First off, just some stuff that came to my mind! No real expectation for them to be included, i’m not going to argue the ideas. I just thought i’d write them down somewhere constructive as I thought about them.
An upwards slash attack. I’ve seen the downwards overhead slash which is great and looks fugging awesome. I know there is also a great amount of flexibility in the current repetoire, but could the team if it isn’t already in the game consider that overwhelmingly cinematic upper cut like slash? You know the one where the guy on the recieving end is lifted into the air and lands into a pile of crates?
Twitching corpses. Say the beheaded corpse as you pass it seems to be kicking its leg against the mud. It would have to be randomised as a thing you see /every/ now and then, but wow, welcome home.
Non-immediate death animations… Say the guy has just been stabbed in his side… He’s down, the players dead… But the ‘character’ is putting his hands towards the point of pain and maybe hunching into a more fetal position just slightly for a few moments.
(This could connect in with the mercykill/execute concept I saw months ago now thinking about it.)
Carrion feeders. Not only that but it would be interesting to see on the battlefield as you enter say an area of desolation and corpses maybe you’d find crows pecking at the remains… As you near the crows they would hop along rather brazenly or all fly away lending to that superbly cinematic affect like you’ve just walked into a very dark place.
Animation updates. I believe the team is probabling working on them right now, I feel more mobility/dynamic movement in the legs would work wonders… I can’t really fault the team for what they’ve done so far, it looks miles better than practically anything that has existed in the past, but notice in this video, the guy is almost jumping at him and the other mans legs adjust to the situation asmuch as his arms do. I found it interesting.
Stances or guards (leger/huten or guardia/posta) are in many ways the very foundation of Medieval swordsmanship. The offensive and defensive postures and ready positions from which to deliver all manner of blows lie at the heart of any fighting method. But they are not “static” postures, but dynamic “ready positions” from which to strike or counter-strike.
Lastly! In medieval combat it seems you adjust your blocking style/stance asmuch as your attacker adjusts his choice of assault. Just an aesthetic thought really, but it could look very cool especially with the Longsword is shifting between “ready stances” as you fight. You could even make it more elaborate play if you included them into the system, but I don’t expect that :)
I see some of these changes taking the game in a direction the team might not want to go :) But I hope i’ve provided some useful input to be considered!