Lots of backstabbing, sneaking around, throwing bottles to distract, finding treasures, avoiding hulking guards called huntsmen and…other creatures. The rest of the game is what you would expect from a stealth game. “Unlike other stealth experiences, combat is way more viable in some circumstances, and the save point system pushes you to fight instead of reloading a quick save.” Regardless it’s exciting to see the edges of these unavailable narrative directions. However, neither of these paths is clear yet, as they are still marked up with humorous “under development” tape. Like souls-likes and Metroidvanias, Gloomwood narrows in on micro and macro interconnectedness, similar to this year’s TUNIC.įrom the onset, you are presented with multiple paths or factions to follow, presumably changing the routes or places you go. There is a suggested path to take, but there are plenty of ways to skip around it intentionally or not, and you can always come back to previously explored areas. In the current version, you have access to several areas that can be explored at least somewhat nonlinearly there are no kill barriers or invisible walls as far as I could find. In Gloomwood, you play as the doctor who was jailed for some unknown reason in a decrepit fishery on the outskirts of a major city. “Like souls-likes and Metroidvanias, Gloomwood narrows in on this sort of micro and macro interconnectedness similar to this year’s TUNIC.” These include inventory management à la Resident Evil 4, a distinctly more Lovecraftian world, survival horror, open-ended design on a larger scale, and no more save scumming. But Gloomwood has plenty of new ideas mash-up with the classic formula. Image Credit – New Blood Interactiveįans of classic stealth and Looking Glass Studios titles will find themselves at home with limited UI, a glowing ring to indicate your visibility, and different surfaces increasing or decreasing movement volume. Though initially, the map seems quite linear, it slowly opens up into a sprawling, contained open world full of stories, items, and secrets. After a short introduction and a goal of ‘get to the lighthouse,’ you are left to your own devices to sneak and/or fight your way there. It updates and streamlines classic immersive sim ideas and soaks the player in rich brine of atmospheric environments and ambient natural sound. Image Credit – New Blood Interactive “It updates and streamlines classic immersive sim ideas and soaks the player in rich brine of atmospheric environments and ambient natural sound. Though it is not far along enough to be sure, stealth fans have a potential masterpiece on their plates. Though only in its infancy in Early Access, the developers have done what Dusk did to Quake that Gloomwood is now doing to Thief. You’re free for now welcome to the fishery.ĭeveloped by Dillon Rogers and David Szymanski, of Dusk-fame, publisher New Blood Interactive has brought the classic Thief formula to the 21st Century in all its low-poly glory. “Get to the lighthouse”, a voice tells you, and the door opens. The blackness is tinged with rusty iron reds and waterlogged muddy blues and greys. It is dark in the hole you find yourself, a darkness so black you could be floating.
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