Schlagwort: disintegration

  • Join Disintegration’s Technical Beta and Test its Multiplayer Starting January 28

    Join Disintegration’s Technical Beta and Test its Multiplayer Starting January 28

    Reading Time: 3 minutes

    Hey! We are V1 Interactive, a small studio that is currently developing Disintegration. We’ve been working nonstop for the last few months for this moment to finally arrive: we are super excited to announce Disintegration’s Technical Beta.

    For those who aren’t familiar with it, Disintegration is a sci-fi FPS in which you pilot a hovering, weaponized vehicle called a gravcycle, while you tactically command your squad around the battlefield.

    Set on Earth in a not-so-distant future where humanity’s last chance of survival is to replace their bodies with robotic armatures, the single player campaign focuses on Romer Shoal’s story and his fight against the Rayonne to regain his humanity.

    Although we have been putting a lot of work into the campaign, we’ve also been working hard to ensure Disintegration’s multiplayer is fast, frenetic, and a lot of fun.

    The multiplayer game pits you against other players in up to 5v5 matches with you and your individual squads on the ground. The unique game modes, blending aerial combat and squad commands across several different modes and maps, are sure to test not only your shooter skills, but also your tactical approach on the battlefield.

    We let players at Pax West get hands on with the game, but the time has come to put Disintegration’s multiplayer into a real stress test — that’s why we are running our Technical Beta at the end of January.

    Disintegration’s Technical Beta will include two maps and two different modes. You can also choose between seven different crews each with their own weapons, abilities, and role in combat.

    We are overwhelmed with all the support and encouraging words we have received so far from the community, but now we need to ask a favor to all of you: join the Technical Beta, coordinate with your team, command your units, and most importantly, have fun!

    You may see bugs, frame rate issues, or other odd behavior. That’s what we’re looking to resolve. Play it, test it out in every way possible, then give us your honest feedback. Your feedback is key for us to try and make Disintegration the best that it can be.

    So sign up now to have a chance to participate in the Closed Technical Beta January 28-30.

    However, don’t worry if you don’t get the chance to join the closed session! You can always play the Open Technical Beta at PlayStation Store, that will run from January 31 to February 1.

    You can find all the information on Disintegration and details about the Technical Beta at www.disintegrationgame.com. Time to jump onto your gravcycles and reboot humanity!

    Website: LINK

  • How Disintegration Blends Tactics with Fast-Paced FPS Action

    How Disintegration Blends Tactics with Fast-Paced FPS Action

    Reading Time: 5 minutes

    The easiest comparison to help explain how Disintegration is so different from other first-person shooters is Titanfall. It’s less about comparable story concepts — far-future factions at war, or similar aesthetics — characters and worlds whose weathered design tell of turbulent histories. It’s more that both games try out new ideas in the FPS space.

    Titanfall brought parkour flair to character movement and paired it with the ability to pilot an arsenal-packed exoskeleton. Disintegration’s twist has you strapped to an airborne bike known as a Gravcycle, and hands you command over a group of support troops with unique abilities.

    It’s a design approach that makes more sense given the game’s origins: it started out as a real-time strategy title. But the earliest builds did little to differentiate the game in an already-crowded market. Marcus Lehto (President and Game Director) and his team at V1 Interactive realized this as they pivoted development towards the more enticing prospect of an RTT/FPS hybrid.

    The robotic troops remained, but the player camera became an in-world vehicle: the Gravcycle. From this, you would issue commands and use your onboard weaponry to directly contribute to the war effort. This added interaction meant increased danger: you’re now a target for opposing forces.

    “We took our time to find that right sweet spot, where you are engaged in combat but also able to manage that group of units in a fluid and tactical way,” explains Lehto about fine-tuning the core gameplay mechanic that has you juggling two different, yet interlinked playstyles.

    Commanding your crew

    Regardless of whether you play the single player story campaign or multiplayer, the gameplay mechanics are broadly the same. The twin sticks allow you to move your Gravcycle omnidirectionally; L2 and R2 fire your onboard weapons.

    The D-pad selects one of your ground troops. Once done, a UI reticule pops up to signify the targeted zone that’ll be the focus of that troop’s special ability, which is activated with the press of a shoulder button. Your weapons and their abilities all have cooldown periods.

    The story campaign’s key difference in terms of mechanics is time dilation. “Time will slow down, allowing you to issue multiple unit abilities in a time frame where you couldn’t normally do so,” says Lehto.

    Multiplayer crews have been built to fulfill particular roles in combat. As such, you won’t be able to switch out individual units. In campaign, you’ll rotate through different units to get a feel for all the special abilities in the game.

    Your Gravcycle is limited to a height of about six stories, while your troops are restricted to a distance of some 50 feet away. Order them to investigate anything within that radius and they’ll react contextually: opening doors, stealing reactors, engaging with enemy forces. You can also call them back at any point.

    “Treat the Gravcycle – with its weapons and cooldowns – as your right hand, and the units on the ground as your left hand.” Lehto goes on to outline how the idea is that there’s never a lull on the battlefield. “You’re always actively doing something.”

    In addition, the studio is balancing the power levels to emphasize how essential your troops are to survival.

    “It’s not just Gravcycle to Gravcycle, as you shoot it out like any other first person shooter,” says Lehto. “You can try and play that way, but it won’t go very well for you.”

    A quick blast with multiplayer

    In the 5v5 multiplayer mode Retrieval, pre-set crews have loose roles similar to healers, tanks and such. Strategizing the right crew combo from a team perspective is important: there’s no time for dallying on the battlefield. This game mode is fast.

    The map I played on is a compact industrial zone with small open spaces linked by tight corridors, while pylons and walkways that crisscross between buildings will challenge for Gravcycle pilots. Dotted across the area are reactors which teams will need to either attack or defend. With a total of up to 40 support units battling it out on the ground and 10 Gravcycles zipping around in the sky above, there is a lot to take in. But despite a barrage of new techniques to absorb I had a blast over a two-round match.

    Stylistically, the enemy faction are based on Italian supercars. The inspiration for you and the other outlaws? 60’s-era muscle cars.

    The single player campaign and its story

    The story campaign is a “really different beast when it comes to player experience,” says Lehto. Exploration is front and center, interspersed with “pockets of combat” as you encounter a variety of threats, unique to the campaign, as you complete missions. Its slower pace over a number of expansive maps will let you learn about the world and get to grips with the game’s toolbox.

    And why are you battling it out on this future war-torn Earth? Some as-yet unexplained calamity strikes Earth, forcing humanity to integrate their brains into robotic bodies for protection. Those that enjoy the change and want it to be permanent (the enemy known as the Rayonne) hunt down those that don’t (that would be you). Yet rather than a war fought by supersoldiers, it’s a fight taken up by ordinary people, who you’ll get to know over the course of the campaign. You take over the role of Romer Shoal, an ace pilot leading a resistance team fighting the Rayonne.

    I ask if the light humor seen in the game’s reveal trailer is indicative of the overall tone. Lehto answers in the affirmative, namechecking Joss Whedon’s Firefly as an inspiration.

    “I wanted them to behave like normal humans, with a variety of different backgrounds and opposing views… we want that more complex nature to show when it comes to their banter and their interactions.”

    The world and its backstory is intriguing, the gameplay mechanics a curious hybrid of styles that cause you to think about more than your targeting reticule. Together, they make for a strategic shooter that promises to be more than a novelty mash-up. I look forward to returning to this robotic frontier in the near future.

    Website: LINK