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Hana, Rain, Deke and Glas return in a brand new Fear Effect adventure. Join them as they once again confront the spirit world.
Hana, Rain, Deke and Glas return in a brand new Fear Effect adventure. Join them as they once again confront the spirit world.
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2,542 backers pledged €107,285 to help bring this project to life.

Day 7: Precisions about the gameplay

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So, what will it look like?

As many of you asked us for more precisions about the gameplay, we decided to answer the most frequently asked questions.

Is it a turn-based tactical game or is the action in real time?

The action will be in real time, though you will be able to pause - or rather “slow down a lot” - the game to decide which actions will be done in the next seconds. Movements, attacks and skills can be piled up so that you can build chain reactions and anticipate the enemy’s reactions.

Why the choice for real-time versus turn-based?

We thought that real time suited Fear Effect better. With that active slow-motion system (we don’t have a name for it yet), we believe we will be able to create a tense and nerve-racking mood, much more than with a turn-based gameplay where you have all the time you want to plan on your next attack.

Will there be a fog of war, and if yes, how will it look like?

There will be a kind of fog of war, but it will be related to the characters field of view. In other terms, you will only see what Hana, Rain, Glas, Deke and Axel are able to see themselves. Enemies will thus be able to hide behind objects, wall or silently crawl behind them if you don’t look back sometimes!

Will there be a tree of skills for the characters as in a classic RPG?

Every character will have a specific set of skills, depending on her or his personality. Some of Rain’s passive skills will rely on her ability to disguise, for example, whereas Deke’s abilities will reflect a more… brutal approach. We chose to set the skills for each character, so that they really reflect the way they behaved in the previous episodes.

How deep will the strategies go?

It is hard to say at the time. One thing we’re sure about, is that we don’t want players to be able to run all the time and shoot at everything to finish the game. Two gameplay mechanics will be specific to fear Effect: Sedna:

  • We will implement combined skills: each couple of characters will have their special combined ability, and you will only be able to trigger them when they are next to each other.
  • The stress gauge will have a crucial importance, as your skills set at a given point depends on the character’s stress level. The higher it is, the more brutal the skills will be… but a full gauge will have a negative impact on the character’s health and behavior.

Will there still be puzzles?

We are fond of puzzles, as some of you may have seen with our previous game, Goetia. They are a very important part of what makes Fear Effect special, so there definitely will be puzzles in Fear Effect: Sedna! Some of them might even end in blood if you hesitate too much…

We hope this will shed some light on the game we are creating. If you have other questions about the gameplay, you can ask in the comments below! You can find this Q&A and more, in the FAQ section of the campaign page, along with some questions regarding the story.

Project we love

Today we want to share another awesome project, currently on Kickstarter, made by one man alone. It is called Niten and you should really check it out!

Influenced by titles such as ‘Dear Esther’ and ‘Firewatch’, ‘Niten’ is a story-driven exploration game experienced through first-person gameplay. Discover audio fragments which narrate the history of the island and its previous inhabitants; a Samurai master and his orphan-child student, and the fierce battles and mysterious events that took place there. An accompanying graphic novel illustrating the story becomes unlocked as you uncover the story fragments.

Precisions about yesterday's announcement

We had some feedbacks that our yesterday’s update was not clear about the early demo, and it seems like many of you are waiting for it, here are our explanations: the demo will cover at least 1h of gameplay, including all that makes FE Sedna a Fear Effect: cutscenes, puzzles, exploration, fights and (if you’re not good enough) death scenes.

The demo will run on PC only and will be available in October. Everyone who chose the €60 tier, and every single one above, will have access to this demo. We will also show it in several conventions, in Europe and US. I hope (and I read) that you are as excited as we are about this first milestone, and we can’t wait to have your feedbacks.

Oh, and, we’re more than 1500 and just overtook 50% now! Thanks a lot to all the newcomers!

Mellefly, Games4Kickz, and 17 more people like this update.

Comments

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    1. Melvin Co on

      "The action will be in real time, though you will be able to pause ..."
      Remembering the good ol' Dungeon Siege.
      but I'm looking forward to the "slow down a lot" mechanics of the combat.

      Fog of war will be more awesome if it also covers your allies ... yeah ... it means friendly fire is enable.
      but that complicates the combat system. :D

      Too bad I'm not entitled for the demo. But I hope it'll give a preview of the different system and mechanics of the game.