ILL Developers Don’t Want to Punish Players Too Much
ILL has become one of the most talked-about projects among horror game fans lately. Developed by Team Clout and Mundfish, the game attracts attention with its disturbing body damage, realistic physics system, and plenty of bloody scenes in each new trailer released. With such a harsh visual language, the question naturally arises in the minds of players: Will the game be as brutal as its visuals? According to the developers’ explanation, the answer is a little more balanced.
ILL Will Challenge, But Not To Bore the Player
ILL will take players to a dark and eerie facility bearing traces of the Soviet era. Here, we will encounter terrifying creatures called Aberrations. The game’s biggest claim is not only to present terrifying enemies; but also to show body damage, mutations, and interaction with the environment in a very striking way. In other words, the aim is a truly stomach-churning experience in terms of atmosphere.
However, Team Clout doesn’t want this harshness to become an unnecessary punishment in gameplay. According to the developers, the goal isn’t to make the player feel like an unstoppable action hero. But similarly, they don’t aim for frustratingly unfair and exhausting difficulty at every turn. Players will have to use their resources carefully, thinking well about what to spend now and what to save for later.
At this point, resource management seems to be at the heart of the game. Ammunition and equipment will be quite limited. Even improvised melee weapons, like pipes ripped from walls, can wear down and break over time. This will make every conflict a little more tense. So ILL won’t leave the player alone, but it won’t do it just for the sake of “making it difficult.”
The developers say they want to strike the right balance between survival horror and action at the core of the game. Players will have to intelligently use their position, environment, and available resources depending on the enemy types. Obviously, this approach is very important for ILL. Because in such a game, being scared is good, but constantly dying unfairly isn’t very enjoyable. If the team can strike this balance, ILL could stand out not only for its brutality but also for its tense yet fluid gameplay.
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