Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

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

J_C

One Bit Studio
Patron
Developer
Joined
Dec 28, 2010
Messages
16,947
Location
Pannonia
Project: Eternity Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
Started watching Mack's review, but stopped watching after he said that stealth games aren't his thing, and that the thinks the game is bad. He shouldn't even review this.

As others have said before, he really has his heart in the right place, but he is too much of a graphics whore/immersion fag to be taken seriously. Most of the time his reviews are pretty spot on, but he stumbles from time to time.
 
Last edited:

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,697
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.pcgamer.com/gloomwood-is-too-good-to-play-unfinished/

Gloomwood is too good to play unfinished​

Just as Gloomwood was getting really good, its first episode ended.

It's not often that I'm so immediately into a game that I follow its development as closely as possible, but that's the effect Gloomwood(opens in new tab)'s demo had on me when it appeared on Steam in 2020. Good immersive sims only come around once every few years so I take what I can get, but that brief vertical slice convinced me that New Blood Interactive has something special here: a neo-victorian stealth game with the vibes of Bloodborne and the backstabs, shadow hopping, and constant vulnerability of Thief.

Now released in early access, I'm glad to say Gloomwood is shaping up to be great. New Blood has really nailed the basics—its opening levels are creepy, expansive spaces with multiple solutions and looming guards that are just the right amount of dumb. I love the lethality of my pointy cane sword, the click of the revolver as I check its ammo, and the satisfaction of stepping right past an unsuspecting goon in a pitch-black shadow.

What I don't love is that, right now, there's just not enough of it.

Sneak king​

Gloomwood starts by throwing you in a nasty pit. You're an unnamed doctor (an "outsider," according to your captors) rotting away in a prison of fish guts. A shadowy figure quickly offers a means to escape and grab your gear, and that's essentially all the direction the game offers. From there context comes in scraps gathered from written notes and enemy dialogue.

There might have been some other interesting story bits shared by a blabbering guard, but if so, I was almost certainly distracted by tricky stealth encounters. Gloomwood is the rare stealth game that is happy to ding you for stepping too far into a patch of light or jogging when you should've been walking. It's a wake up call from modern stealth games like Dishonored, Watch Dogs, and Hitman that have trained me to feel basically invisible as long as I'm crouched. It's a good thing that Gloomwood includes its version of Thief's light meter—a ring always visible on the Doctor's hand that glows according to how noticeable you are.

The ring is a genius bit of immersive tech, but it's just one of Gloomwood's cool diegetic design choices. Possibly my favorite item in the game is the Doctor's briefcase which holds a grid-based inventory system. It sounds a bit silly to gush so hard about an inventory grid, but there's more to it than that.

Nearly every object that can be picked up lives in the briefcase as a 3D model, not a scribble of text on a list. To even see the inventory, the Doc needs enough space to set the case down in the world (either on the ground or a table). Time doesn't stop while fiddling in pockets, so something as simple as injecting a health syringe takes tactical consideration. Space is limited by grid size, but also by how good I am at inventory Tetris. At first I tried to keep a tidy case with a corner for throwables, a column for guns, and another for healing items, but within hours I'd let it turn to clutter (a fitting reflection of my actual desk). Even cooler is the ability to literally drag items out of the case and into the world as if the mouse is your hand.

I appreciate Gloomwood's commitment to the bit—the manual process of trashing objects one by one made me second guess later on if I really needed to carry another glass bottle when I already have three empty fish cans cluttering my case. Gloomwood shows just as little mercy when it comes to guns. The only way to see how much ammo's in the revolver is to hold R to open the chamber and count the bullets. This is cool as hell, except for the several times I wanted to check ammo only to realize that it's too dark to see the gun.

Appetizer​

After my first playthrough I still have no idea what's going on in Gloomwood, but that made sense when I realized the three levels currently available are basically one big tutorial. Though the very first Fishery area is a perfect mix of multi-floor indoor spaces and outdoor exploration, the cave and cliffside areas that come after are noticeably sparser with fewer alternative routes. I hope later levels increase in complexity.

I was often distracted by the future during my Gloomwood playthrough. There's so much cool stuff going in the first few hours that the frequent reminders of its unfinished state grew to be annoying—the most overt, immersion-breaking example being a house in the third area that teases an encounter with a scary beast only to be greeted with a sealed door that says "under development."

