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With Diablo IV angling for a 2023 release, Blizzard Entertainment is now looking to test the end game systems they’ve de...
01/12/2022

With Diablo IV angling for a 2023 release, Blizzard Entertainment is now looking to test the end game systems they’ve designed for their highly-anticipated action-RPG. And if you’ve recently played a lot of Diablo II, Diablo III, or Diablo: Immortal, you can now sign up for a closed beta that should be going live shortly.

At the 2022 Xbox Games Showcase we foretold Lilith, the Blessed Mother’s return. As we march forward toward releasing Diablo IV in 2023, we’ve reached a momentous milestone—allowing community members to participate in testing early versions of the game and provide feedback. Our Closed End Game Beta will be the first of a few opportunities for select players to experience some of what Diablo IV has to offer. Players will be invited to test Diablo IV’s robust end game offerings using specific gameplay data. Additional details explaining what types of players are being invited, and how invites will be sent out are communicated later in this blog.

This Closed Beta will be confidential, meaning players invited will be unable to publicly talk about or share their gameplay experience. Additionally, the Closed End Game Beta will be playable on PC and Xbox Series X|S, Xbox One, PlayStation 5, and PlayStation 4 consoles—cross-play and cross-progress for all platforms will also be supported.

For a quick look at what’s to come during the Diablo IV Closed End Game Beta, watch the video below from game director Joe Shely and franchise general manager Rod Fergusson.

We have decided to focus the Closed Beta on Diablo IV’s end-game offerings for a few reasons. The full story of Lilith’s return to Sanctuary is not something we would like to spoil prior to release—players will experience a post-campaign Sanctuary during the Closed End Game Beta. Also, for many, the end game is their favorite aspect of Diablo—we want to ensure it feels satisfying, and with no shortage of challenging variety to experience across many, many demon-slaying gaming sessions. To achieve this, we’re collecting community feedback early so that it may be integrated into Diablo IV prior to launch. Players who are selected to participate in the Closed End Game Beta will have the ability to provide feedback between bouts of cutting down demons through an in-game feedback tool.

Now, here’s a run-down of the end game offerings included in the Closed End Game Beta: Helltide, Nightmare Dungeons, Whispers of the Dead, Fields of Hatred, and Paragon Boards. Take stock of the skills and knowledge you cultivate from playing through these features, you’ll need every tool at your disposal to defeat the Closed End Game Beta’s boss!

CLOSED END GAME BETA OFFERINGS

Helltide

While roaming Sanctuary on foot or atop your trusty steed, be aware of your surroundings, for you might find yourself caught in a Helltide. This is a new region-wide event that becomes available to heroes only once they have reached World Tier Three: Nightmare difficulty. In a Helltide, the servants of Lilith are empowered, having their difficulty increased, but dropping loot worthy of the danger. Her mightiest minions are also out in greater force, and the very ground of Sanctuary as you know it has been morphed by the surge in demonic activity.

As you cull the monstrosities inhabiting a Helltide, they’ll potentially drop Cinders, a new currency that can be spent to open Helltide Chests scattered throughout the respective region. These chests boast bountiful boons exclusive to a singular item slot, such as Torso, Legs, or Two-Handed Weapon. But be wary in hoarding your Cinders—should you fall in battle, they’ll drop and must be reclaimed.

Nightmare Dungeons

We’ve crafted a difficulty of Diablo dungeons straight out of your nightmares. No, really! Nightmare-difficulty dungeons in Diablo IV unlock upon locating your first Nightmare Sigil. Each sigil corresponds to a specific dungeon somewhere within Sanctuary. These sigils will add special modifiers to their dungeon, increasing the ferocity of the hell-servants waiting for you inside and providing higher-rarity loot. Through completing Nightmare dungeons, you will recover even more powerful sigils, introducing increasingly death-defying modifications and challenges for you to overcome. As you progress into higher and more challenging World Tiers, new Nightmare Dungeons will become available for you to explore.

Whispers of the Dead

The Tree of Whispers has a few loose ends to tie and needs your help settling the score. Displayed on your map, players will see various Whispers scattered throughout Sanctuary. Complete the associated task and be met with experience, gold, and Grim Favors. The number of Grim Favors you receive from completing a Whisper varies, but once you’ve collected 10 Grim Favors from the dearly departed, they can be exchanged at the Tree of Whispers for a bevy of loot and experience to reward your heroics.

The types of Whispers a player sees on their map rotate frequently, with new ones becoming available throughout the day for you to track. Each Whisper will offer both a different set of rewards and experience for completing it.

