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Gloomwood - Thief-ish stealth horror game from New Blood Interactive - now available on Early Access

toughasnails

Guest
How many zoomers would even know who the fuck Malcolm McDowell even is, or would care about any of the games Gloomwood is drawing from tho? Save maybe for Deus Ex but even there I wonder how many of them actually played it rather than being into memes (bc JC looks funny, the lines taken out of context are funny, early 00s animations and voice acting are funny...) and maybe watching streams and videos commentaries/analyses of it.
 

Curratum

Guest
Also, Sir Malcolm McDowell doesn't voice anyone in the game. Dave Oshry literally said "Someone needs to take away my Cameo account", i.e. he just used the Cameo service to commission that, it seems.

Oshry / NB used a Malaysian (?) Vtuber, the worst type of 7-year-old giggling voide-modulated pedo bait, to promote Ultrakill ahead of the demo release. What more do you need to know about how this ship is run?
 

gerey

Arcane
Zionist Agent
Joined
Feb 2, 2007
Messages
3,472
The cocksuckers removed the grid inventory and the cool light ring.
 

Curratum

Guest
Pre-alpha demo, fucking hell...

"Hey uh guys... I ah.. I worked on this game for 3 years, but I want you to know that I auhhhm, well, this is a PRE-ALPHA, right? This is still early days, guys, very very early! Early access is coming out in 2 weeks, but I'm sure you'll have patience and stick it out with me for another 3 years until it's released, right! Love you guys, making gams is hard!"

Computer and video games as a whole were one big mistake.
 

gerey

Arcane
Zionist Agent
Joined
Feb 2, 2007
Messages
3,472
He's been working on it so much he's looped around and arrived back at a point before he implemented many of the features.

Truly amazing.
 

ColCol

Arcane
Joined
Jul 12, 2012
Messages
1,731
Pre-alpha demo, fucking hell...

"Hey uh guys... I ah.. I worked on this game for 3 years, but I want you to know that I auhhhm, well, this is a PRE-ALPHA, right? This is still early days, guys, very very early! Early access is coming out in 2 weeks, but I'm sure you'll have patience and stick it out with me for another 3 years until it's released, right! Love you guys, making gams is hard!"

Computer and video games as a whole were one big mistake.

Its kinda weird, I don't really know New Blood's deal as a publisher. Gloomhaven seems like their next big project in regards to public interest, so why aren't they trying to get more developers on the project. The seem to have funds.
 

Jenkem

その目、だれの目?
Patron
Vatnik
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Location
An oasis of love and friendship.
Make the Codex Great Again! Steve gets a Kidney but I don't even get a tag. I helped put crap in Monomyth
1662435220761.png
 

Wunderbar

Arcane
Joined
Nov 15, 2015
Messages
8,825
Dev claims that the early access version would contain only 1/4 of the final game, so beating it in 2 hours sounds about right.

Disagree on the linearity, i thought the levels had plenty of optional areas and alternative paths to progress. The game can only be called linear if you compare it to Thief 1-2, but it's clear it's not actually "thief with guns" so there is no point in drawing comparisons.
 

Jenkem

その目、だれの目?
Patron
Vatnik
Joined
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Messages
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An oasis of love and friendship.
Make the Codex Great Again! Steve gets a Kidney but I don't even get a tag. I helped put crap in Monomyth
Dev claims that the early access version would contain only 1/4 of the final game, so beating it in 2 hours sounds about right.

Disagree on the linearity, i thought the levels had plenty of optional areas and alternative paths to progress. The game can only be called linear if you compare it to Thief 1-2, but it's clear it's not actually "thief with guns" so there is no point in drawing comparisons.

did you pick up the early access release or are you just recalling the demo?
 

Wunderbar

Arcane
Joined
Nov 15, 2015
Messages
8,825
Dev claims that the early access version would contain only 1/4 of the final game, so beating it in 2 hours sounds about right.

Disagree on the linearity, i thought the levels had plenty of optional areas and alternative paths to progress. The game can only be called linear if you compare it to Thief 1-2, but it's clear it's not actually "thief with guns" so there is no point in drawing comparisons.

did you pick up the early access release or are you just recalling the demo?
i bought it.
 

