4/1/2023 0 Comments Ity of gloomwoodIn terms of level design and enemy AI, Gloomwood reveals itself to be more in line with a gothic survival-horror experience. Even the environment design maintains a consistent sense of realistic geography, with signposts and background detail leading you along instead of a giant map with waypoint markers. I was especially impressed with the minimalist approach to ammo management, you have to keep a mental ammo count for your revolver and rifle at all times, you can even check these by popping the barrel open mid-game, forcing you to make those crucial shots count. The entire game has some mild interactivity to it, you can throw glass bottles for distractions or move crates and barrels to break line of sight. There's a robust sound system where enemies will more likely hear you if you're walking on metal grating as opposed to cobblestone. There's an icon in the corner of the screen to show how visible you are. ![]() In fact, the entire stealth system and user-interface is practically a direct copy of Thief. I'll be honest, I was holding my breath around this point ![]() This means that your best bet for survival is stealth, keeping to the shadows, and being mindful of where you step, taking enemies by surprise with strikes from the dark. ![]() Eventually, you do get a revolver and a rifle of your own, but ammo is scarce, and there are other monstrous things waiting in the dark. There are patrols of glowy-eyed guards roaming the streets armed with axes and rifles, and all you have to defend yourself with is a sword cane. There are no cutscenes or any dialogue save for one line delivered at the very end, it just opens with an interactive title sequence where you end up trapped in an oppressive Victorian city called Gloomwood and your objective is to get out. The very first thing that stuck out to me is how well Gloomwood manages to imitate the look and feel of the original Thief game, at least in tone and style.
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