Vampyr Preview and Developer Commentary
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There's a developer commentary-laden preview for Vampyr up on PCGamesN, where Dontnod's Stéphane Beauverger and Gregory Szucs have contributed a few interesting nuggets of feedback about the forthcoming horror-themed action RPG. A snippet, as usual:
The studio have poured time and effort into understanding the new features that come to the engine each month. They've used simple Blueprint scripts to develop their mission ingredients, and spent a lot of time with the lighting tools - essential for infusing their London with gothic colour.
(Lights, shadows, unsettling silhouettes and an ever-present and suffocating fog are major players in Vampyr, creating an aura of doubt and uncertainty,) tells art director Gregory Szucs. (They are as important as the city of London itself.)
You don't need to believe the old promo line that the city itself is a character, because Vampyr's London is full of actual characters: every NPC has a name, a personality, a few relationships and some secrets. Some provide key mission information; others require your medical assistance, kicking off secondary missions; still others sell items. But all of them are, to put it bluntly, prey. As Reid becomes utterly dependent on blood, the question isn't whether he kills, but who.