So close quarters it was. MO used a system called interlock. When engaged, you are linked to your opponent with the battle arranged into rounds like rolls of the dice in D&D. In each round you and your opponent decide which attack you’re using for that period, after which the statistics of each are compared, a random element added and somebody wins, damaging the loser. This was done so you could see counters and blocks and all those cool choreographed moved you saw in the movies, but, just like the missions, it was buggy and flawed.