The difficulty options are also too limited. There are normal and hard presets right now, but I really want to tailor the rules to my liking. The first thing I'd turn off is Gloomwood's strict checkpointing that only allows saving at specific safe rooms. Call me a normie, but no stealth game is complete without quick save/load keys.

Just as I was starting to get all the cool stuff like the shotgun and the multipurpose Undertaker pistol, it was already over. For now the town of Gloomwood visible in the distance is just decoration. Bummer!

I think this is a pacing problem that's unavoidable until there's more Gloomwood to play. It's good as-is, but unless you're truly desperate for an immersive sim fix, you're better off waiting until it's all out, which is exactly what I intend to do now. New Blood estimates that'll be "a year or two at least." Worth the wait, I reckon.
 

Theodora

Arcane
Patron
Glory to Ukraine
Joined
Feb 19, 2020
Messages
4,620
Location
anima Bȳzantiī
First time I'm actually looking at it beyond a passing glance, seems like Gloomwood has a lot of potential if they can sharpen the difficulty. Not having infinite saves would be a good start.



I think his concerns about it being in EA for another eight years if it's going to be a decent length is probably a little off; likely as not, this is a vertical slice for feedback with a bunch else being a WIP. Immersive sims don't really suit rolling release schedules given the level of polish needed to make environments convincing and ""immersive"".
 

Theodora

Arcane
Patron
Glory to Ukraine
Joined
Feb 19, 2020
Messages
4,620
Location
anima Bȳzantiī
If you bothered to think for a second you'd realise how silly you sound for calling others a shill for not kneejerking automatically in response to a specific development model.
 

Curratum

Guest
Game is being developed by a soyster who is busy wringing his hands over pointless features and supposed "immersive" elements, while is core moment to moment gameplay is still duller than a 1998 game.

It took him 2 years to produce what little content is in the EA build, and that's with having a chunk of it already done in summer 2020. He is obviously working on the game on his free time, because like tons of indie "devs" these days, he's doing this as a hobby project and has a separate full-time job.

The game will simmer in EA for years. Of course, 8 years is exaggerated but I don't expect the full game to be out before 2026 and faffing about with a low-poly, minimal-asset indie game for 6+ years is a bit much for me.
 

Theodora

Arcane
Patron
Glory to Ukraine
Joined
Feb 19, 2020
Messages
4,620
Location
anima Bȳzantiī
It took him 2 years to produce what little content is in the EA build, and that's with having a chunk of it already done in summer 2020. He is obviously working on the game on his free time, because like tons of indie "devs" these days, he's doing this as a hobby project and has a separate full-time job.

The game will simmer in EA for years. Of course, 8 years is exaggerated but I don't expect the full game to be out before 2026 and faffing about with a low-poly, minimal-asset indie game for 6+ years is a bit much for me.
My point (going off assets that have been visible but don't seem to be currently available in-game) is that it's not really reliable to extrapolate that what's available is all he has produced in two years.

Also, what's 'soy' about him? Nothing about this strikes me as being stupid and petty enough to engage in Kulturkampf nonsense.
 

Joggerino

Arcane
Patron
Vatnik
Joined
Oct 28, 2020
Messages
4,588
Started watching Mack's review, but stopped watching after he said that stealth games aren't his thing, and that the thinks the game is bad. He shouldn't even review this.

As others have said before, he really has his heart in the right place, but he is too much of a graphics whore/immersion fag to be taken seriously. Most of the time his reviews are pretty spot on, but he stumbles from time to time.
He's also crippled and can barely use K&M now.
 

Theodora

Arcane
Patron
Glory to Ukraine
Joined
Feb 19, 2020
Messages
4,620
Location
anima Bȳzantiī
He's also crippled and can barely use K&M now.
Good reason for controller support in all games where possible tbh. People act like it's just for casualisation/"consolification", but it's basically essentially for a lot of people with disabilities to be able to engage with games as a medium at all.
 

toughasnails

Guest
He shouldn't even review this.
Don't know who that is but a good reviewer should be able to look past his own prejudices. pfffffrt.
Not everyone can enjoy every type of game, and you certainly cannot learn/force yourself to appreciate new genre when you're old fart like him. It's like I were a youtuber and decided to cover for example a fighting game or a flight sim and thumbed them down for being what they are (he even p much admits he covered Gloomwood only bc there was nothing else new at the time, I guess that's a curse of people expecting a steady stream of content from you).

