Clockwork Revolution: All the key details on InXile's steampunk FPS RPG
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I don't love time travel stories, it's very hard to write them without breaking everything, creating plot holes everywhere and wrecking suspension of disbelief. On the other hand....
"I've always described [Clockwork Revolution] as the love child of [Arcanum] and [Vampire: The Masquerade - Bloodlines]."
Say less! That is an absolutely glorious inspiration lineage.
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I don't love time travel stories, it's very hard to write them without breaking everything, creating plot holes everywhere and wrecking suspension of disbelief. On the other hand....
"I've always described [Clockwork Revolution] as the love child of [Arcanum] and [Vampire: The Masquerade - Bloodlines]."
Say less! That is an absolutely glorious inspiration lineage.
wrote last edited by [email protected]I find with time travel stores it's best to try and manage one's expectations with respect to plot and treat it more like a fantasy element. It's like with Star Wars, it's technically sci-fi, but it's really more a fantasy tale with spaceships and planetary empires.
VTMB + Arcanum is quiet the inspiration (even if combat was subpar in both of them).
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I find with time travel stores it's best to try and manage one's expectations with respect to plot and treat it more like a fantasy element. It's like with Star Wars, it's technically sci-fi, but it's really more a fantasy tale with spaceships and planetary empires.
VTMB + Arcanum is quiet the inspiration (even if combat was subpar in both of them).
wrote last edited by [email protected]Doctor Who had the best idea for time travel stories: you can travel in time, but not change anything meaningful. Though even they broke that rule too often for my liking and had some trouble with paradoxes.
Thankfully this game seems to take more combat queues from Bioshock and Dishonored. Bloodlines combat is janky as hell, but you at least have some fun disciplines that can make short work of it. Arcanum combat is truly atrocious.