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posted in The Council - General Discussion read more

Could you create stealth gameplay style like Dishonored games for future Council games?

posted in The Surge - General Discussion read more

I would like to add

  1. interesting NPCs and boss fights
  2. ranged particle system for 'spells'
  3. souls level design
  4. more cyberpunk/dystopian mythological inspired art design with various locations rather than only industrial

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posted in Call of Cthulhu - General Discussion read more

I was watching this skills sets

How many types of investigator classes will there be in the game ?

posted in Vampyr read more

@netheos said in Watch Vampyr's Story Trailer!:

Don't fear the reaper" by Phlotilla feat. Mona Najib

I found full song here:

posted in Vampyr read more

Why not? Could you put it on youtube ?

posted in Vampyr read more

@Netheos could you link song Don't Fear The Reaper which is in the trailer performed by that singer.

What is the singer's name?

posted in The Surge - General Discussion read more

Could you create spells-equivalent in Surge 2?
So, spellcaster class would have wide options of ranged particle system oriented gameplay and would have a dedicated stst for it ('intelligence').
Of course, spellcaster could swap 'spells' and melee on demand.

Also, could you create co-op PvE mode where you could invite friends for boss fights.

posted in The Council read more

Could you create steampunk mechanical puzzles, secret rooms and corridors like in Indiana Jones movies ?

posted in Call of Cthulhu - General Discussion read more

Here it is described how the gameplay looks like

*Call of Cthulhu could be the next cult hit horror game to satisfy the tastes of console players.

After the likes of Outlast and Layers of Fear came out of nowhere to grip horror fans with their claustrophobic tales of dread, Call of Cthulhu could be the next game of the generation to offer a nasty surprise to genre fans.

In a hands-off preview early in February, Daily Star Online was treated to a short playthrough of the game's first area: a grim, misty port on the mysterious island of Darkwater near Boston, Massachusetts.

The premise of the game is simple: you're a private investigator heading onto the island to look into the death of a famous family, one whose daughter was a renowned painter.

Unlike many horror games on the current console generation, Call of Cthulhu will focus primarily on investigative gameplay, rather than survival or combat. The title is a semi-open world investigative RPG with elements of stealth and psychological horror, to use the words of the studio itself, and offers a nice change from simply running for your life.

Thanks to the slower pace of the game - and the way it makes you look deeply into all the evidence you find, study the odd texts you discover on the island - there is a much more distinct feeling of dread at play... there's a creeping horror in the game, not the jumpscares you'd find elsewhere.

The bay area of Darkwater that we're initially introduced to is dank, slimy, wet and miserable. Everything is dark, and all the light sources somehow come off slightly green and creepy.

From the second you set foot on the island, you can tell no-one there really likes you. They want you gone. They don't trust your motives in looking into this case - or maybe they're hiding something from you.

Some fisherman sing a tragic tale of a big catch from decades ago - a catch that ended the whaling trade on the island. Smugglers talk in hushed tones outside a warehouse they're tasked with guarding. The whole island reeks of deception... or maybe that's just the killer whale killed by something unknown (but clearly massive) on the shore.

So far, so Lovecraftian. Everything's lit by torchlight. Nothing seems right. Fog clings to the island, and from what you can discern, odd gases seep from underground caves, making everyone seem slightly... off.

We see the RPG elements in action as we investigate one of our victim's last paintings: it's a portrait of a man, but not quite. There's something inhuman about it - the face is the only part intact and it looks like the doomed artist gave the male model... gills? A slightly squid-like appearance? It's hard to tell.

But checking it out bolstered our observations skillset a bit, so that's something. The whole RPG element of the game is built around the 1981 role-playing pen and paper title the game shares a name with, so there are a lot of elements to draw on.

You can increase your strength to allow you to open doors you otherwise wouldn't be able to, you can increase your knowledge of the occult to better understand what's happening around you, increase your perception to spot clues otherwise hidden from you.

The RPG element of the game seems fairly skinny and straightforward, but if it helps you unpick the mystery, it all adds up.*

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