The creative director behind the upcoming dark fantasy shooter Witchfire has rejected the idea that the game is a looter-shooter, but is “not going to protest” if fans want to use the label.

Adrian Chmielarz penned a blog post outlining the mechanics of the typical looter-shooter and arguing that Witchfire takes a different tack than that of Borderlands or Destiny. However, that rejection comes with a caveat:

“We have bits of RNG. We have role-playing aspects. We have playability/replayability pretexts. […] Technically, then, I guess one can call the game a looter shooter.”

The clarification comes as a response to feedback received from a public showing of the most recent internal demo.

Where Witchfire differs from its competitors is that the gunplay and skill ceiling are the driving forces of the game, rather than loot being the reason for players to continue.

The game will incorporate mechanics and design principles intended to inspire players to seek mastery over the levels and invite a high level of replayability. However, this does mean that Witchfire will borrow more from arena-based games than story-based ones.

Perhaps most reassuring of all is that Chmielarz has knocked back the suggestion that the upcoming game will use an aggressive monetisation model.

For all the latest news, previews, reviews, and more from the world of single-player gaming, be sure to bookmark OnlySP and follow us on FacebookTwitter, and YouTube. You can also join the discussion in our community Discord server.

Damien Lawardorn
Damien Lawardorn is an aspiring novelist, journalist, and essayist. His goal in writing is to inspire readers to engage and think, rather than simply consume and enjoy. With broad interests ranging from literature and video games to fringe science and social movements, his work tends to touch on the unexpected. Damien is the former Editor-in-Chief of OnlySP. More of his work can be found at https://open.abc.net.au/people/21767

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