Bubbles
I'm forever blowing
- Joined
- Aug 7, 2013
- Messages
- 7,817
Tags: Airship Syndicate; Battle Chasers: Nightwar; Dontnod Entertainment; ELEX; Gamescom 2016; GolemLabs; Piranha Bytes; The Guild 3; Vampyr
Our award winning Gamescom coverage continues apace with four of our most popular reports to date.
First we take a look at Vampyr, the next masterpiece from the creators of Life is Strange:
Then we cast a glance towards ELEX, the next masterpiece from the creators of Risen 2:
And let's not forget about The Guild 3, which brought some pleasant complexity into the console-dominated Gamescom landscape:
Indeed. Finally, Battle Chasers: Nightwar provides us with a valuable insight of its own:
We only speak the truth.
Read the full article: RPG Codex Report: Gamescom 2016 - Vampyr, ELEX, The Guild 3, and Battle Chasers: Nightwar
Our award winning Gamescom coverage continues apace with four of our most popular reports to date.
First we take a look at Vampyr, the next masterpiece from the creators of Life is Strange:
As I see it, Vampyr's biggest selling point is not about butchering hundreds of vampire hunters, or suffering through self-serious barely interactive dialogues; it's about meeting the NPCs of London, learning about their lives, and then choosing who among them should live and who should die. The designers have made the intriguing decision that sucking the life out of friendly NPCs should be the primary source of experience points in the game. Can't beat a difficult battle? Want to unlock a cool skill? Well, then you gotta find somebody you don't like, and get rid of them in a permanent fashion.
Then we cast a glance towards ELEX, the next masterpiece from the creators of Risen 2:
Jarl: Well, from what you've shown us so far, it really looks like you're saying “Okay, we're now gonna serve you a big fresh helping of Gothic 2!”
Bubbles: [rolls his eyes in a shameful betrayal of his partner]
Jenny: No, this is no Gothic.
Jarl: ...different, but in terms of the principles, of the level design….. ….? …??
Jenny: Well, it's… it's... One is one thing, and one is another. We have deliberately not made a new Gothic. And we think that it would have been a bad idea to make a new Gothic 4 or 5. At the current time, at least. Why? You ask three Germans: “What should the new Gothic have?” And you get at least five different answers. The expectations are there: [raises her arm real high]. And we cannot meet them. Even if we wanted to – if we hired 25 new people – it would not be possible to release a Gothic – right now! – where people would say “whoa, that's great!” Not possible. “Basically, we want exactly what's been done before, but not what's been done before!” And that doesn't work.
And so we thought: let's rather do something that we've had in our heads for a long time anyway, something that we would enjoy making, something where we can use old gameplay mechanics that worked well, which we really liked, where people are saying “that was great!” – we take those on board, and we make a new setting with fresh ideas, a new story that nobody is familiar with, and then we make a great game. And that's ELEX.
Bubbles: [rolls his eyes in a shameful betrayal of his partner]
Jenny: No, this is no Gothic.
Jarl: ...different, but in terms of the principles, of the level design….. ….? …??
Jenny: Well, it's… it's... One is one thing, and one is another. We have deliberately not made a new Gothic. And we think that it would have been a bad idea to make a new Gothic 4 or 5. At the current time, at least. Why? You ask three Germans: “What should the new Gothic have?” And you get at least five different answers. The expectations are there: [raises her arm real high]. And we cannot meet them. Even if we wanted to – if we hired 25 new people – it would not be possible to release a Gothic – right now! – where people would say “whoa, that's great!” Not possible. “Basically, we want exactly what's been done before, but not what's been done before!” And that doesn't work.
And so we thought: let's rather do something that we've had in our heads for a long time anyway, something that we would enjoy making, something where we can use old gameplay mechanics that worked well, which we really liked, where people are saying “that was great!” – we take those on board, and we make a new setting with fresh ideas, a new story that nobody is familiar with, and then we make a great game. And that's ELEX.
And let's not forget about The Guild 3, which brought some pleasant complexity into the console-dominated Gamescom landscape:
Bubbles: We had a discussion on our forums about the fact that the Guild games are still PC-exclusive, even in this modern age. Why is that – is the UI too complex for consoles?
Heinrich: ...we once tested a version [of an earlier Guild game] on the Xbox; it worked, but the controls were terrible. And it's the same way now; you can make a port to the newest Xbox relatively quickly – so we could get a version for the Xbox One or Xbox 360 pretty quickly – but we see absolutely no way of implementing a proper control scheme with a gamepad. It's just impossible. The game is too complex.
[At this point he notices that Jarl is making inefficient deals at the marketplace, and spends a minute showing him how to do it properly] You should buy a cart to transport your goods… slow down the game speed! No, click there… now, click this first, and then here…
Bubbles: It's nice that these kinds of games are still being made.
Heinrich: ...we once tested a version [of an earlier Guild game] on the Xbox; it worked, but the controls were terrible. And it's the same way now; you can make a port to the newest Xbox relatively quickly – so we could get a version for the Xbox One or Xbox 360 pretty quickly – but we see absolutely no way of implementing a proper control scheme with a gamepad. It's just impossible. The game is too complex.
[At this point he notices that Jarl is making inefficient deals at the marketplace, and spends a minute showing him how to do it properly] You should buy a cart to transport your goods… slow down the game speed! No, click there… now, click this first, and then here…
Bubbles: It's nice that these kinds of games are still being made.
Indeed. Finally, Battle Chasers: Nightwar provides us with a valuable insight of its own:
And really, if the guy who made flippin' Darksiders is making a turn based RPG, then what the hell is stopping today's Obsidian from doing the same thing? Get with the times already! The future is turn based!
We only speak the truth.
Read the full article: RPG Codex Report: Gamescom 2016 - Vampyr, ELEX, The Guild 3, and Battle Chasers: Nightwar