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1/ The new character.
The base character might have been a choke point. If you've ever developed anything, you'd know that having a single entry point makes it very hard to create another one later. As an example, enemies are objects, each with their own pool of health, timers, etc. But the player might have been made out of constants, and not be an instance of a object. Meaning that when they set out to make another character, it wasn't as simple as iterating on the first one but having to retroactively make the base character an instance of an object. So that's my first guess, most of the work went into creating the ability to have another player character, leaving little to make a map as intricate as the previous ones.
2/ Burn out
They probably started working on this game maybe as early as 2020, maybe before. It's hard and probably even impossible to remain motivated for such a long period of time consistently. There are ups and downs, my second guess is that they're burnt out and this is a down.
I have my own theory on the DLC I shared a few times, it's going to be 3 chapters, too.
My reasoning is also two-fold:
1/ They can't tell us until the DLC sells enough for them to afford to make new chapters.
2/ The price of the DLC is $15. The price of the base game is $20. $5 per chapter + $5 for making the gameplay/audio/textures etc. The last $5 have already been payed when we bought the base game. What's left are chapter 1, 2, and 3 that cost us $5, and a DLC that cost us $15... I really think that we'll get 3 levels, see point #1 why we don't know it yet.
So, even though I can also see the flaws in this DLC, I try not to take its price into consideration yet. All that to say that I have a hard time judging it harshly because I believe that many hours of development are invisible to us. If my guess is correct about having 2 more chapters, then I have to keep in mind that a lot of work probably went into the DLC that I cannot see yet, and it will pay off in the long run.
We've also seen them add geometry to previously done levels (mainly small caves for the player to rest). They might end up reworking the first DLC map and make it a bit more interconnected and interesting.
I could write books about how the gaming industry has been utterly disappointing for more than a decade now. I'm not an optimistic guy, but when it comes to Blood West, I'm more than willing to "trust the process", forgive small mishaps.
Your speculation about more shaman chapters is interesting. There was no indication of it in the DLC. And the end was a pretty definitive "good" ending. But who knows? That's better than trying to tweak the main game, those maps are already waaay better than the DLC. Going forward, will the new maps be like the main game, or the DLC? My confidence in BW is shaken a bit honestly.
And while I hope to see another chapter for this protag, somehow I doubt it'd be free.
New weapons are too gimmicky. Main game teaches you that best way to do combat is to not engage in fair combat - so, sneak melee kills or headshots on unaware enemies most of the time. But most new dlc weapons are not useful for the that, because their big/slow/delayed projectiles just can't hit heads reliably. The only melee weapon I found that was better than DLC starter dagger at sneak kills was the ultimate spear (that you need to clear most of dlc map to obtain). So I just went around daggering enemies for most of the dlc.
You hit the nail head though OP, this is good, but it's a definite step backwards in direction sadly.
Loaded up main game right before last boss, and it seems weird... First, 50 fixed xp from self-taught 3 plus all the multipliers you can stack guarantee at least some value for kills (minimum around 100 rather than the useless 15 in DLC). 2nd, some enemies that I'm pretty certain I've already killed before, give several hundred xp anyway.
Just assumed that since chicken warp heals like normal rest, it does respawn as well. But I suppose I didn't test this.
I really hope the next dlc is a randomizer like Prey Mooncrash, which they strongly hinted at. Infinite replayability!
And the final enemy wasn't well thought. Some fire spawning from the ground, forcing you to take turns looking at the boss and at the ground, the boss didn't attack at all, and without bullets for a long range gun he was impossible to beat, because he was flying high. I remember bosses from the main game being vulnerable to melee because they weren't anywhere high, not to be able to reach them.
It says right in its description. Stop explaining, we understand you didn't read it, it happens.
Yes, but the price should reflect that.
I'd also like another map with the canyon tile set
As you guys said 1st chapter was amazing, perfect I dare to say. Simple but memorable and very diverse in approach to it. There are lots of structually different locations which consist of interior, exterior and lots of small pockets to explore. Also your main spawn point is in the middlle of the map so you could tackle any POI at any time. 10/10, favorite map.
Chapter 2 had same idea and tried to be more thematic and added more enemies between POI. On one hand world feels more alive. In 1st map everyting is dead, only spirits and dead roam some places. But in 2nd chapter we got some kind of cultist society and you can see old half destroyed buildings with crazy cultist living in there, still hunting and doing their things. Overral map is good, on the level of 1st one, maybe better, but personally I hate swamps since dark souls and I hate swamps map in hunt showdown as well.
Only thing I miss from second chapter is bushes mechanic, I hope they add it to other maps as well. 8/10 because ♥♥♥♥ swamps.
Chapter 3 feels like a completely different game. First thing that make me think like that was light and color filter, everytning got more bright and view distance got bigger. Design of enemies is more detailed and enemies are more animated.
Second thing were enemies themselves. Usually they were pretty simple and straightforward with a 1-2 gimmicks. For example prodigidal daughter is classic shotgun enemy but have a mask as a gimmick. Or fat dudes from swamp who are immune to headshots, have lots of hp and run pretty fast before tiring out.
They all were pretty simple visually and mechanically, new enemies are more complex and numerous. It's because our character grows stronger with each chapter, and I was ok with that in 2nd chapter. But 3 chapter feels a little too much (invisible hard hitting enemies who travel in packs, teleporting ghost enemies whoe deal lots of damage and usually in groups of 3, immortal enemies unless you stealth kill them in head or use special ammo/oil/molotov, fodder enemies which can't be killed completely silently, enemies who hide in blood and can't be attacked unless they see you). Other enemies are copies of old ones (bird outlaw, sniper cultist, basic undead but gassy, wendigo but without homing but a bear instead).
But it's all highly subjective, there are people who like picture being more bright/saturated and people who love new enemies ( I like them too, just think that they're too different from previous chapters and make game step a little to far from original idea).
What's trully a worse part of 3rd chapter is a map. It's to linear, it reminds me of borderlands 1. A straightforward map that leads you back to the start after completing it. Or in some cases you need just to run back the same way you came. Plus locations are more dangerous or covered in trees and vegetations so much you can't see ♥♥♥♥.
And my main gripe is how little there to actually explore, you just go to the point A by only 1 way, get items at the end, run back to starting point. Repeat for point B,C,D etc.