3/18/2023 0 Comments Gloomwood genresPart of what let me work on Gloomwood so long is that it's been challenging enough to make that I'm continually working towards minor goals and not getting bored, and also those milestones can be super rewarding. Sometimes it would be simply "I can't look at this project anymore. Unfortunately, it’s also that unfinished.Dillon: I'm still really bad at that. The question is, “Do you want to experience a great immersive sim now? Or wait and experience what could be an all time great immersive sim a year or two from now?” Yes, Gloomwood is that good. And, as it stands, Gloomwood is already a great one. Not being able to access a portion of a level or not being able to pull off the cool stuff you dream up may be reason enough for some players to wait for the full release.īut, if you love immersive sims, you know that we don’t get nearly enough of them. Immersive sims and early access are slightly strange bedfellows for this reason. The instances where Gloomwood doesn’t let you do something that the game’s logic dictates you should be able to do, are disappointing. But, immersive sims are, famously, the genre that attempts to say yes to the player. These kinds of physics-driven interactions might be the sort of thing that gets added as the game approaches 1.0. But, when I attempted to explode the barrel by placing it under a garage door and lowering the door onto the barrel, I was disheartened to see that, instead of causing a big, distracting explosion, the door just sort of jankily phased through it. Similarly, In the first level, you can find explosive barrels in multiple locations. You can hear guards discuss a violent beast prowling within a large house, but once you access the manor’s basement, you’ll run into a caution tape-like banner alerting you that this area is still in development. In fact, one of the most intriguing locations in the portion of the game contained in Early Access (the first three-ish areas) isn’t yet available. This was an a-ha moment for me, but Gloomwood is so big, and yet so tight, that anyone else who plays will likely find theirs somewhere else. Once I had reached the room I discovered something I hadn’t been able to see from the other side of the door: stairs leading to a secret cellar. From there, I dropped down and collected the coins. So I climbed up, balanced on the wall, and made my way over to the solid portion of the roof. “But, wait,” I realized, “I still don’t know how to get behind that partially obstructed door.” But then, I noticed that part of the ceiling in the guard's room was missing. I climbed through, snuck up the stairs, killed the guard and took his key. Unless, that is, you dropped down to the balcony, snuck slowly to avoid alerting the lower guards, and climbed onto a railing above which the floorboards had eroded. RELATED: The Chaotic Brilliance Of Half-Life's Barneys Smashing a window will rarely go unnoticed, even if the nearest enemy is a few floors up behind closed doors. It means learning (probably the hard way) that, just because you don’t see any guards nearby doesn’t mean that there aren’t any. It means recognizing that your footsteps are louder on metal than they are on wood, and louder on wood than they are on dirt. That means learning that your watchful opponents will spot your character in full light from a distance, in half-light from up close, and in no light, not at all. If you ever hope to escape, you must learn to recognize which of your actions will alert the ever-vigilant guards. As the mysterious protagonist called The Outsider, you begin the game in a cell at the bottom of a pit in a fortress-like fishery. Stealth has rarely felt this involved either, and you would need to go back to the Thief games, from which Gloomwood draws obvious influence, to see it done with this degree of mechanical complexity.
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