Dontnod Entertainment’s Vampyr has received three new screenshots showing off a more violent and brutal side of the game.
Along with a press release which included a bunch of new details about the combat that will be featured in the game, what was stated in that press release is as follows:
Armed with an array of conventional melee and ranged weaponry, attack and dodge foes to fill up Jonathan’s Blood Gauge, required to unleash powerful vampire attacks. From impaling enemies on a spike, to draining them of blood at a distance, as Jonathan’s Blood Gauge fills during a combat situation, his Vampire affliction will start to overtake his more human side, unleashing destructive spells and abilities against those who try to stop him.
A non-linear skill tree will unlock through experience gained new, more powerful attacks and abilities. Jonathan is able to equip these abilities in any order, effectively allowing players to create their own archetypes to match their play-styles. Play aggressively and deal greater damage, or more securely, focusing on crowd-control and keeping enemies at bay. Skills can be evolved two different ways, for example, Spring, a skill that allows you to rush instantly to a distant enemy, can be developed to either deal area-of-effect damage or grant temporary invincibility. The choice is yours.
Combat difficulty can be affected by player actions out of combat. Feeding on civilians provides a huge XP boost, which will make combat situations easier – but that comes with caveats; an increased danger on the streets, and narrative consequences for the world’s citizens, to name a few. Full brawls are not the only options open to Doctor Reid, he can also stalk his prey, or even utilize his vampire speed and agility to avoid combat entirely.
As you can see Dontnod are taking what they learned in Remember Me’s narrative choices and consequences to the world of Vampyr that will effect you the player in a unique way through the way you play.
Not only that but are bringing another level of detail by giving players their own path to follow and not funneled down a set path, hopefully these consequences have stakes unlike your decisions do in the likes of a TellTale game.