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Gloomwood Review - Early Access - Thief Reborn!
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- čas přidán 15. 08. 2024
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Gloomwood Steam Page: store.steampow...
A spiritual successor to Thief, Gloomwood is a stealth immersive sim coming to us from New Blood, the house that gave us Dusk, Amid Evil, and Ultrakill. A blending of stealth gameplay and survival horror structure. Is this truly Thief with guns or another dud with a lot of promises? Find out in this Gloomwood Review.
Gloomwood was developed by Dillon Rogers and David Syzmanski and published by New Blood Interactive. It is currently available on PC through Steam Early Access.
Timecodes
00:00 Intro
1:00 What is Gloomwood Early Access?
2:02 Gloomwood story
3:12 Presentation
5:22 Gloomwood gameplay
7:49 Gloomwood combat
8:48 Thief with guns
10:11 level design - immersive sim
12:54 Fixed save points and difficulty
14:40 Guard trouble
18:49 Is early access worth it?
#gloomwood #gloomwoodreview #boomershooter #thief #newblood #newbloodinteractive
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Written and edited by Kirk McLaughlin
Graphics by Steven Hilton - @stevenbydesign , stevenxdesign.com
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I broke my “no early access games” rule to buy Gloomwood the moment it was available. I don’t know if I’ll play through it right away or wait for a few more updates, but I’m anxious for the devs to finish it. I just hope it doesn’t take another three or four years for that to happen.
My only complaint is that I can't tell the difference between green and yellow, I'm colorblind, so I don't see the alertness until they hit red
I think that is good and valid feedback.
I might be wrong but i think you can change the cone/eye colors in the settings menu.
My only guess to a fix would be to either make the calm color a blue, or to allow the player to customize what color each alertness level is.
@@cyborgninja9052 unfortunately I don’t have the game yet, I was going off of what his review was showing. Though if that’s the case, I’m very happy to hear it.
@@cyborgninja9052 I believe it's just for the interaction highlights.
Do note that the "flare gun", aka the Undertaker, can also fire special slug rounds. These allow you to break lights silently, but are harder to find than bullets.
Noted
I hope we see something crazy like in the Constantine's mansion
So far i love whats here but there are definitely some issues that need addressed.
1. Better Guard Ai. This is my main and biggest complaint. Right now they can go in and out of alerts fairly quickly. I wish they would look for you longer instead of giving up 5 seconds in. Also more detailed guard paths. Hopefully this gets ramped up more further into the game.
2) non lethal options. I usually try to ghost these kinds of games but if i have to take out a guard id rather bonk them on the head than stab or shoot them. Being able to use the blunt end of the cain would be perfect for this.
3) Too much ammo. Because i ghosted i used basicly no ammo and my suitcase was ready to pop by the time i reached the lighthouse. I think gloomwood needs to reach into some of its early RE inspirations and cut back the supplies. Or at least give me more of a reason to use them.
4) Use for money. Im sure this is coming with the market district.
All that said I think everything that is here is a good base and can't wait to see more of how this game progresses.
Great review Kirk , I bought the game the moment it was released and played through it for 8 hrs and I enjoyed every minute of it . The minimal ui is really good as it conveys everything you need to know , I wish other games would adopt it . The inventory system is the best I've ever seen besides RE 4 . Now I will patiently wait until it's full release which hopefully would come out in a year or so .
Thanks man! Something I didn't go into because the video was getting too long was that I never used the maps. The level design was so good about pointing the player in the right direction without making it obvious. So good.
@@KIRKCOLLECTS Yeah I totally forgot I had the maps too until I was just looking through the inventory . That's something that immersive sims are know for excellent level design . The best map design I've ever seen was for Mankind Divided you could find out where the objective is just by looking around the map if you don't skip the cutscenes that is .
I have 2 main gripes:
-Blocking off the tavern felt really bad. Especially as it's a real cool setpiece. Honestly they should have waited for EA till that was complete.
-The way you take through levels sometimes feels pretty linear (especially in the mines) I wish they would have taken a bigger cue from Thief here and made whole big explorable buildings (like the fishery actually) the center stage of the level design and not just a pathway you follow after the first level.
Still liked it alot tough.
Cant wait for the updates and eventual 1.0 release! 12:15 I actually went down the chimney my first time playing and cleared the building that way haha!
Funnily the Gloomwood Video was the first one I saw of you IIRC.
I have 2 playtrough of this game already. It's soo good. I want more! 😂
As you're one of my top reviewers, I hope you can answer a question:
Another reviewer complained about the slow movement speed (more specifically the lack of a sprint key) and that even tugging away the weapon makes not much difference. He hypothesized that the movement speed is to make rather small areas seem larger. What's your thought about that matter?
hmmm, perhaps crouch movement felt a tad too slow but otherwise I didn't have much issue with the movement speed. As far as movement speed affecting your perception of world size, I'm not sure I agree with that but for all I know that's something developers consider.