Traditionally, the Whispers of the Dead system does not become available to players until after completing a specific chapter of the Main Questline. For the Closed Beta, players will be able to engage with this system right out the gate.

Fields of Hatred

Born from their contempt of mortals, Mephisto has cursed specific areas of Sanctuary, transforming them into deadly Fields of Hatred. These designated PvP zones are the proving grounds for players looking to bring renown to their name through blood and zeal. While inside the Fields of Hatred, players can dispatch demons to collect Seeds of Hatred. To make use of these seeds, you’ll need to bring them to the Altar of Extraction where they can be smashed into Red Dust. Be quick to convert your Seeds of Hatred to Red Dust—they are the desire of other players lurking in the zone, and if they are skilled enough to overtake you in combat, your Seeds of Hatred will be dropped.

Going through the trouble of transforming Seeds of Hatred into Red Dust does have its merits. Red Dust will not be lost if you are felled. It can also be spent at the PvP Cosmetic and Mount Vendors for ornamental rewards. Will you be able to forge a name for yourself in these tainted lands?

Paragon Boards

Upon reaching level 50, the Paragon Boards, an end-game character growth system designed to empower your hero, unlocks. As your hero earns experience, they will receive Paragon points. These points can be spent to unlock new tiles, Sockets, and even additional Paragon Boards to further customize your hero and ascend to new heights of power!

Diablo IV Developer Update – Closed End Game Beta

Source: Hopefull Philippines

With Diablo IV angling for a 2023 release, Blizzard Entertainment is now looking to test the end game systems they’ve designed for their h...

Hits: 112Written by ValH on September 20th, 2022Lost Pilgrims Studio is currently working on a free DLC for their post-a...
01/12/2022

Hits: 112

Written by ValH on September 20th, 2022

Lost Pilgrims Studio is currently working on a free DLC for their post-apocalyptic fantasy RPG Vagrus: The Riven Realms, and in the meantime, they bring us this developer blog outlining some recent improvements to the in-game Glossary and the game’s back-end functionality.

Hey everyone,

Revamping campaign map movement and scouting into a sleeker system finally allowed us to move on to other things our players have expressed the need for. First off, many of you wanted more information and clarity on gameplay mechanics to be able to better understand its complexity – rightly so. That is why we are publishing a Beta version of the new Glossary.

The Glossary

This feature doesn’t contain story or lore content, but is aimed at clarifying game mechanisms and UI segments. It is accessible in the game by pressing ‘G’ or clicking on the eye icon in the top-right corner of the screen.

The Glossary is structured into seven main categories representing the main facets of Vagrus’s gameplay mechanics. These categories are Story, Combat, Comitatus, Factions, Trading, Settlements, and Campaign Map. All of these have subcategories, which in turn have their own subcategories, making the Glossary appear in a three-tier structure. Thus, when you browse the Glossary, you can read more about a certain topic by navigating to subcategories, after which you can easily get back to higher levels.

Furthermore, entries contain references to other entries of relevance. You can just click on a highlighted word or expression to navigate to its entry. There is also a search function that comes in handy when you know what you are looking for, but you’re not sure where to find it.

As stated above, the Glossary is still very much in Beta; by no means do we consider it final. Therefore, we would appreciate your feedback so that we can improve its usefulness to players (the easiest way to provide feedback is always our discord server or via the bug-reporting in-game tool).

Unity Addressables

There is something else we have been spending a lot of time on, and probably most of our players won’t even realize its outcome. It is about the Unity Addressables function. Essentially, it assigns keys to assets (most prominently art), acting as a reference ID, enabling us to move art assets out of the so-called Resources folder in Unity. The primary purpose of using Addressables is for game assets not to take up memory when they are not being used, only when they are.

This is because the way it used to be was sub-optimal and hindered the porting of the game to Android and iOS. Doing things this new way will allow the game will run more smoothly on more low-end PCs and eventually, on smaller devices, such as tablets. In practice, this means that location arts in settlements and events or combat backgrounds along with all character assets including animations, icons, and portrays are now treated as addressables, which required a lot of restructuring.

We have been working on this for almost two months along with other tasks and we dare say we are more than content with the outcome. This way, we managed to reduce the initial loading time, the game’s memory usage, and the installed game itself is now 3.4 GBs instead of the 4.6 GBs it used to be.

