Deathwatch

"I made a decision that never was a question. I started my own revolution, by haunting the enemies and vigil over the death."

- The official tagline Deathwatch, stylized as Dw, Role-playing   First-Third person Stealth   Action-Adventure developed and published by DECA and released for Microsoft Windows, Playstation 4, Wii-U and XBOX One on the 20th of November, 2017. It uses W4rtech.

It was announced to be in development since 2015, after Call of Duty: Iron Wolf's release and was officialy teased on the 1st of December 2016 with a 30 seconds lasting scene where the main protagonist is watching multiple sceneries in the city, with on the end him putting a mask on. The official trailer was released on E3 2017.

Deathwatch is seen as DECA's best project so far due the great engine and freedom in gameplay. Also the setting and idea behind haunting your enemies was generally positive and the game received the highest average score of all DECA games.

Development
The development of Deathwatch started after DECA The Hague finished Iron Wolf. The idea of moving away from modern settings to historical fiction and alter history was the idea that stuck in the minds of the developers and they began to expand on those ideas. During the first stage of brainstorming, the designers named every timeline they thought was interresting to have a game take place in. The idea of the industrial revolution was eventually the most prefered setting, although there were some problems with it, mainly due the lack of action events.

One day, a designer came with the idea to have an alter history industrial revolution, were the weapon evolution was further in that time than it was back then. The idea was approved and people started working mainly on maps and weapons, instead of a plot actually.

However, in the early months of 2016, DECA signed a contract with hollywood producers and DECA Los Angeles was founded. The new writers of DECA Los Angeles were approached to write a interresting story alongside the writers of DECA The Hague. The proposition was accepted and the story began to progress.

Gameplay
Deathwatch is mainly a action-adventure game from a first person perspective with a emphasis on stealth action and the use of gadgets and the environment to eliminate opposing forces in an innovative way. The game world is a series of self-contained, mission-focused areas designed for multiple avenues of exploration in terms of in-game movement. Between missions, the player can free travel throughout the whole city and can meet allies, receive side missions and can convert recovered loot into new upgrades, skills, gadgets, clothes and weapons. The player can safe any moment outside combat or at checkpoints, which auto safes.

Deathwatch features a in-game distributions system with money and experience points for role-playing elements such as upgrades and skills. The player can earn loot by looting bodies or receiving payment of certain missions, while experience points can be achieved by in how much you scare your enemies before killing them, how stealthy you have completed the mission or how you've explored the map. The gained XP will show of directly on screen and not at the mission evaluation. Loot can be used to purchase everything from other people, including upgrades, while XP is used to upgrade skills and handling of the player.

The player has two appearances in-game, which is divided into the assassin or the normal man. This system is influenced by the mask the player always has access to. If the player doesn't have the mask covering his face, the player is recognized by friendlies, giving him access to buying and upgrading inventory, but also he will be recognized by the enemies, making his freedom to buy and upgrade inventory difficulter, due the fact less people want to have him around because he is wanted. That way, he has to hide if enemies get close to him. If the player does wear the mask, he won't be recognized by any side and can't buy or upgrade inventory, but also doesn't receive a wanted status.

When in combat, the player can stealthy kill enemies without any resistance. However, the amount of XP the player gets is low and that way the player is forced to scare his enemies. He can do that by setting up traps, stalking his enemies after disarming them, killing his enemy's allies and let them leave a message in any interresting way or wounding every attack but not lethaly. If the player is spotted, the moves change and the player needs to use other equipment, weapons or combination moves to defeat his enemies. For exemple, if the player has a knife equiped adn goes into a knife fight with an enemy, he can push multiple buttons to use combo moves, like dodging, quick strike, heavy strike and counter strike. Also, when teh player has developed more skill, he can keep more momentum in fights, due more smooth movements and more effective attacks.

Missions
Missions in Deathwatch can be received by going into the city and find lettres containing an objective or you can follow the story, which will be assigned into a direction to receive the mission. Their is a wide variety of mission objectives, which can appear at any time and if the player has succeeded his objective, the player regularry needs to escape the site.


