A branched narrative plot
In the hospital where we work, there has been a case of vampirism and the aggressor has disappeared. Thus begins the demo of hands-off play, with the pursuit of the criminal who will lead us to face the most diverse situations of fighting, investigation, interrogation and choices, so many choices.
Starting from the combat system, we can immediately say that it is very stratified: it is based primarily on timing and positioning and adds, in addition to the classic “stamina” bar, that of the blood filling and emptying to second of the abilities used. To resort to the monstrous nature of the protagonist will end up with the reproach to the enemy, which will attack us. We will find on our way both human enemies, such as a group of vampire hunters in London, and monstrous vampires, or degenerate vampires in a lower form called Skal. Against these enemies we will have to unlock our combat capabilities, at the bottom left by selecting the weapons to be used, between the previously placed loadout,
A swirl of blood
For the rest, the system remembers enough that of the Souls and of all kind of action that came out of it, where timing and positioning are of crucial importance. We could not help but appreciate this choice because, coupled with Vampire’s skills, makes the dance of bullets and blood really dynamic and spectacular, which we will see on screen. Among other things, some vampire mechanics will allow us to exploit the environment in order to pass unnoticed between a handful of soldiers, or to circumvent an overly protected apposition.
Consider, in fact, that, in order to defeat the most fearsome enemies, we must evolve by exploiting the gained experience. This can be gained with both combat and, and primarily, drinking the blood from our victims that will be seen on our way.
They are also the people who make up the social fabric of the various districts of society; each one is dynamically related to the other and will carry on its history, interacting differently depending on the events that are taking place in the city. Depending on the interconnections discovered among the various citizens, we will be able to help them solve their problems or kill them to evolve easily. By helping them, however, we will improve the status of their blood and thus the experience we would receive by killing them at the end of their quest. The player, as well as a moral sense, is continually brought to “revive” his victims in view of a better spoil. If, however, we should opt for a total redemption path,
Characters are not just characters
To get into the details by giving you an example, while investigating the traces of the aggressor above we ended up asking for directions to a gentleman, from the first glance, surely a little good. While responding to us in a dreadful way, he was immediately aware of the morbid relationship with his mother, which led us to intrigue the subject and follow him in his later moves.
Once she came to her mother, spying through the door, we discovered the correlation with another character, with which her son is in bad relationships, and so on in a damn complex complexity. In multiple choice dialogs, either one or the other option will completely change the story.
This was seen just a few minutes later when, having told the old lady about some of the illicit activities of her son caught in flagrante a few moments ago, she wondered desperately if the right thing was to denounce him and send him to prison or silence and leave a criminal in circulation.
The first would have led to the disappearance of the criminals from the picture, while the latter would leave an unknown variable in the game, potentially able to re-emerge from one moment to the next in unknown forms. In fact, to try and blow up all the schemes, the developers have decided to kill the protagonist, the lady helpless, since, having helped her, she would have provided us with a tremendous amount of experience. Once the matter is over, they headed for a safe house