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Vampyr - vampire action-RPG from Life Is Strange devs

Kem0sabe

Arcane
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Mar 7, 2011
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Azores Islands
Remember me had quite good production values, from the graphics to the sound, it was top notch. The gameplay tho was rather banal.

This looks marginally better, but they only showed a small snippet of gameplay, no proper questing or c&c. I suspect that the game will be a rather short action adventure with rpg elements, if the writing is there, then it will probably be enjoyable to play.
 

Tribal Sarah

Arbiter
Joined
Feb 9, 2014
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My dad's bigger than your dad
It looks pretty but why is a vampire carrying a sword and how do these guys automatically know he's a vampire? I guarantee before this game is released he'll end up with a man bun and a Mel Gibson complex
 

Paul_cz

Arcane
Joined
Jan 26, 2014
Messages
2,010
DontNod is a cool company. Going from scifi brawler with stunning audiovisuals to teenage melancholic adventure game to victorian london set vampire RPG...it's cool.
The gameplay doesn't look amazing, but atmosphere could be very strong. And when was the last time we got a good vampire game? in 2004 ?
 

Prime Junta

Guest
Twilight ruined vampires for everyone.

Perhaps not forever though. Is it time they can shake the dust off their capes and be cool...ish again?
 
Self-Ejected

Excidium II

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Excluding crazy legendry the only vampire thing I ever liked is VtM.

Vast majority of vampire fiction is about vampire and mortal relations which is banal and done to death. VtM managed to detail vampires to an unmatched degree while still making it NOT about vampires, it's the backdrop of a conspiracy/horror setting.
 
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Rahdulan

Omnibus
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Neanderthal

I really like that Legacy of Kain was never really about vampires because it actually had a great story to tell that went beyond typical "oh, woe is me". Even with Raziel's occasional whining in mind, most characters just happened to be vampires.
 
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Wirdschowerdn

Ph.D. in World Saving
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http://www.pcgamesn.com/vampyr/dontnod-vampyr-districts-difficulty

Making it in Unreal: sucking blood and beating thugs in Vampyr, Dontnod’s bitey action-RPG
By
Jordan Forward
vampyr-gameplay-demo.jpg


Consequences are a big deal in Vampyr, just as they were in Dontnod’s previous game, Life Is Strange. But where once there was teen high-school angst, now the First World War has barely finished and the city of London is experiencing one of the worst pandemics in human history, the Spanish Flu of 1918. And there’s another disease wreaking havoc through the streets of London, one that has conveniently enough turned protagonist Jonathan Reid into a vampire. As the player, that means you’ll need to feed to stay alive. However, picking who to feed on in a city already beset by sickness will leave its mark on the various communities and factions of London.


“This is the golden rule: you can take the life of everybody in the game, there is no exception, even if it is your own family,” explains narrative director Stéphane Beauverger. “The second important rule is that there are always consequences, there is no free kill. So each time you kill someone, even of a very small level, you will impact the life of people who knew the victim.”

Vampyr.jpg


Taking out a thug could save the life of someone he intended to murder, but it will also have an impact on the thug’s son. Players can immerse themselves in that community in order to determine the rippling effect of each of their kills, or they can blindly feed on whoever takes their fancy.

“That's just the small level, just the family and the relatives of the victim, but at every second of the game there is a dynamic based on the average health of each district of London - if you kill too many people, if you take just one life, of someone who doesn't seem important or who has no family or no relatives at all, the health condition will go below the critical status and you will lose the entire district.” And when you lose a district, you lose everyone in it: “even the people who were very healthy and you were not aiming to kill, they will be turned into creatures because you went one step too far. There are always consequences.”

With no healthy citizens present the district ceases to be a potential hunting ground for the player, and staying stocked up on fresh human blood becomes that little bit more difficult.

vampyr%20killing.jpg


Far from being a playground for the player to abuse and push to its limits, London is the player’s lifeline - they’ll need it for far more than mere survival, says art director Grégory Szucs. “One of the first questions we ask is ‘what have I become? Who did this to me?’ And as a doctor who sees disease you try to cure it and what is happening in London. The hero will always try and have a scientific approach to the vampires: he truly believes this is some kind of disease, but he has no clue so he has first to understand who did this to him, why, what it is to be a vampire, and why all of these vampires have suddenly appeared across London”

Infusing London with all the expected gloom and gaslit horror of a city that’s emerged from four years of war to find itself stalked by nightmarish creatures and teeming with disease was the job of Unreal Engine 4 and its superb lighting tools, explained Dontnod when we last spoke. “Lights, shadows, unsettling silhouettes and an ever-present and suffocating fog are major players in Vampyr, creating an aura of doubt and uncertainty, they are as important as the city of London itself.”

Playing as one of the monsters puts an interesting slant on Vampyr’s moral compass: your enemies are vampire hunters - ostensibly on the side of ‘right’ - your victims are often innocents, and you yourself are a doctor, someone sworn to help others. There are no ‘good guy’ or ‘bad guy’ points for choosing one action over another, but certain aspects of the game might get more challenging or arduous the deeper you venture down one moral path.

