As Vermintide is closer to a melee version of L4D, but with added mechanics to give it a huge amount of depth, allowing players to survive almost forever if they’re good enough, it makes me wonder how this is going to translate into a FS FPS game.
Space Hulk: Deathwing, did the same as Deep Rock Galactic, in having guns that are a little awkward to use as to make it more difficult to deal with enemies. This is a frustrating way to cap player skill, imo, so I’m wondering how they might be balancing the skill/amount of enemies on the screen.
The ways of avoiding damage in those games was also a little awkward. In V2, you see them swing and then you can dodge the attack, similar to Dark Souls and Risk o Rain 2. Will this apply and work well with an FPS?
You also had the issue of the ‘ranged meta’ in V2, where ranged completely demolishes everything. So it will be interesting to see how enemies health pools and weak spots are balanced.
Will it be closer to L4D, or will it have climbing/mobility elements?
Will it consider how Overwatch plays as a PVE game (Ult combos, etc)?
Will it be similar to Quake/Doom, lots of movement, difficult enemies all with different movement styles and ways to kill them?
How much depth will the gunplay have?
Will the game have as much depth as V2 has to keep people interested, or is it easier/safer to code a more basic game?
With games like Doom, Overwatch, and the fact that FS are starting to use climbing mechanics for the V2 PVP, it made me wonder if it would inspire any gameplay decisions in Darktide.
My conclusion:
The thing that keeps people interested in V2 is the depth. It makes a PVE game endlessly fun, which is unusual to see outside of competitive PVP games. If you’re capable of making a PVE game with Battlefield 4 gunplay and the enemies of Doom (maybe movement too), Ult/ability combos of Overwatch, I think you’ll be on to a winner.