Combat is based on a series of 10 hotkeys that contain special skills, as well as the X and C keys for basic attacks. The movements of the characters are all done by motion capture, so the combat moves are smooth and responsive when you activate an attack. There is also a bit of physics-based gameplay; we watched the character break certain obstacles in the world, and later, use others to wield as weapons. There are high blocks and low blocks as well as special moves like dodges and flying kicks. You can't jump, however, unless you are using a combat move that involves jumping. At level 15, the characters also get a job class change, which lets you decide whether you see the game more as a martial arts game or as more of an arcade, stylized game.
As the instance progressed, we eventually encountered the boss, who introduces himself with his very own cutscene and some extra tricks up his sleeve. Players will earn skill points and levels as they complete instances, and when you train skill points, you can preview what the move you're training will look like. At the end of the instance, you'll be given a grade, which is based on things like number of combos, time to complete it, and damage dealt. You also get to choose from a series of prize cards, and each will reward with coin or an item.
Fighters Club is slated to enter closed beta in May; it's targeting summertime for the commercial launch. It will be free to play with a cash shop, but right now the majority of the items are vanity, and the remainder are things that would give you a benefit only in PvE. Visit the official website for more details and news as it nears launch.
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