
r/ImmersiveSim

Is Bioshock considered immersive sim?
I couldn't get into first one but that was before I was into immersive sim games like Deus ex should I try it now?
Looking for ImSim recommendations for a low-end PC
I fucking adore this genre. I don't want to waste your time, so I'll just tell you my only desires are for the game to be enjoyable and run well on my basic laptop. Good story is a plus but not necessary.
So far, I've enjoyed these games: Deadeye Deepfake Simu. (10/10), E.Y.E. Divine Cybermancy (8/10), Petepereia (7/10, didn't run well).
I have an i7-1355U with integrated graphics. As such, I can't run anything graphically intense. Source engine has been a miracle for my entertainment, so + for anything running on it.
I don't care much for the setting or systems of the game. I like sci-fi, swords, guns, stealth, everything. Throw whatever you have at me, but please do label your game if you're its developer. Thanks!
The guard always turns the lights back on, so I wired the light switch to the electric panel.
Hi everyone!
I'm Breixo, the solo dev of Ghost Node, a stealth game where you rewire the level.
I took my inspiration from Gunpoint for the wiring, and from Dishonored for having several ways to solve a situation.
The loop is three steps:
- Watch: fly your drone through the level to spot the guards and flag which devices can be wired.
- Wire: link devices together for different outcomes: lights, door switches, elevators, electric panels and so on.
- Wipe: execute your plan and see what happens from a distance.
I'm running a closed playtest at the moment. If you want to try it, the details are in the comments.
I'd also love your suggestions: which devices would you want to be able to wire in a game like this?
Games with a Light & Dark Mechanic
Anyone have suggestions for games that have light-based mechanics? Thief is essentially my only reference for this.
Additionally, thoughts on Light mechanics in games?
Anything you'd want to see or expect from a game with a Light/Dark mechanic?
Has nobody focused on gameplay of maintaining a Light source because it's boring or frustrating?
Any games where torches don't just come lit out of your pocket?
Figured this would be the most relevant/experienced sub to ask, thanks.
Top 5 Arkane Studios games - the results from my previous thread
https://www.reddit.com/r/ImmersiveSim/s/CpSGoFbQ2j
| Raking | Game |
|---|---|
| 1st place | Prey (2017) |
| 2nd place | Dishonored |
| 3rd place | Dishonored 2 |
| 4th place | DEATHLOOP |
| 5th place | Dark Messiah of Might & Magic* |
*Arx Fatalis virtually tied for 5th place.
|
NUMBER OF MENTIONS (games are in alphabetical order):
Arx Fatalis (Total: 8)
| First | Second | Third | Fourth | Fifth |
|---|---|---|---|---|
| 2 | - | 3 | 3 | - |
BioShock 2 [co-developed with 2K Marin] (Total: 1)
| First | Second | Third | Fourth | Fifth |
|---|---|---|---|---|
| - | 1 | - | - | - |
Dark Messiah of Might & Magic (Total: 11)
| First | Second | Third | Fourth | Fifth |
|---|---|---|---|---|
| 2 | 1 | 1 | 2 | 5 |
DEATHLOOP (Total: 14)
| First | Second | Third | Fourth | Fifth |
|---|---|---|---|---|
| 1 | 1 | 3 | 6 | 3 |
Dishonored (Total: 26)
| First | Second | Third | Fourth | Fifth |
|---|---|---|---|---|
| 6 | 7 | 6 | 5 | 2 |
Dishonored: The Brigmore Witches (Total: 4)
| First | Second | Third | Fourth | Fifth |
|---|---|---|---|---|
| - | - | 1 | 3 | - |
Dishonored: The Knife of Dunwall (Total: 4)
| First | Second | Third | Fourth | Fifth |
|---|---|---|---|---|
| - | - | 1 | 2 | 1 |
Dishonored 2 (Total: 24)
| First | Second | Third | Fourth | Fifth |
|---|---|---|---|---|
| 3 | 6 | 11 | 3 | 1 |
Dishonored: Death of the Outsider (Total: 12)
| First | Second | Third | Fourth | Fifth |
|---|---|---|---|---|
| 1 | 1 | 1 | 4 | 5 |
Prey [2017] (Total: 28)
| First | Second | Third | Fourth | Fifth |
|---|---|---|---|---|
| 15 | 10 | 1 | - | 2 |
Prey: Mooncrash (Total: 2)
| First | Second | Third | Fourth | Fifth |
|---|---|---|---|---|
| - | - | 1 | - | 1 |
Redfall (Total: 1)
| First | Second | Third | Fourth | Fifth |
|---|---|---|---|---|
| - | - | - | - | 1 |
What do you think of the Militsioner demo?