We are definitely planning to pursue further optimization not only in this direction but also to achieve a more enjoyable gameplay experience on smaller displays. Furthermore, we are going to explore the possibility to add controller support benefiting devices such as Steam Deck – or eventually other consoles as well.

With all that said, we are gearing up for the next (free!) content DLC, Seekers of Knowledge. More on that very soon. Until then, stay tuned and conquer the wasteland!

That’s all for today, so for now – stay tuned, stay safe, and conquer the wasteland!

The Lost Pilgrims Team

Vagrus: The Riven Realms – Glossary and Back-end Improvements

Source: Hopefull Philippines

Hits: 112 Written by ValH on September 20th, 2022 Lost Pilgrims Studio is currently working on a free DLC for their post-apo...

Hits: 173Written by ValH on September 19th, 2022View CommentsA developer post on the Steam forums for Iron Tower Studio’...
30/11/2022

Hits: 173

Written by ValH on September 19th, 2022

View Comments

A developer post on the Steam forums for Iron Tower Studio’s Colony Ship RPG outlines some upcoming changes to the game’s combat system, and in particular the way it treats grazes, misses and evasion, and the general combat skill progression.

Check it out:

We are working on a systems update, to be released in early October. The main goal with this update is to re-arrange the system for the final content, and to adjust it based on your feedback.

We changed how grazes, criticals and evasion work since the previous system worked fine in the early game but once the weapon damage and armor value increased they started to have issues (grazes that did 0 damage, high evasion fully removing grazes, critical bonuses inconsistent with regular damage). The tweaks we implemented makes them more consistent no matter the game stage.

Burst attacks are being adjusted, as they were quite strong and didn’t require much investment. In AoD, we balanced the multiattacks by lowering their damage (so that damage per AP was more consistent). Here, lowering the damage of a bullet would be odd, so we end up with attacks that have a very high damage per AP ratio. As grazes are way more viable now, we made the bursts depend more on them, by lowering the chance of full hits. With STR you can counter their hit chance penalty, making STR based ranged builds more viable, and a bit more of a requirement for burst builds. We also increased the AP cost to better match the damage per AP ratio to the snap and regular shots.

Regarding melee weapons, we adjusted their AP/DMG ratio, so that faster weapons aren’t way better than the higher AP cost ones (that was the main source of “blade better than blunt”). We also tweaked the damage from STR as the current formula was inconsistent in how much damage it gave per STR point, and it went too far at STR 12, creating a big overlap in the AP tiers of melee weapons.

At this point of the game many combat builds “capped out” (reaching very high values in some things), so we are doing lots of small tweaks to keep values within the growth range, like switching the effects from a “base 5” to a “base 4” (meaning something that gave 15 now gives 12). We also tweaked the values of weapons and armors, reducing the spread between early and late equipment. As for feats, we adjusted them based on the feedback we got about their balance, improving many feats that were not used (like Dodge This, Fast Runner and the weapon specializations). We are implementing a few new feats as well.

Colony Ship: A Post-Earth Role-playing Game – Upcoming System Changes Detailed

Source: Hopefull Philippines

Hits: 173 Written by ValH on September 19th, 2022 View Comments A developer post on the Steam forums for Iron Tower Studi...

Firesong, the final chapter of this year’s Legacy of the Bretons adventure, will be arriving to The Elder Scrolls: Onlin...
29/11/2022

Firesong, the final chapter of this year’s Legacy of the Bretons adventure, will be arriving to The Elder Scrolls: Online on November 1, 2022 for PC and November 15th for Xbox and PlayStation. And with that in mind, you might want to check out this preview article detailing this upcoming DLC and the base game update set to accompany it.

Delve into the mysteries of the druids and get an early look at the final phase of the Legacy of the Bretons year-long adventure.

THE ELDER SCROLLS ONLINE: FIRESONG

Arriving November 1 on PC/Mac and Stadia, and November 15 for Xbox and PlayStation consoles, The Elder Scrolls Online: Firesong will continue and expand upon the ongoing Legacy of the Bretons saga and provide bonus quests concluding the year-long adventure. This story DLC allows you to explore the island of Galen, dive deep into the culture and histories of Tamriel’s druids, and bring an end to a larger narrative that began back in February with the Ascending Tide dungeon DLC and continued throughout all of 2022.

Explore the Home of the Druids

In Firesong, you can explore Galen, one of the four islands of the Systres Archipelago. Abundant and fertile, this isolated isle northwest of High Isle has long served the druid circles of the Systres. Galen features overgrown forests, inhospitable jungles, snaking lava rivers, woodland spirits, and creatures unique to this part of Tamriel. It’s not only the druids who call this island home, however, as House Mornard and their southern port city of Vastyr provides a lone bastion of civilization (at least as far the Bretons of High Isle see it) among the untamed wilds.

