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Let’s check out the Summer Game Fest trailer of Witchfire, The Astronauts shooter

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Let’s check out the Summer Game Fest trailer of Witchfire, The Astronauts shooter

Presented with a trailer presented with a rare cunning a while ago, Witchfire caught the attention of all shooter fans for one reason as simple as it is important: There are shoots of shooters at the reins of the project. people can fly We owe it to Bulletstorm and Painkiller, so we’re sure to find another shooter that can send adrenaline to a thousand people.

Despite the veterans working in the game, the new team (called) astronauts) is not swimming in money and his child’s development has been slow over the years, fortunately said by an official blog where programmers have put most of the creation process on paper.

new later Witchfire Summer Game Fest trailerSo, we’ve taken a good look at the information available on that site and analyzed the gameplay that has just been revealed, to put together a short but intense special episode. From what we’ve seen, the game might be a must-have for those who love running and guns… and roguelikes.

Give it to the witch, why doesn’t it matter

Witchfire: Enemy attacks are highly sought after, but don’t underestimate them

It’s worth noting how Witchfire isn’t focused on, although this genre is pretty common in video games. storytelling. In fact, rather, the game doesn’t seem to have a classic narrative with cutscenes and a crystal progression of the plot: the developers have indicated that they want to focus on the gameplay by approaching the story more closely to what Miyazaki did. It will reconnect with spirits or information scattered throughout the game to better understand the narrative background of the whole. That doesn’t mean there isn’t a cure for that element anyway, and the game is, in every way, a roguea similar path seems to us better suited to the inevitable game cycle.

Yes, because Witchfire is actually a rogue “lite” subgenre, so games you start over will be eliminated once, but with each death you keep a basic progression that allows you to progress more easily. (as opposed to the “pure” type, which resets everything and relies only on the player’s skill). Therefore, the focus of developers is a game loop lots of fun and diverse enough to let you face the fights in a variety of ways.

Strangely, they even seem to have exaggerated the freedom offered, so much so that during fairly recent game testing some of their friends (the developers themselves) skipped most of the tools that the Astronauts almost constantly use in their games to reach the advanced levels. . The advantage of such a test was to get out of the tunnel vision that sometimes plagued developers and realize that perhaps the rules governing the game as it currently stands were too loose to offer the desired progression, so things were rearranged. less to the point of being ignored.

They obviously didn’t go into details, but we suspect that what’s being described is not just a game system, but is closely linked to the game system. high mobility – complete with sprints, double jumps and glides – but even a magical base system, which as far as we’ve seen, is nothing more than leverage to avoid succumbing to hordes of opponents present in the title.

If you can’t defeat the witch, join her

Witchfire: environments are very dark but also rich in vegetation and detail

Looks pretty clear almost instantly from the latest trailer, like in the game spell they are just as important to the hero’s survival as firearms, and the variety shown looks really respectable. Electric blasts on enemy kills can damage surrounding monsters, multiple target fireballs, a summonable energy bell that stuns enemies in the area twice when hit with a bullet, a freeze surge especially effective against large groups, and a whole host of other goodies that change completely. once achieved playstyle.

On closer inspection, these spells “build“a classic of every roguelite: a set of skills that you can acquire by eliminating those in front of you or bypassing various tables. Considering that at a certain point during the game a fairly prominent floating crystal spawns, we suspect that the acquisition of powers is random, with the percentage characteristics of drops during the action (and perhaps the boss) safety of a drop during battles) In short, nothing revolutionary under the sun, but it’s nice to see such a variety of possibilities available to the player.

Witchfire: A lot of work has gone into lighting the game

Even current firearms look respectable, although they seem more classic than magic right now. While there are very effective options, it’s reasonable for Astronauts to try to balance the power of spells with simpler weapons.

Finally, most of the work on lighting and lighting has been done. clarity of the interface. There are arrows that show very well where the enemies are coming from, very useful for predicting certain moves such as the attacks of swordsmen or the enhancement spells of some undead mages. In addition, a lot of work has been done on lighting to give everything a darker and more disturbing look, while also providing more obvious visual cues and keeping the action clear. The game obviously uses the Unreal Engine and looks very solid technically, but as veterans we’re not particularly surprised by this.

Witchfire: Magical powers will accompany pretty classic firearms, but very powerful

Now all that’s left is to waitearly accessis still scheduled for the last quarter of 2022 and was chosen because of the significant improvements that can be achieved by listening to feedback from its community. It seems that Hades was an inspiration in choosing this approach, and frankly it seems like a very sensible solution for a game like this. We can’t wait to try it.

Source: Multiplayer

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