Project Sekai

Suck Up

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Suck Up takes a different approach to multiplayer gameplay by placing players in the role of vampires who must use speech and charm rather than violence or stealth. The main goal is to be invited into homes by non-playable characters, which requires persuasion. The game focuses on dialogue as a core mechanic, where every interaction can change the direction of a session. Each home becomes a puzzle, and players must adapt their approach to convince each AI-controlled resident.

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Suck Up takes a different approach to multiplayer gameplay by placing players in the role of vampires who must use speech and charm rather than violence or stealth. The main goal is to be invited into homes by non-playable characters, which requires persuasion. The game focuses on dialogue as a core mechanic, where every interaction can change the direction of a session. Each home becomes a puzzle, and players must adapt their approach to convince each AI-controlled resident.

Talk Your Way In

The characters in the game are powered by generative AI, which means they don’t respond with fixed lines. Instead, they react to what you say in real-time, making every conversation unpredictable. You can either type your lines or use your microphone to speak directly. NPCs will analyze your tone, wording, and timing to decide if they trust you. This creates a challenge that feels more like improv theater than a traditional video game.

Core Gameplay Features

The structure of the game includes several interactive systems:

·         Dialogue-based persuasion using typed or spoken language

·         Dynamic trust levels that change with each interaction

·         Disguises to influence how NPCs perceive the player

·         Real-time AI behavior with memory and emotion tracking

·         Multiple homes with different personalities and routines

Customize Your Tactics

Every household presents a new opportunity. Some NPCs are cautious, others are curious. Choosing the right costume or story can make the difference between success and failure. If you act suspiciously or contradict yourself, the character may shut the door. If you play your role convincingly, you’ll be invited inside and earn rewards. The game encourages experimentation, offering plenty of room for creative thinking.

A New Kind Of Challenge

What makes Suck Up stand out is how it redefines interaction in games. Instead of controlling your character through movement or combat, your main tool is language. This leads to unpredictable scenarios, where even small changes in phrasing can change the result. It’s a game that rewards cleverness, role-playing, and the ability to read a situation—all within a strange but compelling vampire setting.

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