While you explore and dive deep into lore of the druids and Galen, you’ll encounter no shortage of challenges, including new world bosses, delves, volcanic vents, and standalone quests, too. A whole new island of adventure awaits!

A War Among Circles

Despite its shared legacy as a home to all druids, Galen’s people find themselves mired in conflict. The Firesong Circle (first encountered within the Lost Depths DLC) have attacked their fellow Stonelore and Eldertide druids, while House Mornard simultaneously suffers relentless raids from Sea Elf pirates. In the face of these two growing threats, you must defend the people of Galen, investigate the motives behind these attacks, and put a stop to them before their chaos can spread to the rest of the Systres.

Save the Systres (and Tamriel)

While Firesong features a standalone story, should you complete the main questlines for both this DLC and the High Isle Chapter, you’ll unlock additional bonus quests that bring the Legacy of the Bretons year-long saga to its conclusion. Throughout your journeys in Galen, you will piece together the events of all of 2022’s DLC and Chapter content to finally uncover and confront the Ascendant Lord himself. Do not fear, for you’ll be joined by familiar and new allies in this final adventure that will take you deep into the very heart of the volcanic isle of Y’ffelon!

NEW PATRON DECK

Also arriving as part of the Firesong DLC is the newest Tales of Tribute patron—the Druid King! This all-new patron rewards you for achieving hefty combos with their deck, and the order by which you play your cards is vital to ensure you get the best possible result.

You’ll unlock fragments of the Druid King Patron deck by completing a wide range of activities within Galen, but note that to the unlock the ability to play Tales of Tribute (and your new patron) you’ll need access to the High Isle Chapter, too.

UPDATE 36

Releasing alongside Firesong, the Update 36 base-game patch will bring balance changes, bug fixes, and features completely free for all of ESO’s players! These additions include a tool that allows you to place target markers on enemies, a text-to-speech accessibility option, the ability to hide class pets in towns (no more bears crowding crafting stations!), and a number of changes to make it easier to share and visit homes.

These Housing improvements include the ability to create chat links to your homes, improved visibility in whose house you’re visiting as well as how many people are present in a home, the ability to see the list of furnishings in a home that you are visiting, and improved placement alignment for hundreds of furnishings that commonly hang on walls—phew!

COMING TO THE PTS!

If you’d like to experience Firesong and Update 36’s new content and improvements early, you can help us improve the release AND get a hands-on look at everything by logging into the Public Test Server starting Monday, September 19! To play on the PTS, enable the playtesting build from the Settings menu within the PC/Mac ESO launcher by toggling the “Show Public Test Environment” option. Then, you will be able to download and access the test environment once it is live. Be sure to leave feedback and report any bugs you come across by typing “/feedback” or “/bug” in chat.

A LEGACY CONCLUDES

An untamed new island to explore, dangerous new foes and challenges to confront, a new Patron deck to master and much more is coming with The Elder Scrolls Online: Firesong and Update 36. We’ve only just begun to tease what’s in store for the Systres Archipelago and the Legacy of the Breton’s final adventure for 2022, so keep an eye on elderscrollsonline.com for more between now and Firesong’s launch. What are you most looking forward to in this new DLC and Update? Let us know via Twitter, Instagram, and Facebook!

The Elder Scrolls Online: Firesong and Update 36 arrives November 1 on PC/Mac and Stadia, and November 15 for Xbox and PlayStation consoles.

The Elder Scrolls Online: Firesong DLC & Update 36 Preview

Source: Hopefull Philippines

Firesong, the final chapter of this year’s Legacy of the Bretons adventure, will be arriving to The Elder Scrolls: Online on November 1, 20...

Hits: 122Written by ValH on September 17th, 2022The latest developer update for Alaloth: Champions of the Four Kingdoms ...
29/11/2022

Hits: 122

Written by ValH on September 17th, 2022

The latest developer update for Alaloth: Champions of the Four Kingdoms talks about the game’s next patch that should be adding full keyboard & mouse support to the game. It also brings us a quick Gamescom recap and talks about the team’s future plans that include console ports and an anniversary sale.

Hello Champions!

