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Embrace the night. Live the nightmare. Climb from rags to riches as a modern Vampire in a city where your secret has been revealed.
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Nighthawks Exposed #10 - Flashbacks

Posted by Richard Cobbett (Collaborator)

And now, our final trip into the design notes before we hit the final hurdles. Just over a week left to make $50,000? Easy! Already preparing bonus stretch goals. But first...

One of the most exciting parts of the Nighthawks design is how we're handling NPC storylines - mostly Companions, but also a couple of others. Rather than just have them tell you their stories, you'll get to live them. Once you've earned enough trust or otherwise persuaded them to reveal their secrets, we enter a playable flashback sequence.

There's a lot of cool stuff to talk about here, but much of it I want to leave as a surprise. The flashbacks do however serve several purposes, the first of which is obviously to let us leave the city for a little bit and visit somewhere else, such as the pirates of 18th century Nassau to learn how the pirate queen Inez ended up spending the last couple of centuries at the bottom of the ocean in a wooden box, or to the Las Vegas strip to discover who Madame Lux was before she became the confident, showy vampire magician of the trailer. These aren't necessarily 'How I Became A Vampire' stories, but key events of their past that factor into each character's current position and whatever drives their stories. In a few cases, there might even (which is writer speak for 'totally is') some unexpected crossover between stories. Vampires live very long lives, and some are very well travelled...

As with so much in Nighthawks, this is something that's only really possible with either a ludicrous budget, or the wonderful freedom of text. We don't need entire tilesets for a few minutes of story, just one or two pretty pictures and some voiceover work. Still, the effect of being able to dig deeper into character stories adds so much, both in an individual game and when coming back to replay and pick up new allies. There's quite a few of them planned, and with the plan being to have them fully narrated (since it's the character telling you their story), should be a really cool chance for our voice actors to cut loose and perform something more substantial than just isolated lines of dialogue and similar.

They'll be a really fun addition. We think you'll like them a lot!


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    1. Richard Cobbett Collaborator on

      Planning to leave that vague, mostly so that players can decide for themselves. The only canonical part is that it happened a few months ago. But whether you wanted it, sought it out, had it thrust upon you, were just mugged and survived... that's your call.

    2. Blessed on

      This reminds me will the game explore how the player became a vampire? I forgot if this question has been answered or not, and I am lazy to go through all the updates to check. And my earliest brush with vampires was from the novels of Anne Rice. She romanticised the notion for me, when I was much younger of course lol

    3. Richard Cobbett Collaborator on

      I think most people lose the thrill when they discover that being bitten really hurts :-)

    4. Blessed on

      Probably just a coincidence lol but I was thinking somewhat along these same lines when I chose the tier to back. Lunch service from an adoring fan :)

    5. Richard Cobbett Collaborator on

      Becca's a bit of a vampire fan-girl. For the most part you're safe around vampires in public as long as you're careful, and she is. After all, most vampire stuff is against the law, and people are wise to it. Like attempts to hypnotise - she's aware of secret powers being a thing, so she's much less susceptible to it than someone who doesn't know it can be done.

    6. Blessed on

      Another update I love. Richard you are ticking quite a few boxes here :) Becca seem to have a interesting background as well. She knows she is working for a vampire in a place filled with them, and I am curious why she has not been eaten as lunch yet. Hopefully she is not being kept alive as blood bank. That reason seem a little been there, done that.

    7. Mattias Berntson on

      A flashback to the old life of a pirate queen sounds exciting. (Actually spending centuries at the bottom of an ocean... not so much.)

    8. Richard Cobbett Collaborator on

      There's a bit of wiggle-room, but the actual ending is obviously pretty fixed. They're more vignettes where you might control things like tone and so on - how much you ask questions, what the character's response was, and so on. What your character does in response to them of course is rather more freeform!

    9. Nina - Order of the Goat on

      I love this!! Will you make any decisions in the flashbacks or are they purely non interactive? I assume the latter?