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I Nightholme "skal du forvandle dig til et monster for at kæmpe mod monstre"

"We built a really deep horror lore, it's a cosmic horror game and it's not good and evil: it's all evil", siger Studio Ellipsis.
David Caballero Editor-in-Chief Spain Opdateret 27 november 2025

Nightholme's lukkede beta blev netop annonceret forleden, så vi fangede straks Alex Amancio, leder af Studio Ellipsis hos DevGAMM Lissabon, for at høre mere om deres anderledes tilgang til multiplayer-horror.

"It's an action [multiplayer] game with stealth elements" siger han. "And I find always a double-edged sword to talk about buzzwords like PvE or PvP, because people assume things. The game we're making is a game where you and a couple of friends go into a map to hunt a monster like you're bounty hunters. There's no weapons in the game, so you need to transform into a monster to fight monsters, and anybody can transform into any archetype. And other hunters are also after the monster, which is where the tension comes from. But some players could ignore other players, stay hidden and try to get to the monster. Others could try to hunt other players".

En anden ting, der adskiller det fra andre multiplayer-spil, er, at progressionen i Nightholme sker inde i selve kampen, som i en MOBA, og ikke via et post-match-progressionssystem (selvom der er et meta-progressionselement kaldet Bindling). Udover det og spillernes valg ville vi også gerne høre mere om spillets kosmiske gyser-lore.

"The lore is delivered by the storekeepers, by the metagame, and there's a rich metagame", forklarer Amancio. "We built a really deep horror lore. It's a cosmic horror game, and it's not good and evil, it's all evil (...) We have two alignments: you have planar powers and you have voidal powers. The voidal one is more about loss of self and madness; the planar one is more about blood and sacrifice.".

Editor-in-Chief Spain David Caballero was editor-in-chief of Gamereactor Spain, writing for the site from 2011. He covered video games alongside film, tech and wider culture, and interviewed developers at events across Europe.
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