Time for a new update, fall is coming and we can’t wait to show you what we are working on! The good news is that we’ve been incredibly fast during the summer, so the stronghold update has been released before leaving for GamesCom and we had the chance to gain some extra time for the next features scheduled. Mouse & keyboard is the next big thing. We already explained why we had to release with partial support only, so we are not talking about this once again. We are testing right now and even if we were expecting a bit of regression and UI-related issues, everything seems to be fine now. We hope to be able to release the new patch next week, just let us check the last changes we did. We are running an extra week of testing on our internal branch.

September is even the month of the first world update. As we already said, we are going to add 4 new areas with new NPC and new quests and we are at work to dress each area the coolest way right now. We had a lot of meetings to discuss how to set things properly and we are thinking to split the upload of the new locations as soon as we’ll have ready what we need, instead of sending out a massive patch. We’ll probably be back on this in the next days because once again, we ended up in something bigger than expected [with the same time budgeted, kudos to the team]. We are going to update the roadmap soon, because we’ve already finished these areas, other new locations [arena anyone?] and we’ve just started working on new FA as well. Not talking about dragons, completely new FA with more puzzle elements, traps and so on, introducing new mobs and features that we thought would have been a great addition to the gameplay [more details in the next updates].

To summarize: no secret that we had a great GamesCom and we were there to catch-up with new potential partners to help with the future of the game and the brand. After the issues we had in the past, we decided to set-up meetings with trusted people only, big guns and people we really feel could help to make Alaloth great. We have now data and info validating what we’ve always thought and what we’ve always said when pitching the game: we have something unique here and there is nothing else like this on the market, which is something that everyone knows, apparently [at least who knows about games, you know…]. No rushes on our side and again, we are not going to promise things that we can’t deliver but we have a ton of options to consider now and many cool ideas to work on. Full coop campaign, multiplayer, online features, battlegrounds, sieges, new companions, new modes, DLCs… everything is constantly under discussion and be sure that we’ll give 110% as usual to move on and be able to improve the game as much as possible.

Last but not least: we’ve received hundreds of messages, mails, DM with suggestions, feed and precious comments and we want just to confirm once again that we are trying to answer to everyone as usual. Many were asking about three main things: special sales, console versions and retail. About sales: yes, we are going to discount the game in the future of course, because special sales are the best thing to raise numbers and it’s pretty normal doing like this for any studio in the world. For sure, we are not going to discount the game more than 20% at least for the first year and yes, we can confirm that the full release is not going to change the price point, despite the huge number of contents we already put in/we’ll put in in the future. That’s because we thought it was due to the people that supported us at the very beginning and because we are not going to undersell a product that we think is worth the price, considering that we are talking about one of the biggest indie RPG on the marketin terms of contents/repliability value. Just facts. This is the best moment to start your adventure in Plamen, then don’t wait!

We have to say that we are working on a very special anniversary sale and something could happen at some point and of course we have to evaluate special events from time to time, to set-up things properly but again, no promises and new info as soon as possible. along with the community-related activities we’ve teased a few weeks ago. Consoles? We have very good options with top tier publishers willing to port the game on every existing platform [as announced ages ago] but we’ve been super clear about this: focus on EA and full release on PC first. Retail? Yep, work in progress: we are partnering with a top player for this, hope to share something very soon!

Share the love and stay tuned!

Alaloth: Champions of the Four Kingdoms – Looking Ahead

Source: Hopefull Philippines

Hits: 122 Written by ValH on September 17th, 2022 The latest developer update for Alaloth: Champions of the Four Kingdoms t...

Anshar Studios is looking to release the Definitive Edition of their cyberpunk detective RPG Gamedec on September 29, 20...
28/11/2022

Anshar Studios is looking to release the Definitive Edition of their cyberpunk detective RPG Gamedec on September 29, 2022. And in the meantime, they’re working on a piece of DLC that will connect the game in some way to Fool’s Theory’s isometric stealth RPG Seven: The Days Long Gone.

Hello detectives!

Gamedec: Definitive Edition is getting closer and closer, so we believe that it’s time to share with you some more information about the upcoming content

Grab your favorite beverage, snacks and enjoy the making of Seven Daemons

Have you ever been told to transport an egg without touching it, using only paperclips and toothpicks? Almost every creativity workshop will, at some point, present you with a task like that. Usually, ideas and laughter come flying soon after. That’s because creativity loves constraints. In this case, the hard part of setting the goal and interesting boundaries will be done for you so you can focus on the fun challenge of inventing creative solutions. That’s what designing the case is like.

