New gameplay footage for The Astronauts’ new first-person shooter, Witchfire, emerges

The Astronauts has released a short gameplay video for its upcoming first-person dark fantasy shooter, Witchfire. This short video will give you a glimpse at some of the gameplay mechanics that this new shooter will feature.

As you will see from this short clip, the Painkiller influences are pretty straightforward, something that may please the fans of that particular franchise. Moreover, the game will feature hit/damage numbers similar to those found in looter shooters like Destiny 2 and Borderlands.

Witchfire is a dark fantasy shooter inspired by Painkiller and Bulletstorm, will be using photogrammetry and will be powered by Epic’s Unreal Engine 4. While the game will focus on challenge and mastery, it is said that it will not be a story-based game.

The Astronauts aims to release Witchfire in 2020.

Enjoy!

Witchfire Gameplay WIP Snippet

17 thoughts on “New gameplay footage for The Astronauts’ new first-person shooter, Witchfire, emerges”

  1. Low FOV, aiming down sights, floating damage numbers, slow enemies and a super-powered player rushing around inbetween them way more than he has to. It’s the same faux old school formula as the new Doom and Shadow Warrior games. They also kept/keep showing demos like this with an erratic player performing needless actions to make the gameplay look exciting. Imagine if Nintendo demoed a new Mario game and the player kept erratically spinning the camera. Or if Blizzard showed Starcraft 3 and the player kept hitting hotkeys to open and close various UI menus super-fast just for the visual spectacle of it. That’s what FPS gameplay demonstrations are now.

    The player deliberately sprints into close proximity of opponents who only have projectile and melee attacks. Then he uses slides and midair sideways dodge moves to not get hit. All the while he carries a pistol that seems to do massive damage and surely would have worked from a distance. You can see him almost brushing enemies that were behind him as he moves backwards. He’d look quite dumb if one of them had hit him, but they obviously selected those few seconds of gameplay where he got away with it.

    I don’t want to seem overly dramatic over how demo gameplay is fake, it’s always been fake. But what bothers me is that the way these demos are faked clearly recreates a playstyle that would make sense in the classic FPS many want back and many devs pay lip service to. They clearly know what the expectation is – so why not make such a game? Why make a Borderlands and then pretend it’s a 90s FPS when you could just make a 90s FPS? Why pretend like it’s all about CQC and dodging projectile attacks when IT COULD BE? Why not actually make it that way?

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