Jenkem

その目、だれの目?
Patron
Vatnik
Joined
Nov 30, 2016
Messages
9,083
Location
An oasis of love and friendship.
Make the Codex Great Again! Steve gets a Kidney but I don't even get a tag. I helped put crap in Monomyth
Dev claims that the early access version would contain only 1/4 of the final game, so beating it in 2 hours sounds about right.

Disagree on the linearity, i thought the levels had plenty of optional areas and alternative paths to progress. The game can only be called linear if you compare it to Thief 1-2, but it's clear it's not actually "thief with guns" so there is no point in drawing comparisons.

did you pick up the early access release or are you just recalling the demo?
i bought it.

what is your overall opinion of the game so far? is it fair to say it's not really an imsim and more of a survival horror type of game?
 

Wunderbar

Arcane
Joined
Nov 15, 2015
Messages
8,825
what is your overall opinion of the game so far?
As I said earlier in this thread, Gloomwood is more of a Deus Ex / Resident Evil mashup than "Thief with guns". Or, if you want to draw comparisons with Thief, Gloomwood would likely be a game made entirely of Cragscleft / Bonehoard type of missions where you must go from point A to B while avoiding or killing monstrous enemies.

is it fair to say it's not really an imsim and more of a survival horror type of game?
well one doesn't exclude the other, Thief and Prey had a bunch of spooky moments.

Plus, imsim isn't really a genre, it's more of a buzzword that you can use to describe games similar to other games. Gloomwood does try to simulate reality - it has some emergent gameplay features (such as fire propagation, noise system, destructible light sources, physics and the ability to pick up clutter and throw it around, inventory with items having different sizes, climbing, etc). It has some non-linearity - you can walk in and just blast enemies with a gun, you can sneak past them, you can find an entirely different way around the enemy location, etc. I guess you can call it an immersive sim.
 
Self-Ejected

Netch

Self-Ejected
Joined
Jul 22, 2021
Messages
92
The game can only be called linear if you compare it to Thief 1-2, but it's clear it's not actually "thief with guns" so there is no point in drawing comparisons.

The dev is the one who drew that comparison in the first place, so yeah there is actually a point.
 

Wunderbar

Arcane
Joined
Nov 15, 2015
Messages
8,825
The game can only be called linear if you compare it to Thief 1-2, but it's clear it's not actually "thief with guns" so there is no point in drawing comparisons.

The dev is the one who drew that comparison in the first place, so yeah there is actually a point.
I thought it was the publisher (David something-ski), and he did it for the marketing purposes.
 
Joined
Nov 29, 2016
Messages
1,832
Your mom does it for the marketing purposes aha

Anyway, took me 3.9 hours according to steam but I beatenered the demo and I believe found every secret.

Not sure why people are saying that it's nothing like Thief. It's not exactly Thief, but it is far from being a casualized power fantasy rape simulator like Dishonored. I think it can be most accurately described as having something like 60% Thief DNA and 40% System Shock 2 DNA. At least on the Full Moon difficulty (highest available in the first EA release,) the power differential between the PC and the enemies seems pretty comparable to Thief - direct combat, unless you have the resources and proper set-up, is punished with swift lethality - but instead of incentivizing ghosting, the game does drip-feed resources such as weapons, ammo, explosive barrels, etc that allow you to eliminate every threat on the level provided you explore thoroughly and exercise an decent level of tactical and situational awareness.

The real time grid inventory and only being able to save at phonographs are major tip-offs that SS2 inspired the game on a foundational level.

1st level is really good IMO, gave me the same vibe as playing Thief for the first time. You start in what appears to be a relatively linear area tutorial area but if you poke around it's actually a multi-level compound with many nooks, crannies, and hidden passages, and teeming with enemies (which, unlike in SS2, do not respawn). Like Thief, there are documents to find that foreshadow dank lore and provide hints about the environment, as well as maps of the area to discover. Unlike in Thief, the map does not show your current position, so you have to use that friend Brian of ours who is quite helpful when we are not too busy drinking and masturbating our life away.