It holds especially true for the Seven Daemons. We had two games to combine: Gamedec with its futuristic setting and Seven: The Days Long Gone – a wonderful, post-apocalyptic RPG chosen by our Kickstarter backers. We also wanted the case to be completely readable to those who played neither of these games and offer a mouthful of additional flavor to those who did. Moreover, most of the mechanics were already defined for us in Gamedec, and we knew they had to be left intact. At the same time, we needed to use them in a way that would be interesting and fresh for those who have already played the original game.

All these goals posed an exciting challenge and allowed us to channel our creative energy directly into creating a familiar yet completely new experience for you. Take Gamedec’s ‘rapport mechanic’, for example. The basic idea is very simple. Talking to some NPCs is more challenging, and if you strike up a conversation with one of them, you have to choose your words carefully. Each time you tell them what they need to hear, you build rapport, and each time you tell them something that goes precisely against the grain, your relationship deteriorates. If your rapport reaches a critical level (sufficiently high or low), the conversation changes, the NPC shares information they previously withheld, and you are rewarded with new clues for your investigation. Having these rules already defined by Gamedec’s mechanics, we could focus on making them feel novel in the case by crafting each of the encounters with the rapport mechanic to be distinctly different.

Firstly, we’ve fleshed each out so that you can snoop around and learn a bit about the characters before speaking with them. More complex encounters could be built with more information to guide your choices. Having such groundwork ready, we focused on the fun part of inventing new, more challenging uses for the old mechanic. Thus, in one of these conversations, you will be talking to three NPCs simultaneously instead of one, judging both whose favor is most worth having and how to gain it. In another dialogue, you’ll meet a stoic introvert who’d instead be left alone. And no, there’s no way to turn her into your chatty friend. Can you fit your conversation style to suit her? Or can you annoy her enough to make emotion show? In yet another conversation, you’ll craft dad jokes freely, but only a certain type of wordplay will gain you the admiration of your peers. Elsewhere, you’ll choose which questions to ask to determine whether an AI gained self-awareness. If you choose your words wisely, not only will you learn more about AI, but you’ll also gain the right to determine its fate. All of the above are examples of the same mechanic. But in each encounter, it is combined with other gameplay elements differently. You may have to eavesdrop, follow a trail, or talk to additional NPCs to get the desired outcome. Your decision about the desired outcome of the quest will sometimes be made before, sometimes after, or during the rapport mechanic dialogue. In each of these encounters, the mechanic is also tightly intertwined with the narrative and highlights a different element of the main story. This enabled us to give the mechanic a new meaning in each scene.

The approach of creative exploration guided us through many aspects of the case. You’ll be able to hack multiple objects, with varying hacking mechanics that stem from both Gamedec and Seven: The Days Long Gone. With Gamedec’s aspect system, you’ll be able to role-play, choosing how your character reacts and comments on the world. Do you want them to be boastful, full of energy and creativity? We’ve come up with new ways for you to express that. Would you rather they focus on other people? There’s plenty of room for you to use empathy. If people are not a priority for you, you can be firm and decisive or divert your whole attention to facts to a whole new set of problems.

Another challenge that got our creative juices flowing was incorporating worlds from two different games into one case. Whereas Gamedec flaunts its hi-tech environments, in Seven: The Days Long Gone, technology is rare and perceived as mystical. This gave us a wonderful opportunity to place the known and liked characters from Seven into a setting they don’t understand and confront them with the technology they distrust. This composition of previously existing elements immediately opened up new possibilities. You’ll see the characters adapting astutely, attempting to ignore the transition with varying results, and even breaking under the realization they’re NPCs. We’ve also incorporated Seven’s technology tropes. Mysterious daemons featured prominently in Seven came to life as the latest invention in Gamedec’s world and became the cornerstone of our plotline. Fear and acceptance of AIs, typical for each game respectively, fuelled the case’s narrative. We’ve left you the final judgment.

All these challenges prompted creative experiments and innovation. But they all came second to the main goal and boundary that applies to all games: the necessity to create one cohesive experience. We needed to design a single detective story that ties it all together and drives your investigation. One that reconciles all the seeming contradictions to reveal a hidden picture. One allows you to dig into systems and people alike to uncover their role in the mystery. A story in which you make the choices and discern the truth. Will you take up the challenge?

Check out the Seven: The Days Long Gone on Steam!

Gamedec – Definitive Edition and New DLC Detailed

Source: Hopefull Philippines

Anshar Studios is looking to release the Definitive Edition of their cyberpunk detective RPG Gamedec on September 29, 2022. And in the mea...

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