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Our CEO, Charles Brungardt, was on stage with Geoff Keighley with our first gameplay trailer. In case you missed it, I am here to give you a summary of what we are showing at gamescom and a brief overview of the process of creating this game.
Predator: Hunting Grounds is an asymmetric multiplayer online shooter *. We found that it was the best way to realize our main vision of the project: to recreate the raw fear of being chased by something faster and more powerful than you and the pleasure of being the one who hunts. That's right: Predator: The hunting grounds will be in 1v4, and yes, you can play as a Predator! Everyone in the match will be part of an elite fire team consisting of 4 people, the best and the most wicked soldiers to deal with such a threat.
This is the first gameplay we show of the game, and we could not be happier. We are at the beginning of development. All this has been captured from a pre-alpha version, but it still gives you an idea of our vision of this project. You can see how we want our missions to begin, where the fire team is brought by helicopter into the jungle. Has anyone recognized the song? It's a nod to '87, that's for sure! Anyway, you come across the map and the fire team rushes to meet the assigned mission goals of eliminating artificial intelligence, and so on. We want the fire crew to feel like they're playing: there are AI fighters to fight, collectibles or destroyers, and most importantly, fire when the work is finished.
It's this duality that makes things particularly interesting when the game takes its turn and the Predator comes in. You never know what's going to happen … Will the predator hunt down the firing squad? and win his trophies, or will the firing team accomplish its mission and hunt down the predator? This keeps the game intense and rhythmic, which we tried to convey in the trailer.
ESRB: Pending Ranking
The jungle scene in the demo is lush and full of danger. With the amount of foliage to mix, threats can come from anywhere. In particular, unlike many games, you have to remember to watch. The jungle is a playground for the predator, with all the tree trunks to climb and the branches to cross. We really wanted to capture this element of surprise and anticipation of what is behind this bush, this tree or this stone approaching. The firing squad must feel unloved against human enemies while being afraid of the real danger of the card: the predator.
We used Predator '87 for a majority of our inspiration for the game. What we hope that players will be able to see from the jungle, but also in the lengths we have traveled behind the scenes. We conducted research on the original weapons and recorded them in heavily wooded areas to ensure that the sound and reverberation of the contours of the trees and leaves were as accurate as possible in the game. We take good sure the '87 and evolve with the current weapons and technology; we want the shooting team to be at the top of their game against the deadliest hunter in the universe. In addition, we actually found the synthesizers used in the original score. These are just a few examples of the level of detail the team was looking for when creating Predator: Hunting Grounds. Working on a Predator game has been a childhood dream. The little child in me who would play Predator in the woods with friends is more than happy!
When we looked at this IP address, it was very important for us to stay true to the cannon already created in the Predator universe, but also to move it forward. It has been really nice to have everyone at the Fox to answer your questions and guide you. Especially since we had the unique opportunity to make everything we make in this game part of the official Predator tradition.
We were inspired by the 87 Predator in comparison to other films because we believe that this is the true jewel of intellectual property. We hope that movie fans will see in this game a bit like a love letter for the movie. That being said, our game is set in a few decades in the future. So we had to integrate all the films in the story. Players will see this in small revelations. For example, we linked Stargazer to the most recent movie, and then added an interesting story between the two factions. We can not wait for the community to enter the game and see how we got everything together!
Predators hunt in hot, conflict-prone places. They also use less accessible roads: trees, rooflines and other high positions to gain the upper hand. Thus, our maps are designed to have two mapping paths within them. The terrain on which humans operate (firemen and foes team) and the Predkour map mainly used by the predator. The Predator can of course use both ways of movement, but with the Predkour, it's much more fun to run through the trees that hunt your prey.
The Predator can quickly run and jump from tree to tree or down and down the ground while moving on the map. The Predator is a monster that should come out of nowhere and keep the shooting team on the alert. This gives the game that tension / horror for which the IP Predator is known.
We created a system for the Predator that we call "Predkour" in the studios; think the parkour meets Predator. The Predator has the ability to attack from the top but also on the ground, as in movies. This meant that we had to create a system that allowed the Predator to climb trees and move members of a member or structure. The Predkour system was really the most difficult part of the game. We wanted the tree-to-tree predator movement to be effortless and make you inhumane with your ability to bypass the map.
This also explains why the predator is in the third person, as opposed to the first person on the shooting team. Predator's third-person view allows the player to see not only the Predator, but also the available paths for the Predator; as well as hunt at the same time.
The predator, which owes its name to the game, should feel powerful and inhumane while remaining counterbalanced by the firing team. The fire team is in the first person, we think the camera changes give the game the feel of two games. It's harder to do, but this experience is worth it. The first person gives the player a better frontal awareness, but because of the tunnel vision of an FPS, it can also be more terrifying to know that a predator is chasing you.
ESRB: Pending Ranking
When the shooting team is pursued, it will not be helpless. The predator is powerful, but not invincible. "He's bleeding so you can kill him." It's all about combat awareness; The Predator is not totally invisible and you can see it when it moves around the world. Even hidden, it will reveal its location from its own clicks and movements in the trees and the ground.
When the original idea (even before talking to our partners) was mentioned, we wanted to create a game that can remain autonomous if you have an enemy who plays badly or shows nothing. We love the shooters in cooperation, so the idea of creating a fun team-based shooter whose enemy is controlled by a player and who comes to the party really enthused us. During the presentation to our partners, they all understood what we wanted to do and quickly intervened. This kind of style of play has not been done so far, but the addition of the enemy AI changes the whole game to make it even more interesting and cool every time. We think we have put in place a mission structure and that, even if you remove the predator, it would be a fun and exciting shooter for co-op members to play with your friends.
ESRB: Pending Ranking
The Predator is known for a ton of different weapons, but the most well known weapon used by the Predator is its wrist blades and plasma launcher. This makes the Predator extremely dangerous. These are the weapons we see in the demo. The combination of the two makes the Predator an extremely formidable opponent.
Balance in hunting grounds is essential and constantly changing. A good team of firefighters who stays together and who communicates, identifies and follows their enemies can be more effective than a team that walks around without any team work. A predator that tracks its prey and waits for an opportunity to attack can be more dangerous against a single fighter than jumping in the middle of a firefighters team to try to attack them all at the same time. It's a real game of cat and mouse and sometimes the cat can become the mouse.
As we continue our development, we can not wait to show everyone more play and are extremely proud of what we have created. As we get ready to launch and show more, we think Predator fans and players will be as excited as we are.
* Internet connection and PlayStation®Plus subscription (sold separately) required for online multiplayer mode.
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