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Vampyr releases November 2017 on PlayStation 4, Xbox One and PC. Preorders are now open.
Delaying the release of a project you hold dear is always a tough decision. However, we believe that meeting a deadline should never compromise quality. We were still convinced just a few weeks ago that we would be able to release Vampyr this year. Unfortunately, a technical issue – now solved – has set our teams’ schedule back at the end of the development.
This delay allows us enough time for all the polishing and balancing phase, much needed for a game of Vampyr‘s scope, with its ambitious, semi-open world, its complex narrative and deep RPG mechanics that give players a real impact on the world.
We want to thank our publisher Focus Home Interactive for giving us the means and time necessary to provide players a memorable experience… especially since so many of you are eagerly waiting for it.
'Episode I: Making Monsters' – get an insight into the studio's signature approach and creative process!
In Episode I: Making Monsters, DONTNOD gives more information about Jonathan Reid, the doctor-turned-vampire that players will step into the shoes of in Vampyr. Freshly turned, Reid’s ‘condition’ unveils a dark new reality, thrusting him into a once-hidden society of wretched creatures like himself. Ancient Ekons plot from the shadows, terrifying Vulkods prowl the streets at night, and cursed Skals hide in the darkest places of the city.
In Episode 2: Architects of the Obscure, DONTNOD reveals the areas of London that you will explore and impact during your time in Vampyr. Each of the four districts have their own distinct style and groups of citizens, which can flourish or perish depending on your actions. Whitechapel and the Docks are ravaged by poverty and crime, while the West End benefits from a wealthier population – and is the district of choice for Ekons plotting in the shadows. Pembroke Hospital gives Dr. Reid the opportunity to put his medicinal skills to great effect, while tempting the doctor-turned-vampire with helpless citizens that hold him in a position of trust.
This latest episode also introduces the music of Vampyr, including insight from composer Olivier Deriviere. He discusses how he developed the game’s original score with consideration for its unique setting and atmosphere, as well as how the inner dilemma Jonathan faces translates into the music. Eric-Maria Couturier, of the Paris Ensemble InterContemporain, drives Vampyr’s soundtrack as solo celloist, and here offers an exclusive performance that showcases his unique style.
In Episode III: Human After All, DONTNOD reveals how integral each districts citizens are, both in terms of gameplay and narrative. Players will need to gain XP for Jonathan Reid to evolve new powers and grow stronger, but the most lucrative way to earn this is not through quests or defeating enemies in battle. Instead, the most effective way to get stronger is by killing and feeding on the various citizens living within the game’s four districts. Players are able to increase the XP from each citizen, by curing their illnesses and gaining more insight into their lives and feelings – but the price can be immense.
As explained by Stéphane Beauverger, Vampyr’s narrative director, players will hear the dying thoughts of every citizen they choose to sacrifice. This gives a bittersweet poignancy to every death, as DONTNOD wants players to not consider these citizens as nameless blood bags. In addition, each dead citizen will erode the status of the district they belonged to, with too many resulting in the population evacuating districts and causing them to be overrun by Skals and worse.
In this episode, we explain what makes videogames unique compared to other storytelling mediums, as well as their signature approach to narrative. As Narrative Director Stéphane Beauverger explains, the player is often occupied with Vampyr's intricate gameplay systems. Because of this, the exploration, investigations, citizen encounters, combat and hard-hitting choices are all fundamentally intertwined with the game's narrative. Game Director Philippe Moreau elaborates, saying that the relationship between a player and their character, as well as the direct feeling of control, is unique to games and something he has worked to make special in Vampyr.
Total immersion is the goal, and this episode also highlights how we have used motion capture to make the cast of Vampyr that much more human. Subtleties of facial animation can be recreated and combined with the fantastic music, characters, and creatures of the game to produce a living, breathing 1918 London. It’s then up to you who survives it.