Hi, Sinno here. Have you played the Millitsioner demo? I honestly didn't expect it to be a roguelite!
There's a progression between each run:
- Unlocked areas remain unlocked, the canyon level in the demo is full of areas to explore and gates/shortcuts to unlock (breakable windows/doors, ladders you need to lower from the top, elevators that need a battery, one-sided doors, keys that can be stolen, hidden vents, sewer maze...)
- Items in your inventory will disappear after you escaped, but saved in a chest if you died or got caught; important items in the shop can only be bought and used once
- You can upgrade the giant police himself, make him less sad or faster to calm down, or unlock new narrative possibilities, for example when he takes a day off, he's way less strict with your crime in town; during a run, you can also gift him stuff or talk to manipulate his mood
- The day-and-night cycle and the giant police's mood affect available NPCs and explorable areas, most NPCs work during the day in their office and sleep at night at home, when the giant police is happy you can ask him to open a shortcut for you and when he's sad he may flood the town rapidly
I’ve tried all 7 escape routes, but it feels like I barely scratched the surface of the demo’s content. There are still a few moods I haven't seen from the giant police (he has almost 20 different moods if I remember correctly); some discoverable hints are not found yet; many petitions (dialogue opportunies that you can use to persuade the giant police to do something for you) that I have no idea of what they are; and half of the map is still gated behind: curiosity-driven exploration, day-and-night cycle, paid unlocks, or when the giant police is in a good/bad mood…
I got 20 out of 27 achievements so far for the demo, and I can't wait to get all of them. This is only the first act of the game, and it has left a really good first impression.
Wishlist on Steam here via this link.
I’m learning an awful lot while making this game, and honestly, I’m very aware that I still have a long way to go. I’m sorry if some of the influences feel obvious at this stage, but I’m trying to absorb, learn from, and honour the things that first made me fall in love with this kind of work.
The story takes huge inspiration from the sparks of William Gibson’s 80s imagination, the social paranoia running through Philip K. Dick’s A Scanner Darkly, the brilliant design thinking of Zachtronics, and old-school favourites like Uplink, alongside more recent games such as Grey Hack and Hacknet.
I’m trying to take those influences with humility, learn as much as I can, and slowly shape them into something that feels personal and new.
UZDoom demolition style "HEADCUTTER is a sci-fi spaghetti western FPS with brutal combat, destructible environments, and lots of gore. Track targets as a space bounty hunter, explore maps with multiple routes, and use the crunchy gunplay to cut their heads off so you can get your money!"
Looking for feedback and playtesting on my Dark Fantasy RPG Husk
Hey Godot community, I post my game here regularly and I just released another prototype, I'm hoping for people to playtest and give feedback on the build, or just tell me what you think about it from the video!
Much love!
You can play the game here
Feedback form is here
Join the discord! https://discord.gg/fD5syruMc
Combat in immersive sims
One aspect of immersive sims that disrupts, well, the immersion for me is the amount of combat. In real life, combat is extremely rare, extremely violent, and usually severely wounding, tiring, or fatal.
Most action/adventure video games, immersive sims included, include absurd, fantastical amounts of combat. Gunfights or sword fights around every corner. Killing enemies by the dozen or hundreds. This is fun in an arcade sense, but a wide departure from realism.
I know that you can play Dishonored without killing any enemies, although I've never been able to pull this off.
What other immersive sims have no or low combat, or the option to largely avoid it or to (potentially) pay huge costs if you engage in it?
Any good immersive sims like Prey?
Recently I finished Prey (2016), My first Immersive Sim and I enjoyed the way you can break a window to open a door or use the Gloo Gun to make a ladder and reach the second floor.
So, i am ready for my second Immersive Sim. Recommendations and why?
System Shock 3 DENIED: repurposed concepts and a shelved game
Irrational Games
System Shock 3 → BioShock
>"The year after System Shock 2's release, [Ken] Levine sent a two-page pitch for a sequel to publisher Electronic Arts. The document was bare bones, describing how the previous game's cliff-hanger would be resolved. EA rejected the idea, most likely because, while System Shock 2 was a critical success, it was also a commercial failure."
>"While Irrational continued to work on other projects - Deep Cover, a cancelled game made in conjunction with Looking Glass, Freedom Force and The Lost, a game that was completed but never released due to legal complications - Levine wanted to return to System Shock's freeform, immersive style of narrative."
