In fact, I just checked and there's a post from November 2020, actually called "Wishlist", in which I talked about games on my wishlist that had recently gone on sale. None of which I ever bought and none of which are on there now, either. At some point, my wishlist became dominated by games whose demos I played and liked during Next Fest. I do sometimes add other things but not very often.
Nighthawks, though, was one of those exceptions, not that it's done me much good up to now. To the best of my knowledge, this is the first opportunity anyone's had to give the game a try in the seven years since the Kickstarter campaign offered a "proof of concept" demo back in 2018.
I had actually forgotten the game was ever on Kickstarter. It's being developed by point and click adventure specialists Wadjet Eye Games in collaboration with Richard Corbett, one of the people behind Sunless Sea and Sunless Skies. With a pedigree like that, it hadn't occured to me crowdfunding, would be needed but lots of things that don't seem to make sense happen on Kickstarter.
The campaign did fund successfully but only barely, limping across the $125k threshold with a final total of just over $136k. I'm never really sure what low numbers like this mean for a game in development. Clearly that sort of money's not going to have kept the lights on for the last seven years and if it was to raise the game's profile, seven years with not a word about how things are going doesn't seem like the best way to build on the publicity of a successful Kickstarter.
Then again, it wasn't supposed to take seven years. The estimated delivery time was May 2020, less than six months after I added it to my wishlist. Five years later, this demo is pretty much the first I've heard of it. So, was it worth the wait?
Oh boy, yes! It's exactly what I was hoping for, a beautifully designed, elegant, classy package that's great to look at, listen to, read and play. I found the demo highly immersive and thoroughly engaging. If it wasn't already on my wishlist then it certainly would be now.
Stylistically, it's gorgeous. Beautifully designed without being over-elaborate. And every screen is a painting. I don't think it's a co-incidence that the name of the game immediately brings to mind that famous work by Edward Hopper, either. It's as though they've taken those "concept art" illustrations so many games use to get people excited and then used them in the finished game, instead of replacing them with much less interesting graphics as is the usual way of such things.
This also seems like a moment to say something about AI. I've always expressed a qualified interest in the use of AI in the creative process. I'm not out there with my pitchfork and flaming torch, yelling about how it's a sign of the end times. I make AI images for my own amusement and find quite a lot of them aesthetically pleasing.
It's just a tool, though, and one with considerable limitations still. No AI-generated image is going to stand up to competition like this. These pictures have a warmth (Ironic, given the setting and subject matter.) and a humanity (Ditto.) that AI, at least so far, can't match. I very much doubt we'll be seeing AI-generated images in games that rely on illustrations for ambience or impact any time soon although I've played plenty of games where the human-created pictures were nothing to write home about, so there may be some bleed-through around the edges..
The writing is similarly characterful, oozing with personality and leaving no-one who's played any of the Fallen London series of games in much doubt over the provenance of this one. It's a pretty fair bet that anyone who's interested in Nighthawks will be more than happy to read the equivalent of a novel's worth of prose in order to play it but just in case anyone's in any doubt, that's exactly what's expected of you.
Several novels, in fact. 800,000 words. That's half as long again as War and Peace, always cited as the benchmark for a very long novel. Of course, this being an RPG with multiple starting points and branching plot-lines, you're never going to have to read all those words in a single play-through.
As I began the demo, it felt for a while that it was going to be all reading, all the time. I'd been playing for a fair while before the first voice actor piped up. Once the dialog began, though, the game turned out to be fully-voiced. The voice acting is good, too. Not flashy or overdone and enjoyable enough that I wanted to hear it all, even though I'd sometimes read to the end of the conversation before the actor had reached the end of the first sentence.
The game is set in the one city where it's acceptable to be a vampire.Vampires have recently been revealed to the human population as facts not fantasies but that doesn't mean they've been accepted, let alone welcomed. Tolerated is the word and not even that by everyone.
Since this is an RPG, the demo begins with a series of questions you need to answer and choices you have to make to decide who you're going to play. I've always liked these systems, where you express a variety of preferences and dislikes and select some slivers of back-story for the game to weave into a personality you can build on. It takes all the effort out of coming up with a characterization.
The demo itself is probably quite replayable because of this. The end card suggests you might like to go round again with a different "Sire" to see what happens. I haven't done that yet but I very well might at some point. It'll be something to do while I wait for the full release, which is still "TBA".
Only having played the one character so far, I'm not sure if everyone starts at the bottom of the heap but I certainly did. No masked balls or opulent bedrooms dripping with velvet, brocade and crystal chandeliers for me.
The demo begins in the filthy backstreets of Cradlebridge as you search for some traitor your sire has tasked you with finding. Your home, such as it is, is a flophouse room in the ironically-named Halcyon Hotel and your evening meal is the bitter blood of an old woman.
