1666: Amsterdam
The Day & Night cycle for 1666: Amsterdam is going to be how we survive and explore everything going on in Amsterdam
Just as we see in so many games out there, 1666: Amsterdam is going to have a day and night cycle play out as we explore the world out there. That’s never anything new as it comes to immersion. What many games don’t do, but Panache Digital Games is working it into the gameplay loop to keep things spicy as we head on through the game. Well, more than that, we are going to have to balance the cycle well in this one as we wander the streets of Amsterdam to end the corruption of the Originals who walk the Earth. If that all sounds a little confusing, let’s break it all down with the latest behind-the-scenes video that we have for the game. It really is just a day & night cycle where different gameplay elements need to play out, when you boil it down.
Okay, so now that we know that this is going to be a thing in 1666: Amsterdam, let’s discuss just what it is going to be. Given that Noa lives a bit of a double life in the game, and she needs to keep the witchier side hidden, this is where the day and night will come in. During the day, Noa will need to investigate the area without any of the magic or abilities on display. Noa will have the option to use them, but that will bring some massive consequences, as it would have for any witch during those times. That is why she needs to keep her daytime persona up and use Aaron, the cat, to wander about Amsterdam, gather clues, and find out who the Originals are in the town. Once night falls, that is when Noa can truly let loose without many of the consequences of the daytime. Even though the Originals will be attacking, that is its own set of consequences. Thankfully, Noa will be a bit more powerful at night when it comes to all of that. So, we’ll have to make sure we play the proper balance out there.
1666: Amsterdam — Day & Night Cycle
In the third gameplay feature video, co-founder and executive producer Jean-François Boivin offers the most in-depth look yet at the game’s investigation mechanics as players hunt the mysterious Originals across Amsterdam.
It also showcases combat, the day and night cycle, Noa’s mystical abilities, Aaron’s feline gameplay, and how both characters combine their unique skills to uncover hidden truths and restore the balance of the world.
A cycle is ending. Another one is beginning. Take part in Noa’s Commencement as she inherits the mantle of the Collector. Unravel a mystery that spans centuries. Choose the companion that will walk beside you. Follow the traces left behind in a city shaped by secrets, power, and memory. This is where everything begins.
Did you expect this to be just a system to display Amsterdam in a more immersive way? How hard will it be to play as the witch side of Noa during the day, and can it be done through the whole game? If we are caught, is that truly game over for Noa and Aaron? What other abilities do you think we’re going to have as the cat as we play through the cycles in that way? Let’s talk it all out in the comment section down the page. There’s more to come for 1666: Amsterdam, and we’ll have it all here for you. Please watch the site and all of our socials to see when that is all ready to go out there. The game is starting to shape up after the lackluster prologue that we all had, and I’m getting further excited to see how it is all going to flesh out over time.
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