1666: Amsterdam – Impressions – Early Access (PC)

1666: Amsterdam – Impressions – Early Access (PC)
1666: Amsterdam – Impressions – Early Access (PC)

1666: Amsterdam from developer Panache Digital Games hit early access in late August. While it is still very much in development, it’s good enough to preview and discuss. So, without further delay, let’s get right into this witchiness.

1666: Amsterdam stirred up some interest when it was previewed a few months ago at the Summer Game Fest. It looked new, fresh, and at the same time positively creepy as hell. The game follows a woman named Noa, who belongs to a coven of witches and is known as a Collector. Her job is to take down demons called the Originals and find out what the hell is going on with a bigger demonic presence in her world. Sounds like fun times.

Connected to her is a human named Aaron from the future. Aaron meets Noa after a late-night romp with a drinking buddy in 1999, and soon after, he wakes up in a cat’s body. The catch is, the cat is from 1666 and belongs to Noa, who knows her futuristic feline friend and how freaked out he is about the cosplay. Together, the duo is on the hunt for answers to the demonic presence of the Originals, and continues their quest to mark those who owe a debt because of the power they have obtained.

The story and world-building in 1666: Amsterdam make it far more interesting than expected. The devs did a great job developing this detailed, living world of Amsterdam, where the dangers feel real, and the quest to uncover answers about the Originals feels compelling. I am particularly impressed by how visually detailed 1666: Amsterdam is. I didn’t expect it to be so gorgeous, so terrifying at times, and alive with people. This is Assassin’s Creed-level detail: everything feels alive, and the fights Noa and Aaron take part in feel like they have real stakes. The story, world-building, and visuals make this one to watch in the coming months.

As for the gameplay, it’s mostly linear, but comes in a variety of forms. The first and most obvious part of the gameplay is the action. Noa is built for violence, ready to take down baddies, and does so without sympathy. She is vicious, armed with a staff that smacks old-heads around when needed. Gameplay’s simple: swing, dodge, and be a witchy pest on screen. The movement and execution are simple, which makes kicking the shit out of a group of baddies feel thoughtless. It’s a standard third-person action game construct, and it’s pretty badass to see in motion.

The linearity is also obvious. The game wants players to follow a certain path from Point A to Point B in the story. Missing a beat isn’t encouraged, and it doesn’t feel rewarded. While there is some exploration, at least in what I have played so far, the game focuses on keeping to the story and guiding Noa and Aaron in the right direction. It doesn’t feel like a true open-world experience, but there are moments when the world feels bigger than the adventure. I am sure the gameplay will improve as I continue the journey towards a review.

Another cool aspect of the game is the use of Aaron. As Aaron, he mainly helps solve puzzles, finish fights, and serves as a cool second option for figuring out how to get to the next step in whatever mystery point Noa is on. The gameplay use of the cat is clever, and it fits Noa’s journey without disrupting gameplay when it transitions from Noa to Aaron. It fits the bill, which is a huge plus given that the two characters serve very different purposes.

Beyond the characters, the game’s horror is strong. While it is driven by ritual sacrifices and gross happenstances, it fits well with the world it builds. It also plays well into the magic system Noa uses to investigate people and places, often using that horror ambiance to drive the moment. For example, the game’s first major mission is to get Noa in contact with an Original who has been helping her coven. Noa uses Aaron to investigate and unlock the location she needs to enter, then uses magic once inside to find the Original she is seeking. The magic system can be used to investigate a scene and follow a trail, or to uncover Originals and dispose of them. It’s a simple system that certainly has more uses than I have experienced so far. Of course, the horror that is paired with it is grotesque in this scene, as Noa will discover fly-ridden, dissected animals and general bloodiness (with parts) all around. The fight that follows the discovery and conversation with said Original also drives home the point that this game is a straight-up horror experience wrapped in a third-person action-adventure.

Anyway, as the game stands now, 1666: Amsterdam is shaping up to be a fun, horror-filled experience with a solid balance of action and puzzles. I think it has potential, but it’s still early in development, so I can’t make a good judgment call.

We will definitely revisit this when it’s finalized and out of early access. Until then, stay tuned.