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Styx: Shards of Darkness

Co-op changes Styx: Shards of Darkness radically

We talk to lead level designer Julien Desourteaux about co-op, cloning, AI, and story.

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If you're a fan of the first game, Styx: Master of Shadows, you may have been expecting to see the sequel sooner, but Cyanide Studios decided to give the game a little more time in development.

"We have delayed to deliver the best experience we can give," explained lead level designer Julien Desourteaux.

What needed extra work then?

"It was multiplayer," says Desourteaux. "Now we have a drop-in, drop-out system that allows you to invite a friend or play with a friend. It's the same adventure that you will play in solo, but adding a new player in your game will change your experience radically."

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The interview also covers the rather interesting clone mechanic that has been massively expanded since the last game.

"We had the clone system from Styx: Master of Shadows, the first one, but we thought it was lacking of something," says Desourteaux. "For example, being able to be in two places at the same time it's a good thing, but we didn't want the player to play the same part of the game twice."

This brought on the ability to teleport to the clone, and you can also use the clone as a checkpoint system of sorts so that if you fail you get transported back to your clone.

Furthermore, Desourteaux talks about enemy AI, as well as the story and the locations you'll visit during the adventure.

Styx: Shards of Darkness will see release on PC, PS4, and Xbox One in March. Below is a gallery of fresh imagery from the game:

Styx: Shards of Darkness
Styx: Shards of DarknessStyx: Shards of Darkness
Styx: Shards of DarknessStyx: Shards of DarknessStyx: Shards of DarknessStyx: Shards of Darkness
Styx: Shards of DarknessStyx: Shards of DarknessStyx: Shards of DarknessStyx: Shards of Darkness

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