'Thymesia': Everything To Know About New Plague-Ridden Soulslike From Team17
KEY POINTS
- "Thymesia" will be published by Team17 and developed by OverBorder Studio
- The game is set in a Victorian-esque era where an alchemical miracle cure backfires catastrophically
- "Thymesia" features combat and design elements from "Bloodborne" and "Sekiro" with its own unique twists
Team17 recently announced their partnership with OverBorder studio, an indie game developer that’s working on “Thymesia,” a Soulslike in the purest sense of the word.
A trailer for “Thymesia” was recently revealed on Team17’s YouTube channel, showcasing the game’s setting and combat. “Thymesia” is set in a Victorian-esque kingdom with a penchant for alchemy that’s devastated by a mysterious plague. Players will control Corvus, an amnesiac who holds the key to resolving the crisis at hand.
The Soulslike level design presented in the trailer is very reminiscent of “Bloodborne,” with “Thymesia’s” city setting looking much like the beast-infested town of Yharnam. The architecture in both games are also similar as well as the plague theme, except “Thymesia” throws in a crow and raven motif.
The combat in “Thymesia” is very similar to other “Souls” games as well, including a similar-looking parry mechanic lifted from “Sekiro: Shadows Die Twice.”
Fighting is fast and reliant on striking while enemies are exposed. Players will be very familiar with the quick dodging and furious counter-attacking that’s bog-standard in Soulslike games by now, but “Thymesia” mixes in its own spin on the combat formula that will hopefully make it stand out from its source materials.
Players will be able to use a variety of weapon types, including swords, scythes and polearms. Additionally, Corvus is able to shift to a raven form that grants him access to new abilities. Another big selling point in the combat is the ability to “seize the disease” from bosses, which allows players to use spectral versions of the boss’ weapons.
These “plague weapons” are part of the player’s natural progression. They can be upgraded alongside the normal weapons and the player’s movement abilities to create a refined playstyle that’s suited for individual tastes.
The game’s story will be told via the environment. Most of the game’s lore will be experienced through item descriptions and environmental cues instead of traditional dialogue or cutscenes, but “Thymesia’s” endings will depend on what decisions players make as well as what items they collect. This further sets the title apart from the standard Soulslike formula and gives it a more interesting spin on storytelling compared to other games in the genre.
“Thymesia” is set to release on Dec. 31.
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