Stranger Than Heaven Combat Is a Brutal Departure for RGG

As the gasps faded and confused murmurs filled the Dolby Theatre following the surprise reveal of Tupac, one thing became clear: Stranger Than Heaven is living up to its name. Whether it was the celebrity cameos or the developer's history with the Yakuza and Like a Dragon series that brought you to the booth, the latest title from RGG is aiming for something entirely different. After going hands-on with the game at Summer Game Fest, I can confirm that the most significant departure lies in its robust, punishing new combat system.
A New Approach to Conflict
I sat down at my preview station expecting the familiar rhythm of Like a Dragon: Ishin, but I was quickly disabused of that notion. Stranger Than Heaven features a control scheme that forces you to use the right and left sides of your controller to manage each side of the protagonist Daito’s body. If an enemy grabs your right arm, you must use your left hand to break free. It sounds simple, but in the heat of a scrap, it is remarkably nuanced.
The demo featured three difficulty settings, culminating in an 'Advanced' fight against a skilled swordsman. While the lower difficulties allowed for some breathing room, the higher tiers were unforgiving. Watching other players see their screens fade to black with a 'Game Over' message served as an early warning: this isn't a game you can simply mash your way through.
The Learning Curve
During my time with the demo, I found that the strategy used for the early, multi-enemy encounters—dividing and conquering—was useless against the Advanced swordsman. With a short knife in my right hand, I was severely out-ranged by his katana. My initial attempts to brute-force the fight resulted in instant failure; the AI was not holding back, and one grapple-and-stab animation was all it took to end my run.
To succeed, I had to stop attacking entirely and focus on learning the enemy's move set, waiting for windows to dodge and punish. It was a grueling process that resulted in several deaths and quite a bit of sweat. By the time I finally landed the final blow, I was the only person in the session to have cleared the Advanced difficulty. It is a stark contrast to the RGG titles of the past, where you could often get by with random inputs.
When I spoke to another fan at the event, their experience was one of frustration, calling the combat too difficult. The sentiment is understandable; this feels less like a traditional crime drama and more like a tactical, high-stakes challenge akin to Elden Ring. The developers seem to want you to approach every engagement with intent, making each fight feel memorable rather than just another hurdle to clear.
While we don't yet know how the difficulty scales across the full experience or how the HP pools adjust on easier settings, one thing is certain: if Stranger Than Heaven holds onto this level of intensity when it releases in January 2027, players are in for a wild, demanding ride.