Entwickler: Teyon
System: PS5, Series X/S, PC
Release: Sommer 2027
Na, wer kennt sie noch, die Hunter: The Reckoning Games aus der Xbox/PS2/Gamecube Ära? Teyon (RoboCop: Rogue City) nimmt sich der alten IP an und macht daraus ein Action-RPG, inspiriert von Deus Ex und Vampire: The Masquerade Bloodlines.
System: PS5, Series X/S, PC
Release: Sommer 2027
Na, wer kennt sie noch, die Hunter: The Reckoning Games aus der Xbox/PS2/Gamecube Ära? Teyon (RoboCop: Rogue City) nimmt sich der alten IP an und macht daraus ein Action-RPG, inspiriert von Deus Ex und Vampire: The Masquerade Bloodlines.
Vampires, Werewolves, Witches. What if I told you that the things that go bump in the night are real? What if I told you that you could see them?
Awaken to the truth you're now a Hunter. Build your character, select skills, and work with a team of allies to investigate the monsters hidden in plain sight, to find their lairs, and to eradicate them. All the while, investigating a story that drags up memories from your past, ones that could change how you see the future.
Welcome to the World of Darkness. Welcome to Hunter: The Reckoning - Deathwish. Coming in Summer 2027.
How is the gameplay generally structured?
Łatocha: It's a first-person game. We expanded a bit on the RoboCop: Rogue City formula, but this is a slower game with some investigation, with some romance options, companion bonding, a branching story, very different side quests, and very different approaches to solving problems. I believe it's the best way to approach a cool RPG game.
I would also say it's a semi-open world game, where you have the main quest line, and then you have a lot of different side quests that you can take on. The main quest follows a rather linear path, but of course it has some branches. You can also build the bond with the companions you have, and you can influence their personal stories, so they can end up with totally different states by the end of the game.
Are you playing a fixed character, or creating your own from scratch?
Łatocha: We have a character editor that is really complex, I would say. You can select from playing a male or female character, customizing the hair, the skin and eye color, body build, etc. – so a lot of small details. You build your character from scratch, assigning attributes, skills, and even more stuff we can share later.
We wanted to have an approach where the player can create their character in their own mind. We really want to support very different characters and playstyles, not only in terms of combat and action, but also how you approach different problems, and how you respond to other people. You can be a very helpful character, or even be a total dick, which can lead to very, very bad ending. We like to keep that open for the player to decide.
Can you give me an example of a player-choice situation you might find in the game, and some of the different approaches you could take?
Łatocha: We basically wanted to support three main archetypes, I would say, so we can always go by force, by stealth, or by your mind. So, the basic example in a lot of quests, you can go by force, beating everyone—we have options for brawling, melee, shooting, and using different weapons. You can also sneak through, or you can find a different solution. If you're a smart or charismatic character, you can talk your way in. And it's all fluid. So, for example, if you just pass the first guard with a charisma skill check, that doesn't stop you from using any other approach. If you want to stealth in, but you'll get caught, it's not mission failed – it's like the game changes to an action setup.
Say you need to get into a company that was closed because there was a crime scene inside. You can use your athletic skills to jump over the fence, or you can hack the keypad to open the door, or you can find some clues, and someone will tell you the pin code, or you can find it in a note. Deus Ex was an inspiration for this approach, alongside of course the original Vampire: The Masquerade Bloodlines, as well as Baldur's Gate 3.