The talk about Vampyr’s “you need to kill for exp” stuff is interesting cause it… doesn’t… really work as harshly as the devs built it up to be? To begin with, while I did use my skills a lot, weapons can do a lot of damage so I wasn’t really itching to make my skills better. You naturally end up with a ton of upgrade materials for your weapons, and they don’t gate upgrades too much so you can get very strong quickly. Early on I upgraded a two handed weapon by accident, realized how amazing it was, and ended up using that for 3/4 of the game, similarly upgrading further at one point and becoming even more overpowered for a while. Later on I did hit a few optional boss walls, but by doing all the quests I had more than enough exp to be at a comfortable level and have all that I wanted power-wise. So I actually never ended up eating anyone, even if there were a few people that were tempting…
Rob also talks about sleeping making things harder, which I didn’t do much and that probably helped. I always built up a ton of exp and did upgrades in bulk, which keeps the district health in good standing as well since that only changes when you sleep. They uh… definitely didn’t really account for that lack of time passing story-wise at times, though.
(…I should note that at some point I just looked up how to not lose hints, and what big choices did what during the story. The hints are super arbitrary in a frustrating way, and the choices can be interesting but at the time I was just absolutely not in the mood to get a really unsatisfying result. It didn’t help that the handling of quests you get items for before you’re told about them can get really messy, so I unfortunately didn’t really feel the tension Patrick felt as I often had to look up how quests worked to know if I was “ready” to turn them in begin with.)
(…also I’m very excited to hear their Detective Pikachu reactions/discovery, as a fan of that game, as I’m typing this while they discuss Vampyr still)