15 minutes from Banishers: Ghosts of New Eden – Role -acting Akchena from Life Is Strange and Vampyr authors

Studio Don’t nod With the support of the publishing house Focus Entertainment Corpets above the action-RPG Banishers: Ghosts of New Eden. The companies presented a 15-minute video from the game to the public.

Recall the tie Banishers:

New Eden, 1695. Excessions in love with each other Antei Duarte and Red Macraeus are ghost hunters who vowed to protect the living from restless ghosts and shadows. The next task ends with a tragedy: Antea dies and becomes one of the ghosts hated by her. In the captured undead of the North American outback, lovers are desperately looking for a way to save Anteus.

Both Antea and rarely play playable characters. Heroes will face supernatural creatures – they can be applied to both ordinary weapons and magic. In the process you will receive new abilities and equipment. The developers also promise a thoughtful world and a nonlinear plot.

Banishers: Ghosts of New Eden Will arrive on November 7 on PC (Steam), PlayStation 5 and Xbox Series. The Russian language is supported (text).

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Banishers: Ghosts of New Eden

The best comments

On the one hand, one https://gamblingdata.net/casinos/casino-planet/ cannot disagree. And indeed – such questions involuntarily arise.
And on the other, damn it, I can’t do anything with myself, but Remember Me, Life is Strange (First) and Vampyr I really love.
And now I look at these Banishers … And I remain in extremely mixed feelings: D

Yes, for me, Don’T NOD is one of the studios: it is not clear how they manage to stay afloat, riveting mediocrity behind mediocrity: D

In fairness, directly by the real mediocrity, only Twin Mirror can be called

Not in the minus game, but the sharpness of the animation of the battle reminded me of Remember Me straight.

Well, apparently, there are no one to choose from the tricks from how many years they dragged spiders until they made a more or less decent Gridfol.

LIS I will not protect, but against the background of which the vampire is mediocrity? Against the background of a conditional witcher? Okay, yes, the game has a budget at times smaller. But this is a very solid low -budget RPG. And, alas, the language does not turn mediocre. In the game, everything is fine with the picture, decisions on something influence and presented a large number of endings for such a game. This is a very meaningfully made game in which the soul was invested.

I’m afraid that you won’t find any “background”, since the vampire is more likely.

Apparently, we have different ideas about the "conveyor". Take the same RPG-component*. She works, and this affects the gameplay: play for the vampire or play for the character who holds on to his humanity – two different types of gameplay, acting as the result of ethics chosen by the player. A lot of moral dilemmas by type: to save the area from a psychopath that kills local people, but to deprive the mother of the son, and also to completely close access to a definitely positive ending. These dilemmas are not sucked out of a finger, but adequately thought out. In the game of such situations, not one or two, but the fate of a large number of characters depend on the choice of the player. These changes are read and surrounded (peace, let it reacts to your actions). Sorry, but this does not allow me to say that the game was treated as a conveyor. These quests are clearly not boring, since in the bulk of the games in them you do not need to choose or live with the consequences of these elections (not to mention the presence of a drama). Even if you find them, then, alas, it does not depend on your moods that these quests are higher than the level than in conventional force, choraisen and assassins (this is where the quests are really boring).

Quite good combat gameplay, which in general allows you to feel good to feel the vampire chosen by the developers. The gloom of the vampire London is made cool, and the artistic style here works very well for the game.

Well, if it is important for you that any game is a conditional Joraisen or Tloe, then, probably, “cheap”, but for me these things do not form game experience. In the dialogs they +- the level of the witcher (I did not feel some kind of oakiness, if I remember correctly). If you are a fan of realistic animations, and this is a criterion for evaluating games, then you can go out into the street, probably everything is very animated there. Why with such criteria of the game, in principle, we need?

Alas, I do not remember such details, but I remember that the blows go to the upper buttons, which is nothing uncomfortable, since the same principle is laid in conditional sulca games. One way or another, this is also hardly a convincing criterion for evaluating the game, since the experience of games implies the need to get used to management. If you don’t like this, then, again, it is strange that you play games.

Sorry, I don’t understand. The same (separately) relative to what? What is the game-referent for the vampire?

*Yes, I evaluate the game based on how it positions itself.

By the way, the local edition was friendly to the game, I don’t know if this is a criterion for you.

The fighting for two characters looks intriguing. Peremptory animations will not be a problem for me personally if there are many diverse opponents, techniques and a mechanic. Remember Me – personally strangled me precisely the uniformity of the battle. Well, even tiny arenas and megacamarous locations. In fact, it’s a shame – in this setting and with such a story, Remember Me could turn out to be a great game, and so I barely attended it.
But here it seems to me much more potential than primitive bitemap. Let’s see what happens to locations and plot.

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