The final "episode" of the behind the scenes videos for Vampyr is here and with it comes a bit of a nice treat. It is something that we all figured Focus Home Interactive would do now that we are coming to a wrap on all of this, and all those assumptions were correct. That being the release date for Vampyr finally getting revealed for the PS4, Xbox One, and PC. It makes sense as this seems to be the end of the big push for the video game. Now we can all look forward to the game landing on June 5th of this year. I would have thought an October release would be best, but I will not complain that we are getting it earlier than that.
Now that we have that out of the way, the latest episode here for Vampyr goes into the process more on how the story was crafted for the game and the mindset that the team had to be in to do it. Given the level of immersion that the team is going for, one would think that there was something out of the ordinary here. There truly is not much different from the sounds of it from other big and immersive titles we have played. There are some good analogies mixed in as to how to think of it, but the basics are all still the same. That is not to say that the story of Vampyr is going to fall flat, but the techniques used and concepts to get the ball rolling are about what you would think them to be.
Have a look at the latest for Vampyr here and then get ready for that wait until June. Releasing a game right before E3 is an interesting tactic, but I can see how it can make sense. I do hope that it pays off for all involved nonetheless.
Vampyr — Episode 4 — Stories From The Dark
In Episode IV: Stories from the Dark, DontNod explain what makes video games unique compared to other storytelling mediums, as well as their signature approach to narrative. As Narrative Director Stéphane Beauverger explains, the player is often occupied with Vampyr's intricate gameplay systems. Because of this, the exploration, investigations, citizen encounters, combat, and hard-hitting choices are all fundamentally intertwined with the game's narrative. Game Director Philippe Moreau elaborates, saying that the relationship between a player and their character, as well as the direct feeling of control, is unique to games and something he has worked to make special in Vampyr.
In doing so, DontNod liken it to theatre, creating a close relationship between actor and spectator that’s more effective and powerful than any film or TV show. Total immersion is the goal, and this episode also highlights how the studio has used motion capture to make the cast of Vampyr that much more human. Subtleties of facial animation can be recreated and combined with the fantastic music, characters, and creatures of the game to produce a living, breathing 1918 London. It’s then up to you who survives it.
Do you think that the release date for Vampyr makes perfect sense or do you think it should be moved to a different date to fit other schedules in the industry? Were you expecting there to be something different from the way the story was crafted for the game here or does it make sense that it is about the same as other titles with immersive stories? Do you think I am full of "it" and that this is the best way to craft a story? Let everyone know what you are thinking down in the comments and then discuss. For more on Vampyr though, be sure to stick around here and keep up to date on it all.