@Nodrim
Please don't talk bad about the game, thanks.
Why so serious?
I love Bloodlines but the game has always been rough. We have the many community patches as a testimony to that.
Vampyr looks pretty good for its budget. Focus Home Interactive has some pretty good licenses and doesn't give me the impression of a jerk publisher, but it's lacking the funds and that shows on everything.
The combat reminds me of Ciri's sections in TW3, only with more skills involved (thankfully), it's not deep but could work. In general the game doesn't seem to have much complexity in terms of RPG-ness (which is expected from the studio), but the atmosphere/exploration and actual interactions with the citizens + pseudo-investigative mode both look quite promising indeed so far.
What do you mean by RPG-ness? Stats or c&c? I think DONTNOD can do a pretty good job with the dialogues and c&c part.
Yup, I was talking about the former, character sheet/abilities/feats and actual different playstyles involved related to such stats (present in Bloodlines), since this game seems designed to be more straightforward and streamlined in that regard. But it's not too much of a problem, as long as the Dontnod men nail the writing/quest design and its tree structure - like you said, they're pretty good at that on paper, so we can look at the game with some optimism (not too much though, elaborate ruses are always around the corner!)
I'm probably going to buy this game at launch with the hope that it's capable of washing away the shame brought to vampires by Twilight/Vampire Diaries/The Originals/w.e.
Your choice of who lives or dies will radically alter London in Vampyr
Quote:
A lot of modern RPGs boast about the power of choice. They preach about how I get to shape the story, when in reality, that story is more like a rubber band—no matter how I try to contort and stretch it, it’ll always snap back into the same shape. But when Vampyr’s game director Philippe Moreau tells me that it’s possible to kill just about every NPC and condemn London to become a wasteland of diseased monsters, I have flashbacks to killing Caius Cosades in Morrowind—ending the main quest entirely.
Coming off a game like Life is Strange, Dontnod’s Vampyr is a wildly ambitious RPG. During E3, I got a chance to watch nearly 45 minutes of unscripted gameplay and the whole time I kept thinking “Wow, this sure does look like The Witcher 3 and Vampire: Bloodlines had a baby.” Trust me, I’m well aware that I just compared Vampyr to two of the most cherished PC games of all time. But stick with me here.
[...]
Still, my tour through just one of Vampyr’s quests left a quite an impression on me. Before this demo, Vampyr was little more than a blip on my radar. Now it’s one of the games I’m most interested in playing this fall. I didn't find much cause to be skeptical, but what Dontnod is attempting is wildly ambitious and that always deserves a little caution. Though vampires have seen a resurgence in pop culture, the last great vampire game was 2004's Vampire: the Masquereade - Bloodlines. If Dontnod succeeds, Vampyr could unseat Bloodlines as the greatest vampire RPG this November. For now, I’m cautiously optimistic that it might.
Whoever 'invented' that awful directional movement that you now see in all games (not sure what the exact term is = your character faces always the direction you move - meaning no back-pedaling) is a complete turd.
Who in their right mind would face AWAY their enemies while in combat, when positioning itself during the fight?! For me this is a disgusting feature that makes absolutely no sense, breaks the immersion and turns your character into a low IQ peasant.
How the FUCK would you like to play in first person and when you press S (aka move backwards) your character would suddenly turn his face towards the direction you are moving?!
Combat looks awful. One second I am hitting the enemy, the other I am distancing myself from it but... wait... let me sight see a bit for a while. Oh look, a crate there, a wall there and a douche behind a glass controlling me! Back to action now.
To be fair in many such "console" games there is lock-on, which allows for relative movement around the target.
Lock-on isn't such a great thing itself, it's just an extra mechanic meant to support a pretty bad movement system that works the best for controllers. Target locking limits the gameplay design quite a bit.
Last edited by Nodrim on Wed, 5th Jul 2017 14:58; edited 1 time in total
it does change the movement because you're always facing where you're aiming, even if done only while holding a certain button (gamepad trigger/mouse2)
and as such works without "lock on" functionality
wait. so it's a soulslike game?
All this time I thought it's an adventure game
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