![]() I’m kind of wondering, I’ll have to ask the team. I think we might be like that, but I don’t know. “When they made Dark Souls, I assume that they assumed you would fight your way through it, but then someone found a way to do a no-hit run. “I don’t think, but I don’t know for sure if you’re ever actually required to kill something,” he says. We want those non-combat opportunities as much as possible just to give players choice and reflect what I think is important to players, a diversity of options.”įlynn can’t say for sure if a total pacifist playthrough is possible. “For every interaction not to be about slaughtering something. “We just want options for players to feel like they’re not just on this giant murder fest,” he says. Flynn elaborated on that system, explaining that while some monsters still need to be dealt with the old-fashioned way, the studio was also interested in disrupting the non-stop violence players are so used to. A forest giant that intends to stomp your base to bits can be quelled by giving it a gift, for example. Last year’s reveal trailer showed off another one of Nightingale’s unique features: the ability to find non-combat ways to handle monsters. Flynn says there will be a variety of weapons and armor pieces to craft with your hard-earned materials, and rarer materials will make better equipment. We do know that gear progression and crafting will be a big part of Nightingale’s gameplay loop. There will be some form of character progression, but he couldn’t say whether that would be represented by skills trees and stat points. There were some things Flynn wasn’t ready to talk about just yet. Realms made with more higher-level Realm Cards will be significantly more difficult places to build your base, but the trade-off is easier access to better rewards and more valuable resources. You can always change your designated Respite Realm too, if you happen to stumble across a place that would make a more suitable base location than your current one. For example, Flynn says that players will be able to build new bases in each realm as they go, or travel back to the realm of their home base, which are called Respite Realms. Realm Diving puts a wrinkle in the standard survival-crafting formula, but the team seems to have found some solutions for the traditional genre tropes. Every biome has its own unique resources, and Realm Diving via Realm Cards is how you find them. Exploration isn’t the only objective of the card system though, Flynn offers one example of a die recipe that requires a specific mushroom that only blooms in one biome, at night, when it’s raining. Realm Card recipes are either found by exploring or earned by completing quests, and once obtained, can be used to craft a new realm to explore. “So you have to balance that against the challenge you want.” “The more Realm Cards you play the harder it's going to get in there,” Flynn explains. This week, Inflexion revealed the Realm Cards, a system that will allow players to control the specific features of each realm, including weather, time of day, and the specific challenges you’ll face within them. While most survival games take place on one large, open-world map with separate biomes to explore, each biome in Nightingale is an entirely new world with their own unique environments, resources, and threats. One of Nightingale's contributions to the genre is the aforementioned ability to travel between realms, AKA Realm Diving. ![]()
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