Possibly a weapon used by Queen's Vanguard Puppet enemies in the Cathedral of the Sacred Blood.Ī polearm used by the Queen's vanguard that has changed with time. The knights who guard the cathedral are all veterans of the Queen's vanguard, and their transformation is a sign of willpower that rivals that of their liege. The weapon holds the power of lightning, which is released as a Gift when swung. It appears that initially the developers intended for most if not all enemy weapons to be obtainable (which would make sense since their models already exist as they're used by the enemies), however besides models and textures (obviously) the only indication of them ever being planned to be obtainable by the player are their names and descriptions.Ī sword used by the Queen's vanguard that has changed with time. The level is empty besides a walkable floor and a sky sphere. It can still be loaded if the player uses a console unlocker mod, loads up their save file, and then uses the "open work" console command. Blodstained Dogtags would be awarded to players who managed to kill an invader, and Broken Fangs would be given to the invader who managed to kill their target (or possibly also another co-op player?).Ī sample Unreal Engine 4 test level, named "work". In the final game, only "Marks of Honor" are obtainable through normal co-op interactions (helping host player to defeat a boss), however the game also has defined "Bloodstained Dogtags" and "Broken Fangs" which were intended as online reward items. It also appears that each type of online interaction would've rewarded the players with different items. The final game shipped with co-op as its primary and only online mode. Various strings and items left in the files suggest that the game's multiplayer was intended to be much closer to Dark Souls with invasions/PvP and potentially covenants. Not many voicelines detailing initial plans for companions have been left in the final game. Unused voicelines also imply that originally companions were predefined per area or stage of the story, much like how Jack is forced as the player's only companion during their memory stage. Following changes in story order, some of the exposition elements were shifted from being prerendered cutscenes to memory vestiges, such as Silvas' speech. It's possible that the memory segment was considered to be more of a mechanical than worldbuilding type of tutorial and as such a new tutorial section was made with the already-made section shifted to being an optional area later in the progression. Beyond that point, the game would've continued with the player memory section as its first area as a tutorial. In the final game, the cutscene jumps to third-person as soon as the PDA is handed to the player. The cutscene also starts in first-person as the player was meant to define their character at the end as they're handed the "medical form" by Karen. The cutscene ends with the player being likely "killed" by the Queen during the section that is dubbed "memory of " in the final game and is available much later in the story, which would've smoothly followed into the cutscene of the player waking up in a field hospital tent with Karen - this cutscene is used in the final game in its in-engine variant (a prerendered version exists as well). Initially the game was intended to start with a first-person cutscene, leaving their character ambiguous at the time. Internally, the areas are numbered in a way that does not reflect the actual order they're encountered in-game. The game is referred to internally as "GEZ" for "God Eater Zero" the developers wanted to work on a new IP while Bandai-Namco wanted to emphasise existing properties, so they disguised Code Vein as a game in the God Eater franchise.
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