Now, the AI is kind of retarded (slow response time, like maybe double that of vanilla Deus Ex but I could be completely off just vibing here man you get me) but dynamic enough in their investigation/chase behavior to make no area feel entirely safe until I cleared out the entire level. For instance, after exploring a good portion of the starting building I used an explosive barrel to kill a small group of enemies. This attracted three motherfuckers that I had not found/killed prior, forcing me to escape into areas that I had already deemed "cleared" - and I actually stumbled into one secret passage in the process of flight. And even more chaos transpired due to the fact that I did not bother to hide bodies in some of the aforementioned areas - as a result, the guards I ran away from deviated from their normal patrol routes and started poking around the scenes of carnage I had caused perhaps an hour prior. All of that rendered both my initial and subsequent sorties tense like my cock during its hourly sounding sessions.

So the potential for dynamic encounters like that is incredible. Really forced me to explore each environment carefully and try to become intimately familiar with potential hiding spots, escape routes, and chokepoints - since I never knew whether an area was truly safe until I killed everyone in the level. And this is reinforced through the fact that you can only save at phonographs - and that you can only load back to the last save game you made. The aforementioned big compound you start in has just 1 phonograph but you unlock shortcuts to it from other parts of the level like it's motherfucking Dark Souls, motherfucker. (Yeah, I said it, bitch - Gloomwood is the Dark Souls of the immersive sim genre. It's like Bloodborne meets Citizen Kane except neither of those things really. It is basically like Skyrim, if Skyrim was made by New Blood, and actually good (barring lack for support for rape mods.)) Anyway, retreating back to the phonograph rooms to save my progress and stash extra items has been an incredibly cozy experience or whatever

Unfortunately, other 2 levels have not been as complex or enjoyable as the 1st. Both were a much more linear affair with few secrets to find compared to the 1st level. The second level actually makes for quite a nice change of pace, but the 3rd doesn't feel like it really has much of an identity and feels like a worse version of the previous 2 in a few ways (although it could be due to the fact that it is the most unfinished, with one major enemy encounter being under development - so you more or less get 2.75 levels, with the first probably having more gameplay in it than the rest combined)

Besides the phonograph checkpoints, another thing that makes me think of this as as a Thief Shock Souls chimera is the fact that there is backtracking is possible between all levels, sometimes with unexpected shortcuts. Level 1 has at least 2 secrets that will require backtracking from future levels in order to complete, and there is a shortcut by which you can walk your ass from level 3 and back into 1. It's not seamless like in Souls, but loading screens notwithstanding I experienced quite a good feeling of direction, presence, and IMMERSHIN in the GA(Y)MESPACE. Although I hope that the older levels will become repopulated with new enemy placements, perhaps after certain points in the story (sort of like the city hubs levels would refresh in Thief 3 between missions) because otherwise doing nothing backtracking for 10 minutes across 2 different maps for a single secret feels like a bit of a drag.

There are a few annoyances I have with the first early access release. Few mechanics are missing but since there is no information indicating this, you will still be clogging up your inventory space with useless shit:
-Sanity damage does not appear to be present ergo food items that seem to restore it are useless and a waste of space
-Same for loot items you are meant to be able to sell later on like in Thiaf
-Same for the research mechanic ala Shock2, which is hilarious because you require the severed heads of enemies for that and those take up a huge amount of inventory space. Although this does foreshadow a great potential for roleplaying as Jeffrey Dahmer (perhaps I spoke too soon re: lack of rape mod support aha)

There is also one fringe part of Level 1 that looks ridiculously unfinished and honestly I am surprised that it made it into the first EA release given how polished the rest of the build largely is. Finally, a bit disappointed that the assets and monsters that were present in other pre-release footage did not make their way into the first release. They foreshadow a monster encounter in Level 3 but when you get to the place you are met with literal red tape telling you to fuck off and play the rest of the level because this part ain't done yet chief. Could have put a bunch of those wendigo-looking motherfuckers from all the other pre-release footage in there just as a WIP hard encounter thing but damn, go off, sis. Anyway it was a fun way to spends spend 4 hours in the middle of the fucking night

So the TL;DR is that the potential seems to be amazing but it all depends on whether or not they are able to keep up with producing more intricate levels. Levels 2 and 3 make sense as "bridges" between hub areas of 1 and, presumably, 4 (the Market Square, presumably.) But if New Blood decided to front load all of their game design then obviously that's sort of like uh not good fam
 

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