That being said I wouldn't mind if they added a sprint key as long as I could also crouch run with it. I love a good crouch run in my stealth games.
Thank you for the comment!
this and Fallen Aces are saving me from the same of "wall run everywhere and weapon swap clones"
Great channel mate, I love all the indie games you play!
Yo Kirk, my man! Love your videos. Prodeus is getting a full release tomorrow. Will you cover it?
"Was Gloomwood worth it?"
Worth what? Continued waiting? I'm hyped for this game too, bought EA and everything, but boy. There are so many games either in development with a demo, dev hell, or EA.
Honestly, I agree with Gman when he says Gloomwood's premise and game type doesn't really suit an EA model, and I'm surprised there hasn't been more that at least included the demo area. Ah well.
Worth it? It's not worth much until it actually releases, but for those of us trusting enough to get it in EA, I'd say yes. In time, our patience will be rewarded
Honestly speaking I've always hated proper saves in stealth games. You could say "you can just not save then" but yea, problem is, if you think like that, so will the devs and they will make their game with save-scumming in mind thus you will likely have a bad time. But if the whole thing is meant to be using checkpoints or manual saves... now there you have something much more challenging.
You can SHOOT OUT THE LIGHTS?! You can SET DOORS ON FIRE?!
While I really liked it, I thought it felt more like Deus Ex and Dishonored with its approach to the immersive sim genre than it did Thief.
As a Thief fan my interest dropped the moment you said "no quicksave".
At the risk of sounding like a sadist...I'm just glad to have a stealth game that doesn't judge me for actually killing the enemies. Like, I do enjoy non-lethal runs and whatnot but I really kind of find it annoying when a game judges me for using the tools it's giving me.
"Here's a trip mine that will dice your enemies into ribbon with piano wire BUT IF YOU USE IT YOU'RE SICK AND YOU SHOULD FEEL BAD!"
Like, damn, sorry for trying to have a good time using the party favors you gave me....🙄
bro, sincerely, I agree with most of what you said, but your point about sneaking overhead on the guards is wrong. In victorian world creep-things crawling in the cealing is a well know caution, so the guard would be specially aware of their vertical potential threats
Historical accuracy does not necessarily make for good gameplay. I appreciate your comment but the game was patched to fix this issue and sneaking above guards is now possible and the game feels a lot better for it.
@@KIRKCOLLECTS in fairness, my comment didn't carry any true criticism of your point, just a light-hearted poor joke. I truly enjoyed the video, and even having the satisfaction to play the game one time was enough to capture the experience you described. Hope to see more of it in the near future
@@MrRodrigods Oh my bad dude, yeah sometimes it's hard to pick up on jokes through text 😆Appreciate your comments and thank you for the view! And yeah def more Gloomwood content coming.
(I know that you were saying this jokingly) To be frank, guards being alerted by footsteps is a stupid concept to begin with. Unless they're guarding an area that they know should be empty, they have no reason to be alerted because of footsteps, especially when other guards are also patrolling. At best, they should just turn around at out curiosity like "who's there?".
This applies to ALL stealth games, not just Gloomwood.
Loved this game until the pub opened and it decided it wanted to be resident isolation.
Only time the guards acted funny was when one got stuck on a path, but otherwise for some weird quirk I didn't have any of the problems you did.
I dont like stealth games that much is it still worth geting? 😺
I kind of get a bit of a lovecraftian feeling from the setting. The whole town has this slightly unsettling mood to it that I like a lot, it’s just enough for it to build intrigue for me but not so much that it takes me out of the game.
Agree with this. Almost every element of the game feels really good and the level of polish is through the roof. The AI and combat though are major sore spots right now. If anything the canesword is way, way too powerful and reduces almost all enemies to being stupidly easy. I got a shotgun? Who cares, when a stab in the back will take care of them without using any resources.
Why do people buy stealth games to kill people?! This is so strange to me... You don't see me expecting Gran Turismo to have a parry mechanic or Pokemon to have an interesting combat system... You're missing out on so much by not trying to ghost/pacifist these games... It's the equivalent of buying Mario Kart and only playing in Time Attack mode... If you want to kill people, there are literally thousands of games for that... Why trying to get your murder dopamine out of a niche genre that was initially intended to have the player NOT kill the enemies (as per Hideo Kojima's vision)... This is weird, you are weird.
This is pissing me off, I'm going to speedrun a point and click to calm my nerves... ^-^
@@SLRModShop why do people use resources in games that are given to them?
@@nescumzwei Immersive sim are games that give you options, guns are one of these options. There's a difference between using a gun in an immersive sim and complaining that it's a bad action game.
Every time there is an immersive sim that comes out, there is always a huge amount of people who complain about the gunplay.
You all seem to miss the point of these games. To most immersive sim fans, using a gun is, most of the time, a state of failure.
The main reason guns are in these games isn't to shoot people and do 360 no scope headshots, they're a mean to do things from afar, like igniting an explosive barrel, creating a huge diversion, they are a tool, not the mean to the end.
