Jenkem
その目、だれの目?
Damn, I didn't realize this was published by Nacon... I'm kind of down on them after what they pulled with Frogwares.
Encouraging article. I'm not seeing any red flags. I particularly like what they've said about how much information is available but not critically necessary to forward the story.Big feature in PLAY magazine
There is literally a magazine page couple posts above your's describing the gameplay.I don't quite get it. Is this game supposed to be a visual novel or what?
Edit: Zombra, I'm serious. While the game is in RPG forum section, the trailers show only cutscenes and chars walking, "narrative RPG" sounds suspiciously like "we don't have any gameplay" and I haven't seen anything about game mechanics.
The 1st paragraph states that there're skill checks with a resource system (effort). The 4th paragraphs states that resource in this system is actually renamed to blood. And the 7th paragraph states that NPCs have stats that the skills are checked against (of course they do, it's kinda the whole point). And maybe those NPCs can attack you somehow (without stating whether that occurs on a prescripted basis or is there some AI in place). Oh, and on the first page it's stated that the game has a linear mission structure.There is literally a magazine page couple posts above your's describing the gameplay.I don't quite get it. Is this game supposed to be a visual novel or what?
Edit: Zombra, I'm serious. While the game is in RPG forum section, the trailers show only cutscenes and chars walking, "narrative RPG" sounds suspiciously like "we don't have any gameplay" and I haven't seen anything about game mechanics.
There is no combat in The Council but there are dialog "confrontations", where you had a limited number of "blunders" (choosing a wrong option) before you fail. You can't die, but you can lock yourself out of a good ending or fail to prevent an NPC death.There're references to the "combat system in the Council" but I haven't played it. Quick search through Steam discussions doesn't gave anything. Quick look at a LP for the Council on Youtube showed me a skill "tree" with 15-18 skills, but descriptions for all of those were "Unlocks new dialogue options" and "Reduces cost in effort points". I also saw protagonist walking slowly to point-and-click something. I saw no combat and was too lazy to click through hours and hours of videos to find it.
The Council has some pretty decent puzzles (with clues locked behind skillchecks); hopefully Swansong will do too. As for time limit, in The Council some events happened on a timer, so you could miss the opportunity to do some things (e.g. save some NPCs).Maybe a time limit? Reputation rationing? Puzzles? Arcade? Tactical combat?
I played the Council a while ago, and if memory serves me right, there is no combat in the traditional sense, only dialogue 'confrontations' and puzzle-solving aka a smarter telltale with RPG-esque skill trees and decent writing (the plot took a nose-dive in quality at the end though)The 1st paragraph states that there're skill checks with a resource system (effort). The 4th paragraphs states that resource in this system is actually renamed to blood. And the 7th paragraph states that NPCs have stats that the skills are checked against (of course they do, it's kinda implied in the first paragraph). And maybe those NPCs can attack you somehow (without stating whether that occurs on a prescripted basis or is there some AI in place). Oh, and on the first page it's stated that the game has a linear mission structure.There is literally a magazine page couple posts above your's describing the gameplay.I don't quite get it. Is this game supposed to be a visual novel or what?
Edit: Zombra, I'm serious. While the game is in RPG forum section, the trailers show only cutscenes and chars walking, "narrative RPG" sounds suspiciously like "we don't have any gameplay" and I haven't seen anything about game mechanics.
Based on those descriptions I don't even have an idea whether resource is limited per dialogue, scene (or save point) or a mission.
There're references to the "combat system in the Council" but I haven't played it. Quick search through Steam discussions doesn't gave anything. Quick look at a LP for the Council on Youtube showed me a skill "tree" with 15-18 skills, but descriptions for all of those were "Unlocks new dialogue options" and "Reduces cost in effort points". I also saw protagonist walking slowly to point-and-click something. I saw no combat and was too lazy to click through hours and hours of videos to find it.
So far it looks like a visual novel to me. I still don't have a slightest idea whether this product has some gameplay systems besides branching dialogue.
And if it's not an RPG (because for me having branching dialogue doesn't necessarily enough for a game to qualify as an RPG), I don't get why is it in RPG section of the Dex and not in, say, adventure.
And that's exactly why I ask. Does anyone know whether there're some game mechanics? Maybe a time limit? Reputation rationing? Puzzles? Arcade? Tactical combat?
Olivier Deriviere is known to be a bit of a maverick when it comes to the creation of music, scoring a number of famous video games, the latest of which is Vampire: The Masquerade - Swansong.
Drawing on a range of styles, Olivier tells us what led to the creation of 3 diverse themes for our playable characters and the main theme of the game.
This music is part of the backbone of Vampire: The Masquerade - Swansong, a narrative RPG where 3 characters' intertwined stories will decide the fate of Boston. Coming in 2022 to Xbox One, Xbox Series X|S, PlayStation 4, PlayStation 5, PC, and Nintendo Switch.
VtM: Swansong is about exploration, deduction, and discussion as you unravel the truth behind events unfolding around you. There are also sections where you need to make a series of rapid decisions that can have wildly different outcomes. Would you feed or use your powers?
Leysha is a troubled character, her ability to see powerful prophetic visions puts a target on her back when all she really wants is to protect her daughter. We wanted that conflict to resonate in her theme, which is brought to life with VAYY's haunting vocals.