Theodora
For some unspecified reason, Curratum is convinced that New Blood is pandering to far left American zoomers... even though they are pushing out the sort of games only older player would be interested, based on games Gen Xers and older millennials played back in the day, with nothing political about them whatoever.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,697
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.rockpapershotgun.com/gl...eserves-better-than-the-agony-of-early-access

Gloomwood's grimy stealth playground deserves better than the agony of early access​

Premature access

Gloomwood is, so far, a very good game, but it is also not much of a game - in the literal sense that it has launched into early access incomplete. There's currently just enough of it to play that it makes you feel both bereft and quite annoyed when it suddenly clangs its great iron doors shut in front of you. "Let me in!!" you scream, as you hammer on the silent portal. "I really like Thief! I get you! I want to throw more decapitated heads as lures!"

If you are one of those people who bases their gaming personality on liking the original Thief series, Gloomwood will have been on your radar for a while. It's a grimy, steampunk-ish stealth immersive sim with a deliberate low-poly vibe, and it picks up the abandoned Thief football to absolutely run with it. But, though the current EA build is but short, it feels like Gloomwood is aiming to punt that ball into outer space. There's so much more room to be playful and experiment than I expected, and it's so much fun that if you'd never played a stealth sim in your life I'd recommend Gloomwood. Except I wouldn't, because it feels like I'd be doing you a disservice to recommend it now, when the fun will be so quickly snatched away.

The main problem is that Gloomwood promises "an intricate, hand-crafted city" to explore, and right now you're not allowed in it. You can see it, you can go up to the gates, and at least two (2) people tell you to go there. But Gloomwood as is ends at the city gates. I did spend a lovely 5 or so hours playing around in the levels leading up to the city which, unless my guess wildly misses the mark, will operate as a very detailed and clever series of tutorials to teach you the game's principles before launching you into that city relatively unguided.

Gloomwood believes in show don't tell, which I greatly admire. You start in medias res, caged in a kind of circular offal pit in what turns out to be part of a fish processing facility. A mysterious stranger sets you free and gives you a ring, and ambles into the night. The ring is your most trusty friend in Gloomwood, as it lights up according to how visible you are, teaching you to hide in shadows or behind crates or bushes. But it also lights up if you're being too noisy; you might be perfectly cloaked in darkness but if you move, knock something over, or barge through traitorously rustling foliage at the wrong time, then you'll alert a nearby enemy. You are taught, too, that you can one-hit kill an unsuspecting enemy with a charged stab from behind. You make more noise on some surfaces (metal walkways, rock) than on others (dirt, wood), and that it's better to land on something soft if jumping from a height, be that fish guts or a dead body. You work with what you have.

Stabbing a guard in the back in Gloomwood
I stabbed this guy and then he fell forward and then his body caught fire and his pal was like "MuHRRDddEERRR!"

I think the moment I had my first flash of "Here we, here we, here we fucking go!" anticipation at the future brilliance of Gloomwood was, having learned the principles of shanking lads in the back with my nifty cane sword in relative safety, I made it outside onto the dock. There was a lighthouse in the distance. I paused to admire the light. It swung round and illuminated my hiding spot. Yikers. Gloomwood did that all the way through: taught me something through play, and then set an exam to test if you were paying attention. Like telling me how to listen up against doors and then sometimes throwing a guard right outside one in case I didn't, or setting bear traps in the dark edges of a scrubby copse.

A view of the city in Gloomwood from the outside
See that mountain? You can't go there (yet)

The levels outside the city don't need to take five hours. I'd say about half of that time was me failing and reloading my last save (which you can only do at gramaphones playing eerie, crackling music), and the other half was exploring to see how else you could do it. The starting area has at least three different routes to get out to the dock, for example, and there are multiple secrets for more daring players to uncover - extra keys, hidden treasure, shortcuts. A safe with the code secreted somewhere in the same room. Slightly inscrutable hand drawn maps. Guards - fully robed, masked, sort of puritanical-looking goons that constantly cough, sniff or mutter in a nasal growl - have conversations that hint at the wider story.