>"The first demo for what would become BioShock was created in 2002 for Microsoft's first Xbox using Unreal Engine 2. Set within a utopian project turned to dystopian ruin, the underwater city of BioShock's Rapture has become one of video gaming's most enduring locales. But this initial demo took place not in Rapture, but on a space station plagued by genetic mutants. Enemy designs were pulled directly from B-movie science-fiction with working names like 'eel man' and 'jelly man'."
Source: Eurogamer.net
EA Redwood Shores
System Shock 3 → Dead Space
>"Originally, we were pushing around this idea of maybe we could make System Shock 3. And you can look at the Dead Space blueprint and be like, 'Oh, this is kind of like System Shock,'"
>"To do a System Shock 3, you're really tackling a monumental task, to make people happy with a sequel that wasn't made by the same team as the original,"
>"It was like, 'Everybody, get your System Shock 2 copy, play it start to finish, and let's figure out what we're going to do,'"
>"Then Resident Evil 4 came out and we were like, 'Oh. No, this is the shit.'"
>"It's pretty obvious when you play Dead Space, to look at it and go, 'Yeah, it's almost like they decided to make Resident Evil 4 in space,' which is exactly what we were doing."
Source: PC Gamer
Arkane Austin
Project Danielle/Prey (2017)
>"Let me tell you what's an example of something a reporter might not even realize that happened, right? Like when someone world learn that our concept for... for Prey, for example, is based on a homage to System Shock, and they find this powerpoint and says 'this is System Shock 3', for example... That sounds like a small thing, right? It sounds like, well, you know, the public would like to know that, 'why not [publish a report about it], that's fine, let's do it'. What you don't know is that at the same time we are trying to negotiate the [System Shock IP] with the owner of this IP, and as [the company] see the news, suddenly it changes the business entirely, they go 'oh'..."
Source: The House of the Dev podcast
OtherSide Entertainment
System Shock 3
>"It's a very simple story. I worked on it for a couple of years. I had a team of 17 people. We were making good progress. It was very imm-simy. I had a core mechanic that I love that I got married to, to its detriment. We had a publisher, it was Starbreeze. I guess it's okay to say that. They came along and said, 'We've gone into whatever the Swedish equivalent of bankruptcy is, and we're killing all of our external projects.' So, at that point… three years in doesn't sound like much of a startup anymore, but it really is. And Paul and I looked at the bank account and said, 'Uh oh.' And Tencent came along and said we want to go big with System Shock. They said they could go big with it in a way that we couldn't. They made an investment. They kept us alive. Thanks, Tencent. And at this point, if anything's ever going to happen with it, it's Tencent that's going to do it, not us.
Source: Game Informer
>"The only reason I'm posting is because I saw so much confusion about the state of the company and the project I thought some first person information would be welcome. I never suggested we were halfway done, core systems are a great foundation for a game but most of the work is content development which we were critically behind in, both in real assets and in tool support for an efficient pipeline."
>"Was the failure of the project right? It's hard to say. If Starbreeze hadn't gone into crisis I think we would've delivered something interesting with some fresh and innovative gameplay, but a much smaller game than what people were expecting and inevitably disappointing for a sequel to such a beloved franchise."
>"Those high expectations drove a lot of expensive experimentation. We were a small team and knew we couldn't compete with current immersive sims in production quality and breadth, so we had to be creative and clever and weird. And we were on our way to make something unique and possibly fun, but probably not what the audience was hungry for."
Source: RPGCodex
As someone who is relatively new to the immersive sim genre and has seen all the debate regarding its definition, I think I can settle the debate once and for all…
It’s any game where you can lean left or right 😄
Pre-alpha footage of Prey (2017) projected in the background
There's more halfway through this other video (including a cameo of a texture-less rifle model from Crysis 2/3)
Retro Space Mutimods?
Just picked up retro space after hearing good things but was confused about the negative effects of mutimods? Are mutimods permanent and do they all have some set negative effect?
Thanks in advance for any help. The game has been a blast so far just very confusing.
With the future of Immersive Sims, while not perfect, do you think the feature of a vehicle from Fallen Aces (Episode 2) might help influence future immersive sims?
With how chapter 2 involves the use of a car, and letting you drive around, it had me interested, as you don't really see much other immersive sims do this with vehicles. An exception you could argue is Cruelty Squad, but it's more of a side feature than a major mechanic. And with level design, while it is also not perfect, it made me wonder with the future of having larger/wide immersive sims levels that still follow the philosophy, and remain vertical enough to the design we all know and love.
For those who played Fallen Aces, what do you think? I am not saying it's the most perfect, but I can see it opening up opportunities in the future, like with how Amnesia: The Bunker showed potential paths with how the horror franchise could go.