![]() In true immersive sim fashion, you can crouch, creep, and lean around corners to see what's coming. Charged attacks are deadly against unaware enemies, so sneaking up on your targets is always advisable, although you can go loud with your pistol if you get in trouble, although limited ammo means this isn't the main focus of the gameplay. The oppressive use of light and dark only enhances the atmosphere.Īfter a couple of deaths, we'd opened up the environment and got the hang of the stealth traversal and combat. I got Dishonored vibes from the towering landscape and historically-charged vibes, although there's also something more primal about Gloomwood, a grittiness brought to life by creaking doors and a low guttural growl that you can hear almost constantly. Not long after you'll be equipped with a shotgun and a revolver (with a handful of bullets, most of which we found in drawers or dimly lit corners off the beaten path). They were also beloved by players because of their open-endedness, something that was lacking in the reboot.Ĭombat is stealth driven, and one of the first things you find is a short stabby blade, which you pull from the corpse of a guard down near a sewer entrance. Thief with guns is an apt description, and it certainly speaks to the oppressive and bleak atmosphere of the early Thief games, which were especially eery thanks to the sparse lighting and presentation of the levels. First up, this is one part survival horror and one part immersive sim. While the focus of Dusk was brutally fast FPS action of the vintage variety, the pacing is very different in Gloomwood. It's also worth noting that it's also the work of Dillon Rogers and David Szymanski, the latter of whom made visceral old-school shooter Dusk, a game we enjoyed playing in Early Access (alas, we never got around to reviewing it, but if you like classic shooters a la Quake, check it out). The re-direct link to the game's Steam page is, leaving no doubt as to the game's inspirations. New Blood Interactive sets its stall out early. This is both a blessing and a curse - you don't have to worry about getting lost, although the path to your objective requires less effort.Announced as part of PC Gamer's big E3-replacement PC Gaming Show over the weekend just passed, Gloomwood landed this week in playable form as one of a number of demos that have been released as part of Valve's Summer Games Festival. However, the level of complexity of the levels is not as high as the best levels from Thief. Your time of action is night, and your tasks involve infiltrating large buildings or traversing abandoned caves. The locations in Gloomwood may resemble some of the stages in Thief. In the case of animals, the only available options are to fight or flight. ![]() Sentries react differently to what they see and hear, and you can distract them. ![]() Same as in Thief, the world is inhabited by intelligent enemies and monsters. You can solve many problems in various ways - by stealth or combat, choosing alternative paths or sabotaging the devices you find. Gloomwood, like other immersive sims, offers a lot of freedom of undertaking further goals. Identical to the Thief series, looking for additional loot (often by visiting hidden or more closely guarded locations) is rewarded Gloomwood, unfortunately, does not list collected valuables, which if such a meter was available, would allow you to determine whether a given location has already been looted in 100 percent. There aren't any lockpicking mechanics in Gloomwood, but you have to search for keys to unlock closed passages. they do not exactly mark the locations of secrets or player position, but help in navigation and thorough exploration of the visited locations. In Gloomwood, just like in Thief, you can find maps of the area, which are treated as additional help, i.e. The world exploration of Gloomwood and Thief share many similarities.
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