Vampyr-01.jpg


Alternatively, it’s possible to complete Vampyr without killing a single human, reveals Beauverger. “You can finish the game without killing anyone, you can feed on the rats if you want: you will get no experience points, you will just get blood. You will stay very weak but you can to do that.” Likewise, enemies can be swayed if you’re able to convince them of your good intentions: “you are not a real hero, the real heroes are the vampire hunters who try to take you down. You have to deal with the fact that you are a beast and an evil monster and you will have to prove to them through your actions that you can be trusted and are not someone who is completely heartless.”

On paper, Vampyr is drastic departure from the carefully trod tone and grounded dilemmas of Life is Strange. Pandemic-stricken London might be your hunting ground, but it’s one that’s fraught with consequences - good and bad - depending on how you play it. Doctor Jonathan Reid is still a rational man who wants to do good, but deciding how to handle his monstrous side is what Vampyre is all about.

Vampyr is due out on PC in 2017.
 

LESS T_T

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Codex 2014
Combat: http://www.focus-home.com/en/news/1...reid-explored-in-screenshots-detailing-combat

THE VIOLENT SIDE OF VAMPYR'S JONATHAN REID EXPLORED IN SCREENSHOTS DETAILING COMBAT

Vampyr, the new Action-RPG from acclaimed game-development studio Dontnod, explores combat on the flu-ridden streets of 1918's London. All manner of dangers prowl London during a bout of the lethal Spanish Flu. From Vampire hunters to mutated abominations, Jonathan Reid will face foes as well as friends on his mission to discover the truth behind his new affliction.

Armed with an array of conventional melee and ranged weaponry, attack and dodge foes to fill up Jonathan's Blood Gauge, required to unleash powerful vampire attacks. From impaling enemies on a spike, to draining them of blood at a distance, as Jonathan's Blood Gauge fills during a combat situation, his Vampire affliction will start to overtake his more human side, unleashing destructive spells and abilities against those who try to stop him.

A non-linear skill tree will unlock through experience gained new, more powerful attacks and abilities. Jonathan is able to equip these abilities in any order, effectively allowing players to create their own archetypes to match their play-styles. Play aggressively and deal greater damage, or more securely, focusing on crowd-control and keeping enemies at bay. Skills can be evolved two different ways, for example, Spring, a skill that allows you to rush instantly to a distant enemy, can be developed to either deal area-of-effect damage or grant temporary invincibility. The choice is yours.

Combat difficulty can be affected by player actions out of combat. Feeding on civilians provides a huge XP boost, which will make combat situations easier - but that comes with caveats; an increased danger on the streets, and narrative consequences for the world's citizens, to name a few. Full brawls are not the only options open to Doctor Reid, he can also stalk his prey, or even utilize his vampire speed and agility to avoid combat entirely.

Players will have to investigate who to feed from, and who to spare, conscious of their need to increase their strength. Jonathan's Vampire impulses will always be working against his human side.

Take up the plight of Jonathan Reid when Vampyr releases in 2017 for PS4, Xbox One, and PC.

vampyr-12.jpg


vampyr-13.jpg


vampyr-14.jpg
 
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Zombra

An iron rock in the river of blood and evil
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Wow, enticing writeup. It's very intriguing to actually have to strike a balance with your decision-making. Can't really kill everyone, can't really spare everyone without things going to shit either way - though you're free to try either if you really want to make it work.

I also changed my mind about xp. Previously, I made fun of the fact that you get xp for eating innocents but not for battling vampire hunters by the dozen. Time for a 180°. Having read the interview, I love that you get a little xp for combat and questing, but tons of xp for exploring your new identity as a predator. That actually makes good "realistic" sense to me; which is to say that it is a wonderful expression of what good vampire stories are about. Becoming a fucking monster. You don't gain power by defending yourself from gunfire, but by indulging your darkest impulses. This breaks away brilliantly from the standard RPG mole popping reward system of grinding meaningless trash combats to level up.

The intent here is really laudable; of course, execution may be a different thing entirely. As thesheeep observed earlier this year, the game's difficulty or lack thereof will make or break the question of whether the system has any, er, "teeth". These guys aren't well known for their challenging combat design. I suspect that the game will be easy enough for children, meaning that harder core gamers won't find enough challenge to drive them to tough decisions. If I play this, remind me to play on the hardest difficulty, if settings exist.
 
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Arcane
Joined
Dec 19, 2015
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Italy
Seems quite cool. I really enjoyed their lesbian simulator, so I'm looking forward for this too.
 

anus_pounder

Arcane
Joined
Mar 20, 2010
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5,972
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Yiffing in Hell
:what:

Only just now realizing this is the Remember Me and Life is Strange devs.

Welp. I'll still probably D1P it because I'm interested enough because of the game itself, but not very inspiring devs.
 

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