina system also influences the general rhythm of the gameplay. Instead of disorderly and continuous combat, it creates a natural alternation between phases of offense, defense, and recovery. The player must plan their actions carefully: attack when an opening presents itself, dodge to avoid enemy blows, then retreat to allow their stamina gauge to recover.
  • In a game like Sekiro: Shadows Die Twice, the management of posture (which functions similarly to endurance) obliges the player to balance attack and defense to break the adversary's guard without needlessly exposing themselves. This gives the combat a fluid and tactical rhythm, where every decision counts.
  • The third-person perspective further accentuates this importance, as it offers a clear view of the environment and the position of the enemies. Thanks to this camera, the player can better read the opposing movements, anticipate attacks, and manage distance effectively.
  • In God of War (2018), for example, the stamina gauge is not as visible as in Dark Souls, but the management of fatigue translates into recovery times after heavy attacks and dodges. The player must use the camera and their positioning to strike at the right moment, while remaining attentive to their mobility and the combat space.
  • Finally, the stamina system plays a key role in character progression and the customization of playstyle. As the adventure progresses, the player can often improve their stamina gauge, which allows them to perform more actions before running out of energy.
  • In Elden Ring, for example, investing in the stamina statistic increases the capacity to wear heavier armor while maintaining good mobility, or to chain more attacks without pause. This strategic choice directly influences the manner in which the player confronts their enemies: a heavy and powerful character will rely on a few decisive strikes, while a light character will favor agility and dodging.

In short, the stamina system in third-person games relying solely on close-quarters combat is not a simple secondary mechanic: it structures the gameplay, balances confrontations, enriches strategy, and reinforces immersion. Emblematic games like Dark Souls, Monster Hunter, Sekiro, or God of War perfectly demonstrate how this energy gauge transforms every combat into a true tactical dance, where mastery of timing, distance, and resource management becomes the key to victory.

For the game Silent Hill F, the stamina system occupies a central place, although the game takes place in a modern era where firearms exist. This mechanic, far from being a simple addition of realism, reflects the philosophy of survival horror: the protagonist's vulnerability to horror. Endurance limits the player's ability to run, dodge, or defend themselves, imposing a constant tension that reinforces the feeling of psychological and physical fragility. Unlike other action games where firearms offer an impression of advantage over enemies, Silent Hill F chooses to make every movement costly. The player cannot count solely on modern technology to survive; they must manage their breath, anticipate their efforts, and avoid unnecessary confrontations. This constraint transforms endurance into a vital resource, just like health or ammunition.

4- Hack ’n Slash and Melee Weapon Combat

Across all these eras and video game worlds, one constant remains: melee combat, whether realistic or fantastical, tactical or instinctive, remains one of the most immersive forms of confrontation that video games can offer in this category of gameplay style.

The world of video games has always sought to translate the essence of combat through different approaches. Three genres, close but distinct, have established themselves as references in the representation of melee: the hack ’n slash, the beat ’em up, and melee weapon combat games. Each expresses a singular vision of the confrontation, oscillating between exuberance, strategy, and realism.

a. Hack ’n Slash: The Frenzy of Carnage and Progression

The hack ’n slash is a genre founded on speed, power, and the sensation of impact. The player embodies a hero who is often overpowered, confronting entire waves of enemies using melee weapons and spectacular combos. The essential dimension of this genre relies on character progression: every fight becomes a means to gain experience, new weapons, or increasingly impressive skills. Titles like Lost Soul Aside, Ninja Gaiden 3, or Dynasty Warriors: Origins perfectly illustrate this logic of increasing power. The player is rewarded by the fluidity of their chains and the massive destruction they provoke. The combat system puts more emphasis on staging and dynamism than on precision or strategy: it is above all a spectacle of power and style.

b. Melee Weapon Combat Games: Precision and Realism

In contrast to the excessiveness of the hack ’n slash, melee weapon combat games are distinguished by their technical and realistic approach to the duel. Here, every confrontation becomes a test of mastery and concentration. Titles such as For Honor, Dark Souls, Silent Hill F, or Ghost of Tsushima illustrate this search for authenticity in the handling of melee weapons. The player must anticipate opposing blows, control the direction of their attacks, and manage stamina or the weight of their weapon. This approach confers an almost martial dimension to the genre, where victory does not rely on brute power, but on the reading of the combat and the precision of the gesture.

Unlike the beat ’em up (formerly in this category, melee weapon combat), which are often linear, or the hack ’n slash games centered on progression and the frenzy of carnage, these games aim to recreate the tension of a realistic fight, where a single error can be fatal for the player during confrontations.

c. A Historical and Aesthetic Evolution

The evolution of these three genres also translates the evolution of the player's relationship with video game violence: the beat ’em up was born in the arcade era, that of reflex and immediate entertainment with variations of cutting or heavy weapons on enemy bodies; the hack ’n slash extended this logic into vaster worlds, by integrating RPG elements (in the case of some games) and spectacle; finally, TPMC marks a return to the technicality and the reality of physical shock, popularized by modern 3D engines and competitive multiplayer.

This progression reveals a trend toward the complexification of combat: the player is no longer content to press buttons; they must understand the mechanics, postures, and rhythm of the combat.

Between the hack ’n slash, the beat ’em up (formerly), and melee weapon combat games (TPMC), they share the same core: the passion for close-quarters combat. However, they differ in their playful philosophy. The first magnifies power and frenzy, the second simplicity and rhythm, the third precision and mastery. By comparing them, we observe the evolution of the action game toward increasingly immersive, demanding, and realistic forms, reflecting the player's desire to experience not only violence, but the art of combat itself.

5- Conclusion

The study of Third-Person Melee Combat (TPMC) reveals a major video game phenomenon: the rehabilitation of close-quarters combat as a form of artistic, narrative, and sensory expression. Far from being a simple variant of the action game, this sub-genre establishes itself as a total immersive experience, where every blow struck translates an intention, an emotion, and a relationship with the game world.

The evolution of TPMC shows that developers have sought to reconcile realism, technicality, and physical feeling. In a medium often dominated by firearms and distance, the return to melee embodies a will to bring the player back to the proximity of danger and the hero's vulnerability. This proximity transforms the confrontation into a sensory dialogue between the player and the adversary: every parry, every strike, every loss of endurance becomes a component of the narrative.

Contemporary games like God of War, Ghost of Tsushima, or Elden Ring perfectly illustrate this ambition. They no longer content themselves with opposing enemies, but build a philosophy of combat: the duel becomes a metaphor for survival, self-mastery, and personal dépassement (surpassing oneself). The melee weapon, an extension of the body and a symbol of will, embodies an intimate relationship between the player and their avatar.

On the aesthetic level, TPMC also translates a turning point in the staging of the action game. The close-up camera, the heaviness of the blows, the management of stamina, and the realistic animations participate in an interactive cinematography that places the player at the heart of the action. You no longer watch the combat: you feel it. This choice reinforces immersion and accentuates the dramatic tension specific to each duel.