Efter att Nightholmes stängda beta nyligen utannonserades så tog vi omgående kontakt med Alex Amancio, chef för Studio Ellipsis, som under DevGAMM i Lissabon passade på att ge oss en exklusiv interjvu och berätta mer om det kommande skräckspelet.
"It’s an action [multiplayer] game with stealth elements", he starts describing in our exclusive Gamereactor interview below. "And I find always a double-edged sword to talk about buzzwords like PvE or PvP, because people assume things. The game we’re making is a game where you and a couple of friends go into a map to hunt a monster like you’re bounty hunters. There’s no weapons in the game, so you need to transform into a monster to fight monsters, and anybody can transform into any archetype. And other hunters are also after the monster, which is where the tension comes from. But some players could ignore other players, stay hidden and try to get to the monster. Others could try to hunt other players".
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Amancio fortsatte med att förklara hur en annan aspekt som får Nightholme att sticka ut från mängden, är att den in-game-progression som sker – gör så inom själva matchen – och inte via ett progression-system efter matchen är över.
"The lore is delivered by the storekeepers, by the metagame, and there’s a rich metagame", Amancio explains in the video."We built a really deep horror lore. It’s a cosmic horror game, and it’s not good and evil, it’s all evil (…) We have two alignments: you have planar powers and you have voidal powers. The voidal one is more about loss of self and madness; the planar one is more about blood and sacrifice.".
"Each hunter has their own kind of hub", he then adds regarding players’ custom space. "It’s a 3D space that belongs to you. Through that hub you can access the game world through a portal, and there’s also different stores."
Spana in hela intervjun här nedan.
Blir du sugen på Nightholme?
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