Well, mine was, although I immediately regretted it. Very early on, you get the choice to let the woman go or sink your fangs into her and since I was somewhat nervous about the low levels in my blood-meter, I opted for the latter. Her blood turned out to be barely worth drinking but the act of taking it from an unwilling victim locked me out of any chance of becoming one of those benign vampires who only drinks from consenting donors.
I guess that makes this one of those "Choices Matter" games although I can't say for sure that it would have mattered that I made that specific choice. I might have preferred a warning at this very early stage, all the same. But then, I did know I was doing a Bad Thing. I just chose to do it anyway. I shouldn't complain when the obvious consequences followed.
The gameplay is harder to describe than it could be. Nighthawks is consistently labelled "an RPG" and it has a lot of the tropes and mechanics of one but it also shows its Wadjet Eye detection/adventure heritage quite strongly. There's a good deal of opening drawers and looking under beds for evidence or clues in the demo as well as an even greater reliance on long conversations in which you tease information out of the various people you meet.
Mechanically, the game uses a system similar to the one I mentioned in a couple of other demos this time around, where instead of moving around a room and clicking on things to see what they do or examining them to find out what they are, you select much the same kinds of actions from a list. This seems to be the way some developers are handling things these days and I like it - up to a point.
I'm guessing that's the influence of the Visual Novel genre, where there has to be something for you to click or you might as well be reading a book but there's not much leeway for independent thought or action. Not that there's much more of those in traditional adventure gaming. You do have a lot more freedom there to wander around, poking things, picking them up and putting them in your pockets but in the end there's generally only one solution to the puzzles and only a set number of ways you can combine the objects.
The downside of the "select an action from a menu" approach is that it feels more obviously linear. It's possible that, in the full game, selecting one option might close down others but in the demo I didn't notice that happening. I ended up clicking through everything in the end. On the positive side, though, it avoids all those super-annoying times where you just keep looking at the same things over and over, trying to figure out what the hell to do with them. Or, worse, where gameplay turns into a minute inspection of the screen, pixel by pixel, just in case you might have missed something.
On balance, I think I prefer to have all the options laid out in front of me, whether that's done, as in Nighthawks, with a menu or as in some games by having a key that makes all the interactable objects light up. In the end, I want to have fun and hear stories, not solve puzzles.
That said, it may well be that the finished game will offer a mix of mechanics. There is one screen in the demo that deviates from the pattern. When you walk into the bar at the nightclub, instead of a menu and dialog panel on the right, there's just a full screen picture with "Talk to Bartender" along the bottom. Maybe they haven't finalized everything just yet.
The eventual game is supposed to have some elements of management simulation, where you end up running the nightclub. There's no hint of that in the demo, where the club is very firmly in the hands of an undead mobster. How you would come to be the one in charge instead of him is not immediately obvious.
You do get to see something of the game's combat system, which is nominal at best. It's the purest of RPG combat, where the game decides everything on the basis of your stats and gives you the result without any active involvement required from you, the player.
I made the mistake of taking on a couple of masked ant-vamp vigilantes even though the game warned me I was over-matched. There was a lot of grunting and thumping and blood-spatters all across the screen as they kicked my ass. Later, I sparred with a vampire enforcer in the boxing ring. That went a lot better although the visuals and sounds were identical.
I'm more than happy with that sort of combat in a game of this kind. It sure beats some irritating quick-time event involving a lot of meaningless button-mashing. You do have access to certain special abilities, called Gifts, too, so there may be some way to bring those into play during combat although I didn't come across anything like it in the demo. I did get to use my Beast Within gift once but that was during a conversation. (Well, if you call being shot at a conversation...)
The full game has upwards of eighty voiced characters, ten companions you can ask to join you and "Multiple adorable rats, some of which you can pet." In the demo I think I met maybe half a dozen NPCs, only one of whom I could have teamed up with, had I so chosen. (I did not.) Didn't see a single rat, adorable or otherwise.
That took me about three-quarters of an hour. I would have carried on for longer but the demo has a timer in the form of a clock that ticks away in the background, warning you not to stay out too late in case the sun comes up and presumably turns you into a pile of ash.
I'm speculating there - the exact mechanics of vampirism in the game aren't laid out in the demo. It may not be about extreme light-sensitivity at all. The game wanted me safely tucked in bed by midnight, which seems like an unnecessarily cautious margin for error.
I had a great time with the demo. The full game is clearly going to be epic. It's likely to be one of the few games on my wishlist I buy at full price as soon as it becomes available. Can't offer any better recommendation than that.
Sorry to piggyback on this, but I don't know if you saw that Dispatch is officially released. They're basically releasing a couple of "Chapters" per iteration, pretty much turning the game into the equivalent of a television series. I think I'll wait until later for it to be finished before I decide on what to do, but the reviews for those first two chapters released were really good.
ReplyDeletePotshot picked it for the TAGN Fantasy Critic League so I've been watching its progress quite carefully, since he's right behind me in the table. It is an interesting way to release a video game but I also would prefer to wait until it was done before joining in.
Delete