Vampire Syndicate: The combat

The solo developer behind Vampire Syndicate recently released a video about the turn-based combat it will use. It will use a modern Xcom control scheme, meaning it leans more into abstraction than being realistic with simulated projectiles and the like. While a simulation is preferred personally, I don’t mind the Xcom take, if it fits the game. Which, to be fair, it does look like Vampire Syndicate will pull off. From the little shown, I enjoy the scale, and the focus on all these different skills – from regular gunplay, to magic, since it will have ancient vampires ripping the head off people. Take a gander for yourself down below.

I got some additional info, as the developer answered a few questions on Codex. One user asked if the game would use the 2-action system from Xcom. The answer:

No, unless I misremember how nu-XCOM works.

Movement is a pool and basically behaves the same way as D&D.

You start with two action points but these can be increased. Actions like shooting will cost AP, but vary in cost. There will be D&D-esque bonus actions that cost 0 AP but require other resources.

I haven’t decided on an upper limit on AP a unit can have, but vampires and other strong combatants like drugged up cyborgs will have a lot. They’re basically in bullettime compared to baseline humans. I’ll have to see what works and isn’t annoying.

That’s all for now. And as the developer says in the video, it’s still far from being released. However, it’s nice to see progress, so we can see an actual game is in the works. I really hope he gets the setting right, because the cyberpunk vampire setting can be something special. Think Deus Ex dystopia with hungry vampires hanging out in the dark alleyways, just waiting for a human victim to take the wrong turn.

Oh and yes, not to forget. Ragdolls!

/Thomas

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