Hedon
Hedon attempts to mix old school/boomercore elements with current gen design. This means:
? Sprawling levels that offer a degree of freedom and don't hold the player's hand. Exploring, hunting secrets, backtracking, patience and having to figure out what to do next is key. Monsters and pickups are hand-placed and vary according to the difficulty you play on.
? Original story packed with lots of lore and a focus on subtle details and world building, all doubled by a strong atmosphere.
? Gory, fast paced shooting, a solid arsenal of weapons and magic items. Combat is projectile-based, movement is essential, enemies are unique and vary in type and abilities. There is no leveling up, no talent trees, no gradual upgrades - you are in full charge of your skill.
? Original soundtrack ranging from tense to serene ambient, with occasional bursts of metal. Later in the game you will also hear some of Alexander Brandon's personal tracks that never released in Unreal and Deus Ex!
? Thousands of hours of work put into an original concept, digitally hand-drawn graphics (textures, sprites, frame by frame animations etc.), scripting, sound effects and level design, all by a one man dev team aiming to create a game with a strong personality and feel.
? Six to eight hours of good 'ol singleplayer action with five difficulties including Brutalizing, which changes the gameplay to allow interesting second playthroughs (different fights & pick-ups, companions etc.).
? It's very light on storage (under 300mb) and well optimized for the GZDoom Engine.
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