Let me put it in average gamer terms: playing an immersive sim like an action game is like playing a Dark Souls in easy mode...
I'd argue it's even worse than that... Have you seen Disney Hercules? The guy says "use your head"... Remember what happens? Using guns in an immersive sim is just like that, it shows a lack of subtlety, a lack of intelligence.
Immersive sim are less that 0.001% of all games, is it really too much to ask you to use your brain once every 3 year?!
I swear, it happens with EVERY immersive sim game. The ones with better gunplay sell well (Prey, Dishonored, Bioshock) but to get there, we have to basically sacrifice the whole genre... Do you understand and agree with gatekeeping? If you do, expecting good action in an immersive sim puts you on the side of the intruder.
I don't ask for an easy mode in your Dark Souls, don't ask for some Dark Soul in my immersive sims.
@@SLRModShop A couple of things:
1: A lot of what you think I played Gloomwood for seems to be based on presumptions. It seems you think I was annoyed with the game because I could not run about shooting everything, but that is not the case. My issue was with how overpowered the cane sword was and how little the ai reacted to me effectively going around slaughtering everything. There are extra resources around the game, but at the time I played I questioned the need for them. Effectively for a stealth focused game, at the time of playing, it all seemed to easy to get away with it. That leads to...
2: I actually agree with you on a few points here, but I wanted to see consequences baked into the game to as either a disincentive or add an additional corridor of play. Beyond personal impositions placed on yourself, there are little to no consequences to your actions in Gloomwood. You can go and murder everyone in the level, and to what end? Nothing but ending up with an empty level. In that regard I'm left thinking "this game advertised itself as Theif with guns. Why make Theif with guns?"
In Deus Ex if you went about killing everyone there were consequences. Some characters liked you more, others less so. I'm hoping that Gloomwood will eventually have some systems that make you think twice before stabbing or shooting. I've not played it in a good long while (I currently have no PC after moving to Asia) but I'm still anticipating there to be good things from it. New Blood rarely misses, and that which is already in the game is REALLY nicely made, but the way combat was treated when I played it just felt wrong.
@@nescumzwei you absolute melt
I hate Early Access. Just let me know when the game is done.
Immersive sim and early access doesn’t work for me as its drips and drabs.
It's not Thief reborn.
I KNOW FUCK DRAIN FUCK BLADEE
No Quicksaves?! That's it, I'm out.
Seriously though... Thief, System Shock 2, Deus Ex, Dishonored, Prey, all great immersive sims with a quicksaving system. Why change something that works?
Because then you have to actually think about what you're doing or you will lose a lot of progress
Quiksaves will be available in Crescent difficulty, and by extension the Lunatic (aka custom) difficulty, once those are ready.
@@roboticjanitor3332 Good. I personally think quick-saving in immersive sims helps encourage player experimentation.
@@strangetrack4146 Yes, though that also can lead to playing in less interesting ways for the sake of progressing through the game. Unless the design is good enough to where you can naturally experiment and play interestingly, which Gloomwood doesn't do perfectly for the time being.
@@theblobconsumes4859 it makes the games less immersive tough. Can't beat sneaking around under the stress of losing progress. I ve always actually enjoyed ironmanning levels in Thief.
"A spiritual successor to the legendary, genre defining THIEF SERIES!"
*NO IT'S NOT.*
Besides the URL, not once did Dillon Rogers, the director, say that Gloomwood is a successor to Thief. He very much intended it as a mashup of Thief stealth and Resident Evil survival horror. It was NEVER made to be an outright spiritual sequel to Thief.
And "Immersive Sim" is a bullshit "genre" made up by jactivist nutters to describe games that were not meant to be called "Immersive Sims". Yeah. I said it.
I think what I said of it is fair as it plays almost exactly like Thief and shares a ton of its qualities.
Also all genres are made up.
@@KIRKCOLLECTS No. No it doesn't.
You are given fire arms and the option to take enemies head on if you have enough ammo. Also, the fact that it's also a survival horror game means that you'll need to deal with the non-human enemies either by fighting them or running away when you get to levels like the caves.
The main strategy in Gloomwood is about picking how you want to approach combat, unlike Thief, where the main strategy is to evade every enemy (and knock out a few given the chance) and sneak through the shadows.
"Thief Spiritual Successor" MY ARSE.
P.S. No. All genres are not made up. There are games that make genres (I.E. Metal Gear), and games that end up being placed with bogus labels by jactivist morons decades after the fact (Thief: The Dark Project).
Dunno why you're so mad over people applying a blanket term to easily define a handful of games with similar elements lmao
@@NebLleb Kojima literally made up his own genre for metal gear called "Tactical Espionage Action", what are you talking about lmao.
There is no main strategy to Gloomwood. The idea is to play it how you like. I went through it murdering everyone and I also went through it killing no one.
Also that moronic "jacktivist" label was come up with by the men who designed Thief and early immersive sims. I don't think you understand this stuff as well as you think. Appreciate the comments though.