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While I’ve been striving to make each area of WOLFHOUND distinct, my goal was for it to feel like one massive, seamless locale. This meant the entire island, from the snowy mountain peaks at the top to the lava-filled chasms at the bottom, needed to fit on a single map. There are some other changes in this game as well to further enhance that feeling of interconnectedness, such as the camera panning smoothly between rooms as you explore, and no transition or loading screens between areas.
“Contravania” was a humorous (yet endearing!) term we often saw used to describe the game when the trailer was released. And while the military themes and weapons do call Contra to mind, the primary influence on everything from the art style to the gameplay was the mother of all Metroidvania games: the original Metroid on NES. Like Metroid, the pacing in WOLFHOUND is much more deliberate than a typical run ‘n gun game. The limited reach of your weapons, the reloading mechanic, and the intentional lack of diagonal firing all require you to carefully approach each encounter.
You begin your mission with only a standard-issue handgun and your trusty combat knife, but as you explore the island, you will soon build a powerful arsenal. There are three main types of weapons to find: Sidearms, Rifles, and Explosives. Only one of each can be equipped at a time, and each type has its own distinct advantages. For example, Sidearms typically have shorter reach and less punch than Rifles, but have the benefit of unlimited ammo. Also, keep an eye out for the Armory rooms found throughout the world that allow you to change your loadout, refill ammo, and upgrade your arsenal with Weapon Kits you find off the beaten path.
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