He grew up in rural West Virginia, surrounded by Appalachian music and culture.įorever Classic was the branding that was invented during a faithful summer where he became absolutely fascinated by the world of Let's Play videos and video essays on YouTube. His work has also been physically published in both volumes of the SNES Omnibus where he contributed essays on several games. Several guest pieces have been uploaded on other sites. Sites that have published his work include Giga Geek Magazine, Marooners' Rock, Twin Galaxies, and Popular Mechanics. He got into games journalism to keep his writing skills and habits in check as he has always wanted to create a novel or write a game's narrative. Twitter: has been steadily shaping his writing, networking, and production skills for over a decade. Knowing and understanding light sources is incredibly important for success, especially on higher difficulty levels. This light slowly rotates and can accidentally reveal the player if they don’t keep it in mind while scaling the cliffs. The game’s simple goal of reaching the lighthouse is quickly explained, promising answers and a visual beacon to always work towards and orient oneself. Opening the suitcase doesn’t pause the game either so the player is always in this hostile world. To determine whether one’s actually cloaked in shadow, a ring that’s usually visible will stop sparkling. To check ammo, one must actually open and count the bullets in a revolver’s cylinder. The danger immediately calls one’s mind to attention however the minimal user interface creates a sense of immersion that pairs expertly with the game’s soundscape and world. Health and ammo are severely limited and the cane sword and a well-planned surprise attack are the basic means for survival. The fear is immediately baked into the experience as the Doctor can easily be dispatched even by the game’s first guards. Armed with limited tools and their wits, players must slink through all manners of terrifying spaces. Players take on the role of a doctor who’s exploring a twisted place full of murderous guards, gnarled beasts, and harsh terrain. The game’s Gothic setting is similar to Bloodborne, creating beautiful scenes of dark castles and decrepit houses. Trying to set down the suitcase where there’s no room doesn’t work, meaning there needs to be some space to check items. As I played, I discovered elements of Resident Evil-esque horror with an inventory similar to Resident Evil 4 but with more physicality as the suitcase is an object in the world. Several games can be attributed to the DNA of Gloomwood but it primarily takes inspiration from the classic Thief series. Gloomwood may still be in Steam’s Early Access program but, like New Blood’s releases before it, there is tremendous potential for something iconic in the indie space. For indie fans, this style of resurrecting the concepts that made early PC gaming great has resulted in captivating interpretations. There are few publishers more consistently good than New Blood Interactive, a company that picked up a Thief-inspired project by designer Dillon Rogers who eventually bolstered the project through New Blood’s talented team, including David Szymanski of DUSK and Iron Lung fame. Near Flawless First Act of Spooky Stealth-Focused Adventure
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