As a seasoned gamer with over two decades under my belt, I can confidently say that the upcoming title, Wildkeepers Rising, is shaping up to be a game that truly stands out from the crowd. Having played my fair share of Bullet Heaven games and even dabbled in some Pokemon adventures, I am thrilled to see Lioncode Games combining these two genres seamlessly.
As a gamer, I can’t wait to dive into Lioncode Games’ upcoming title, “Wildkeepers Rising”. This game is their foray into the burgeoning Bullet Heaven genre, made popular by the captivating “Vampire Survivors”. However, what truly sets “Wildkeepers Rising” apart from other games sporting a healthy dose of “Vampire Survivors” DNA is its blend of monster-collecting and RPG aspects. This unique fusion turns the gameplay into an exhilarating mix of classic Survivor-style action and a dash of “Pokemon”. But that’s not all, as “Wildkeepers Rising” also offers a fresh perspective on map design, opening up some intriguing strategic possibilities.
Games akin to Vampire Survivors typically feature single, flat map layouts with occasional obstacles serving as barriers and intensifying the pressure as enemies advance towards the player character. However, Wildkeepers Rising breaks this pattern by incorporating depth and verticality into its level design, employing elements like bridges, water bodies, and choke points within certain biomes to manipulate enemy movement trajectories for players’ tactical advantage. This change introduces a new factor in how players can shape their outcomes during each playthrough.
Adding Geographical Variety to Wildkeepers Rising’s Maps Was a Conscious Choice
After the latest demonstration of the game Wildkeepers Rising, Game Rant asked Lioncode Games some questions based on what they saw. One intriguing aspect in the preview build of Wildkeepers was the maps; not just the diverse biomes shown, but also their unique topography, depth, and size. It seemed that players could strategically plan their gameplay and guide enemy movements around or through obstacles and bottlenecks to concentrate enemies in “hot spots”, similar to how it works in Deep Rock Galactic: Survivor. The director of Wildkeepers Rising, Sergio Garcas, confirmed that this was a deliberate design choice.
…”Using maps tactically was our primary focus in design, and you’ll notice that these maps feature open areas as well as choke points. If you’re bold and strong, you can certainly lead enemies into such areas and annihilate them effortlessly.
Sometimes, I find myself in a tight spot, pinned down with no escape route in sight, surrounded on all sides. It’s these moments that truly test my gaming skills and make each level feel unique. Instead of having a vast open map where there’s not much action happening, we’re introducing diverse terrain to keep the gameplay fresh and exciting!
As a gamer, diving into Wildkeepers Rising, I can’t help but be captivated by the intricate design of each map. Art Director Lyle Moore emphasizes that these aren’t just playfields; they’re narratives waiting to unfold. The team has cleverly used these maps as a canvas for environmental storytelling. They want me, the player, to feel like I’m on an exhilarating adventure when I traverse their maps and uncover hidden secrets. It’s much more immersive when the maps have real terrain instead of being confined to a flat 2D plane.
Wildkeepers Rising is currently in development for PC.
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2024-09-19 17:06