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Learn A Bit More On How The Spells Will Flow In Witchfire

Learn A Bit More On How The Spells Will Flow In Witchfire


Another gameplay look at Witchfire is here to give us a feel for how the magic will flow in for Witchfire’s gunplay

We saw a bit on the gunplay for Witchfire before, now we dive into the other side of the coin with the magic and spells. It would make full sense that our witch would have access to all of that and not only rely on the gun to do all of the magic. The Astronauts have mixed all of the elements and basic cantrips out there to help complement all of that now. Even if some of it feels like it could be a little chaotic in the mix of things for Witchfire. It could play differently on the PC when we get a chance to do it ourselves, but here we go with a look at how the developers are able to play with it all. We know it is all done by someone that knows how to handle the game.

In Witchfire, we will see the usual four elements used again in the mix of things. Some of them mix together if it is all done well and then with the proper firearms, we can spread some of that magical damage around too. Mix that with some of the effects being placed out there in Witchfire and we then have to shoot them to reactivate them to cause damage. I am looking at the floating magical bell out there that does some massive damage but still requires us to move and shoot around it. Not only that, but also make sure the enemies are in the range of it too. This seems a little convoluted and just extra steps to make it feel like there is some extra interaction in the game.

Witchfire — Spells Gameplay

The Astronauts released a scorching new gameplay video showcasing the spellcraft of their upcoming dark fantasy shooter Witchfire. Featuring commentary from senior game designer Karol Krok, the video displays the different types of elemental magic available to witch hunters on the prowl, which will allow players to unleash an arsenal of spells, hexes, and curses upon their enemies.

Spellcraft is designated into two distinct categories: light spells and heavy spells. The former is quicker to deploy and costs less stamina to use, but don’t do as much damage as its heavier counterparts. In the gameplay video, we can see the witch hunter execute a fearsome heavy spell that summons a phantom bell capable of stunning nearby enemies when properly shot.

Krok also reveals the four core elements that comprise the majority of spells and magic within the game: water, earth, fire, and air. Each has its own unique properties—setting enemies aflame increases the amount of damage they can take, for example—and utilizing different elemental spells in quick succession can achieve powerful combined effects. Ultimately, the wide variety of spellcraft available to the witch hunters is just as vital as their arsenal of guns, and both will be crucial for any soul brave enough to conquer the Land of the Witch.

From the creators of Painkiller and Bulletstorm, Witchfire is a first-person shooter set in a dark fantasy world in which a deadly war rages between powerful witches and the Church. In this alternate reality, witches are very real and very dangerous — but so is the witch hunter. Armed by Vatican sorcerers, players wield an infernal array of guns and forbidden magic as they combat dark terrors on behalf of their shadowy benefactors.

Do you like how the magic is getting mixed in for Witchfire or does it feel like it is a little much from other games? Would it have been easier to just have a system similar to others in the past or will this be something to help the game stand out further? How hard will it be to link the various spells together and will this be something easier to do in practice than the video here makes it seem? Have a discussion for it all down in the comment section and keep it all flowing. When we get something more to offer up for Witchfire, know that we will have it all here for you. Please keep the views all rolling in as we get much more out there.

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