 * Abduction  - The player needs to find the assigned target and needs to knock him out, tie him and then drag him out of the area. These missions are recommended as stealth, but when taking the target with you, assault is recommended as movement and speed are lowered.
 * Assassination - Assassination missions contain an objective to kill a person or a group. Assassination missions are mostly suggested to use stealth, as the AI will become more alert and defensive if alerted and the main target may have the chance to flee. Sometimes, the informant also wants a object from the target which can give the player more loot.
 * Haunting - Drive away a person or a groups of people, by killing not important targets, but leave the main target live. These are the most rewarding missions of all and require a lot of stealth. Assault is not an option, as the player is noticed and the mission is compromised.
 * Sabotage - The player has to sneek into a facility or intercept transport and need to sabotage the assigned objective. The mission will always have an escaping scene of the site. Also, the player may gain special equipment or loot from the sabotage of transport. Assault is recommended, as the sabotage will most of the times be noticed.
 * Rescue - Rescue prisoners or other punished people out of prisons or prison transport. If the target gets killed, the mission immediatly fails and the player has to escape the site without anymore rewardings. Stealth is recommended most of the times, the target isn't able to move that fast and needs time to move from position to position.

Synopsis
The story takes place in a fictional new build industrial city in greater London, Venthale. In this part of England has the new economy been build and people who want to start over think that they get a job and money in the city and travel to the city to find out it's nothing as it seemed it was. The city is influenced by an oppressive regime who are trying to be safe if a possible world war breaks out, by manufactering many weapons at the cost of the inhabiters. The city is modelled after many cities throughout europe during the industrial revolution, but aswell so called Ghetto's in the second world war.

In the story, the player takes control of a Elijah Grifo, who has lost everything he ever loved and also lost the will to life. The only thing that keeps him alive is the thirst for redemption and vengeance against the rulers. One day, he takes action and starts his own revolution against the regime. Due his thirst of revenge, he does not simply kill the loyalists to the regime, but haunts them to scare them and eventually killing them.

Story
The story begins with the low class man from the trailer returning home, with his little salary. His wife and his kids are waiting for him, but just when he shows the few coins, the street guards and the officer arrive. The bystanders say that they must've followed him, but his wife says he must not do anything that may turn out wrong. The officer walks targeted to the man, while the bystanders try to block the path to the man, with the guards clearing the way. The officer walks right in front of him, taunting him before grabbing the coins from the table. One man in the crowd says the he has to go away and stop bullying them all, but the guards use brute force to make him silent. The screen zooms out, to the roof where the assassin was in the trailer, but the roof is empty. When the officer taunts the man one more time, the man grabs a bottle and smashes it against the officer's head, knocking him out. The guards attack the man, pushing him on the ground and kicking him when he has already a lot of pain. One guard tries to stab the man with his spear, but another blocks the attack, saying that it's enough for now. The others help the officer scribbling up, who furious shouts to execute the man. The guards grab the guy and put and bag on his head, blocking the sight of him.

The man is brought to the outskirts of Venthale, tied up and pushed down on his knees. One of the two guards gets something out of the man's pocket. It's his mandatory identification. The guard folds it open, reading the man's name: Elijah Grifo. He grabs a pencil and writes something on it, putting it in his pocket afterwards. Then, he snatches the bag from the Grifo's head, who is breathing heavily and dirty. The guards walk a few steps away, to his collegue who's loading a rifle. When the guard aims for the feet of Grifo, the other guard grabs the gun and says that there's no need to let him suffer, revealing he was the same guy who kept a guard from stabbing Grifo. He unloads the mag and pulls only one bullet in the slot, slowly raising the gun and aiming for the head. Grifo feels his heart beating, but forgets all sounds of his surrounding. The guard closes one eye, focusing his other eye on the sight. Grifo's heartbeat raises and suddenly a hard blowing wind appears. The guard aimes one last second and the left side of Grifo's face is shown. A shot is heard and blood flies right next Grifo, with the bullet passing by first. Grifo is dropped on the ground, with a bloodpool appearing on the ground around his head. The guard puts the rifle on his back and says that the animals will eat him, turning around and walking away. Grifo lays motionless on the ground, with the day passing by and the time is speeded up, with every dust flying around, but Grifo not moving.

Suddenly, Grifo starts coughing and his view slowly clears up. He raises his head, feeling a headache. HE raises his right hand the the right side of his head, feeling a warm blood stream dripping down. It is revealed that the bullet clipped a scratch on his head and the shock mad ehim go unconscious. Grifo tries to stand up, bretahing heavily and still coughing. He staggers when he walks and falls over, landing on his hands. He sees the dropped magazine and grabs it. He stands up adn tries to walk further, arriving at the gates of a stronghold. He grabs a rips off a cloth from his clothes and binds his headwound, stopping the bleading. He puts on his hood and starts to climb over the fence. He lands on his feet and slowly walks to a guard, getting one bullet from the magazine. He then grabs the guards back and pushes the bullet in the guard's throat, slowly killing him. After the guard drops dead, Grifo grabs the knife and opens the door to the stronghold.