You can do things quietly, which is what I went for, but it's possible to go all guns blazing, although for my money it's harder. Dynamite barrels can be tactically exploded, for example, and both you and enemy guards can be set on fire. As well as your cane sword, there are all manner of guns and associated ammo to pick up, provided you can fit them in your inventory. This is a case, which you open and rummage through in real time, and can only access if you have the physical space in front of you to plonk it down and open it up. It's got a limited capacity, so Gloomwood is also bringing back good ol' inventory Tetris. Is ammo for the shotgun more important than a health syringe?

A few body parts arranged around a dynamite barrel in Gloomwood
My unrealised masterpiece

Honestly, probably not. You're quite squishy, even if your enemies are as well. But the joy was in finding ways to outsmart everyone, and the systems in the game give you more ways to do that than I expected. Once I snuck up on a pair of guards on a pontoon, stabbed one, swam around, mantled out and stabbed the other while he was looking for me. My favourite thing I did was something I never got to actually do. The game teaches you that animal enemies can be distracted with meat, and the easiest bits of flesh to come by are bits of people. I came to a boarded up tavern with two lads outside, and the sounds of a large monster within. So I carefully put a barrel of dynamite behind them, retreated to the shadows, shot it, and exploded them into tiny pieces. Then I got another barrel, arranged their arms, ribs and etc. around it, and prepared to open the door...

Which is when I noticed that I couldn't open the door, because that content isn't ready yet. I had been so excited to apply what I'd learned! Which is exactly why it's hard to recommend Gloomwood right now. It's a grubby delight of a game full of as many nail-biting clutch moments as masterful plans you can set up and execute. You can distract a guard by throwing a severed arm through a window just as easily as chucking a bottle into the corner, which is a wonderful thing to know about a game. But right now the fun stops just as you feel you're properly ready to get going. I don't know if I could recommend subjecting yourself to such cruelty.
 

Theodora

Arcane
Patron
Glory to Ukraine
Joined
Feb 19, 2020
Messages
4,620
Location
anima Bȳzantiī
Certainly starting to seem like it would've been better as a closed beta; or maybe Early Access should get a few subcategories such as being a 'rolling release' or 'vertical slice' or whatever else. Should at the very least help cut down on disappointed EA purchases.
 
Self-Ejected

Netch

Self-Ejected
Joined
Jul 22, 2021
Messages
92
they are pushing out the sort of games only older player would be interested, based on games Gen Xers and older millennials played back in the day, with nothing political about them whatoever.
You're kidding right? Did you somehow miss "Tonight We Riot?" Whatever your views are I think just about everyone will agree that game is incredibly political. It switched publishers in the end but it was a New Blood game for quite a while. Whether one thinks this is relevant or not is another matter, but let's not pretend that New Blood only publishes games "with nothing political about them whatsoever."
 
Last edited:

Theodora

Arcane
Patron
Glory to Ukraine
Joined
Feb 19, 2020
Messages
4,620
Location
anima Bȳzantiī
I don't necessarily think there's zero political content, but I think almost all games are political if only for what they reinforce and perpetuate when given much more liberty than most media to do whatever they should want.

The question is how consciously political they are versus just artistically reflecting the creators' own beliefs.
 
Self-Ejected

Netch

Self-Ejected
Joined
Jul 22, 2021
Messages
92
The question is how consciously political they are versus just artistically reflecting the creators' own beliefs.
Again, take a look at Tonight We Riot. It's probably one of the most overtly political games I've ever seen; it's literally intended to be a political statement.

From the store page:
"In a dystopia where wealthy capitalists control elections, media, and the lives of working people, we’re faced with two choices -- accept it or fight for something better"
There's nothing unconscious about that. It's intentionally and outwardly extremely political. Again, you can dispute whether this matters all you want, I'm not arguing one way or the other. But what toughasnails said about New Blood not publishing political games is just flat out incorrect.

What you're saying probably applies to a lot of games, but in the case of New Blood they were initially the publisher for a game that is indisputably and completely political.
 

