It's patently ridiculous that a game that enforces lethal transitory combat has a "non-lethal" achievement/ending. That, plot contradictions, a confusing dialog UI and a hurried, exhaustingly expository sappy ending marred an otherwise exceptional horror-mystery game.
This is the build I used to beat #Vampyr; good synergy, nothing else really needed. Fights are challenging, esp. on a (quasi-)pacifist run, but Witcher vets will be at home. Got the 'realistic' good ending, offed only a few civs (just the scumbags). Final fight isn't the hardest.pic.twitter.com/4R8Ezgmib1
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Among
#Vampyr's masterful competences: the immersive level architecture & lighting that matched the best work in the genre (Dishonored), the superb theatricality and voice acting that enlivened the complex & often heart-rending dialogue, and the sublime soundtrack.pic.twitter.com/sjtKFNscqp
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(Yes, that's actually vampire being exposed to the last rays of sunlight in the first screenshot. It's not a plot device, rather a QA-overlooked possibility afforded by the amazing lighting system in the game.)
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Lastly, like Dishonored 2 (Void Engine),
#Vampyr (Unreal Engine 4) ran smooth as butter on my aging gaming rig, incl. alt-tabbing, and its loading times were absolutely bearable. Any modern game with significantly worse performance than those 2 should be ashamed of itself.Show this thread
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