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Ghost of a Tale - Development Update

Discussion in 'Game/SP News & Comments' started by RPGWatch, Oct 23, 2016.

  1. RPGWatch

    RPGWatch Watching... ★ SPS Account Holder

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    [​IMG]Ghost of a Tale developer Seith presents a long interesting update:

    Feedback, Improvements and Xbox One!
    Welcome to this long-due Ghost of a Tale update! :)

    As the title says we've been extremely busy this month, dealing with a lot of different topics ranging from bug-fixing to improvements and optimization as well as working on what lies beyond early access. It's been a very pregnant period in terms of ideas, concepts and overall dealing with the feedback from players as well as gameplay suggestions.

    After pouring over the feedback Paul, Cyrille and I talked a lot among ourselves about ways to make stealth in Ghost of a Tale more challenging, more realistic, more demanding, but... well, after a while it became quite clear that this wasn't the proper route to follow.

    One day I found myself watching many videos of stealth games and came to the realization that I was basically trying to make Ghost of a Tale behave like other more hardcore stealth games. And that was definitely wrong.

    We've got a pretty clear idea of what Ghost of a Tale should be and that never entailed consciously mimicking other games' mechanics. Ghost of a Tale is not a hardcore stealth game (like Styx or MGS 5); it's a hybrid of action/RPG/stealth. It is about exploring Dwindling Heights, dealing with the enemies (sneaking is one way), talking to well-defined characters and leading Tilo in his quests.

    That being said I believe the stealth elements need to blend better with the rest of the game; which is why we're currently working on a sizeable update. Here are some of the main lines. Please note that NOT all of those will necessarily be included in the next build release!

    [...]


     
    Last edited by a moderator: Oct 23, 2016
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