Theodora

Arcane
Patron
Glory to Ukraine
Joined
Feb 19, 2020
Messages
4,620
Location
anima Bȳzantiī
Again, take a look at Tonight We Riot. It's probably one of the most overtly political games I've ever seen; it's literally intended to be a political statement.
Yes, but that doesn't automatically make everything they produce cut from the exact same cloth. You can look at the intertextual references going on, but you should ultimately take each game for itself when assessing these things.
 

Junmarko

† Cristo è Re †
Patron
Joined
Jun 20, 2011
Messages
3,563
Location
Schläfertempel
Started watching Mack's review, but stopped watching after he said that stealth games aren't his thing, and that the thinks the game is bad. He shouldn't even review this.
Main point of concern he raises is that the AI is piss easy. You don't want to hear that from someone who doesn't like stealth...
 
Self-Ejected

Netch

Self-Ejected
Joined
Jul 22, 2021
Messages
92
Again, take a look at Tonight We Riot. It's probably one of the most overtly political games I've ever seen; it's literally intended to be a political statement.
Yes, but that doesn't automatically make everything they produce cut from the exact same cloth. You can look at the intertextual references going on, but you should ultimately take each game for itself when assessing these things.
I never said it does. Obviously you should assess each game independently. I'm not talking about whether Gloomwood itself has political undertones, or whether the game's dev has one political leaning or another. The point is that toughasnails said that New Blood is publishing games "with nothing political about them whatsoever," which is simply untrue. They were initially working with developers on publishing not just a slightly political game, or a somewhat political game, but an overtly, extremely, 100% political, socialist/communist revolution game. Don't you think that's relevant to the discussion of whether New Blood publishes political games?
 

Ravielsk

Magister
Joined
Feb 20, 2021
Messages
1,746
Game is being developed by a soyster who is busy wringing his hands over pointless features and supposed "immersive" elements, while is core moment to moment gameplay is still duller than a 1998 game.

It took him 2 years to produce what little content is in the EA build, and that's with having a chunk of it already done in summer 2020. He is obviously working on the game on his free time, because like tons of indie "devs" these days, he's doing this as a hobby project and has a separate full-time job.

The game will simmer in EA for years. Of course, 8 years is exaggerated but I don't expect the full game to be out before 2026 and faffing about with a low-poly, minimal-asset indie game for 6+ years is a bit much for me.
The early access part is the biggest turn off there could be for a game. Especially when they are asking 20 bucks for it. I have around 100 early access games in my library alone that are either never going to be finished or "were finished" by the developer simply declaring them so despite delivering only about 20% of the content promised. Neverinth is one such fine example as that game ended development because the dev threw a hissy fit over... well I am not even sure Trump, I think?

So when I see games like Gloomwood or Dread Delusion I always have to question not even whether its worth but if I am even going to get what I am paying for(be it as good or bad as it may be).
 

ColCol

Arcane
Joined
Jul 12, 2012
Messages
1,731
I threw down twenty despite my misgivings, I like the genre and want to see it supported and, yadda yadda yadda. I do honestly expect this to sit in early access to like 2025 . I like the level design so far. The combat feels a bit dull and most of the encounters were very easy on normal. I also don't like the atmosphere that we're seeing now compared to the one in the demo, but this might all change. Currently direction, this game is going to need a big bump to how the combat feels or really needs to stars focusing on giving the player a larger toolset outside fps guns.
 
Last edited:

DemonKing

Arcane
Joined
Dec 5, 2003
Messages
6,586
I gave it a whirl, and agree that it has promise but it's probably worth waiting for the full version.

They manage to create a pretty good atmosphere despite the fairly primitive looking graphics. The excellent sound design probably helps there.

There's a few things I'd like to see added, like a sprint button but if they can continue improving it and add quality content it should turn out well.
 

gerey

Arcane
Zionist Agent
Joined
Feb 2, 2007
Messages
3,472
There's a few things I'd like to see added, like a sprint button but if they can continue improving it and add quality content it should turn out well.
Yeah, sprinting would be very welcome, as well as a means to illuminate dark areas (say, a lighter that gives you away obviously) because some places in-game are really dark and almost impossible to navigate.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom