Schlagwort: The outlast trials

  • Indie Selects for March 2024: The ID@Xbox Team Serves Up Another Batch of Outstanding Indies

    Indie Selects for March 2024: The ID@Xbox Team Serves Up Another Batch of Outstanding Indies

    Reading Time: 5 minutes

    It’s been a month since our first round of Indie Selects were announced, and we’re back again with another great batch of games that we think you’ll love. As a reminder (or introduction if you’re new to this program), Indie Selects are chosen from recently launched Xbox games that the ID@Xbox team considers to be indie and that aren’t available with Game Pass. The whole team votes and the top six vote winners are our Indie Selects for the month.

    The selects for March 2024 run the gamut from the return of an old favorite, a brilliant new take on a very old card game, and an intense horror experience. Here’s the list (in no particular order):

    Balatro

    Balatro Image Asset

    It’s just video poker, right? You’d be forgiven for thinking that by just glancing at it, but you’d be very wrong. It takes the rather simplistic poker framework and reinvents it as a deep, engaging and utterly addictive roguelike. You start with a basic deck and play hands to beat a target number of chips for each round. But where it gets fun is unlocking bonus and special cards that make your choices much more complex and interesting. Leveling up “three of a kind” and playing it with a Spade bonus can make it more valuable than even a Royal Flush. And you can unlock new Jokers and other cards after each run to create new options for the next run. And…suddenly it’s 3:00 AM and you’re still playing.

    Tomb Raider I – III Remastered Starring Lara Croft

    Tomb Raider Remastered Image Asset

    The first Tomb Raider came out in 1996 and took the gaming world by storm. It’s an absolute classic from start to finish. This remaster of the first three games is a love letter to the origins of the series, featuring all three original adventures, including the expansions and secret levels, improved graphics, and the choice to play with classic or modern controls. The classic “tank” controls might seem a bit alarming and strange to anybody under 35, but playing that way certainly took us back to our youth and thrill of tomb raiding with Lara.

    As with many games from the ‘90s, they’re not considered particularly easy by modern standards, but finding your way through platforming-based puzzles and figuring out the best solutions is incredibly rewarding. Does a remaster compilation of games that were undeniably “triple A” back in their day count as “indie”? Great question. Who knows for sure. We decided that it counts since the developer behind the remaster, Aspyr, generally fits the bill. But instead of getting bogged down in that thought experiment, go play the games. You can thank me later.

    The Outlast Trials

    Outlast Trials Image Asset

    The original Outlast and its sequel, Outlast 2, were terrifying first-person adventure survival games, where, with no way to defend yourself, you survived by hiding, sliding, creeping, crouching, and running through the levels, staying one step ahead of whoever was trying to kill you at that particular moment.

    The Outlast Trials takes that formula and adds four player co-op, and radically over-the-top villains, who hunt you and buddies down in a series of outrageous death games. After each run you can upgrade your character through various class-based skill trees, before you and your friends jump back into the next terrifying experience. It can be as hysterically funny as it is terrifying, while the gameplay loop of surviving, solving puzzles, and finding an escape is incredibly compelling. The game can be played solo, but it’s much more fun if you can find some friends to brave the experience with you.

    Rounds

    Rounders Image Asset

    Landfall created the delightfully wacky Totally Accurate Battle Simulator, and Stickfight, The Game. With Rounds, they’ve created probably the world’s first 1v1 roguelike combat game. At the start of the game, each player uses their noodle arms to select a card containing a power-up. You’re given a half dozen to choose from out of 65 or so overall. Powerups can let you shoot straighter, make bullets explode on impact, let your bullets push enemies back, or give you all kinds of other slight advantages.

    Where it gets interesting is at the end of each, uh, round the loser gets to pick a new card with a new ability. And since abilities stack, by the end of each five-round game, you can create an overwhelmingly powerful custom build (assuming, of course, that you lose a lot). This mechanic turns an otherwise simple, level-based combat game into a sophisticated roguelike where each player can build their strengths against the other player’s weaknesses. The game is never the same from one round to the next.

    Slave Zero X

    Slave Zero X Image Asset

    Slave Zero, a cult favorite 1999 Windows and Dreamcast game, cast the player as a giant, rampaging robot in a third person shooter. A quarter century later, Ziggurat brings us a prequel to that game, in a stylish 2.5D world. But unlike the original, Slave Zero X plays out as a brawler blended with the precise gameplay mechanics of a fighting game.

    It’s the kind of game that can drive you to toss your controller through a window, but in the next breadth has you climbing through the window to retrieve it because you just can’t stop playing. The art and music are both fantastic and do a lot to help serve up the rich cyberpunk world. Hard? Yes. A bit unfair at times? Maybe. Rewarding, addictive and compelling? Absolutely.

    Choice of Life: Middle Ages 2

    Choice of Life: Middle Ages 2 Image Asset

    Finally, this month we have something completely different. Choice of Life: Middle Ages 2 is a medieval choose-your-own-adventure experience, where you play your cards to direct your choices. Each decision you make leads to seemingly endless twists and turns. There are apparently over a thousand different events that you can encounter in the game, along with over 99 ways to do, but you’d have to go through many different playthroughs to find them all.

    It’s a relaxing, casual experience that encourages you to play around with your choices to see where your kingdom will end up. At the end of the first playthrough (which might be very short, since death is constantly right around the corner) you’ll almost certainly find yourself wanting to jump in and see where else fate, and your decisions, will take you.

    Website: LINK

  • The Outlast Trials “is like a TV series”, offering new challenges for players and developer alike

    The Outlast Trials “is like a TV series”, offering new challenges for players and developer alike

    Reading Time: 4 minutes

    The Outlast Trials was one of the more surprising announcements made during Gamescom’s Opening Night Live Show. Reconfiguring the horror thrills of the first-person survival series into a cooperative multiplayer experience may be an unexpected direction for the series’ third entry, but according to developer Red Barrels – behind every game to date – it’s in keeping with the studio’s drive to challenge itself with each new iteration. Here, it sheds some more light on the upcoming title, coming to PlayStation in the future. 

    What is the Tweet-length elevator pitch for this game?

    In The Outlast Trials, you’ve been abducted by the Murkoff Corporation to go through unethical experiments that will modify your psyche and behavior. Whether you go through the trials by yourself or in teams, if you survive long enough, Murkoff will happily let you return into society… but will you be the same?

    What would you consider the new key gameplay innovation for this title, and what sets it apart from other games in the team-based multiplayer horror genre as well as the previous Outlast entries?

    This time, you can choose to survive with friends. If the previous games could be compared to movies, The Outlast Trials is more like a TV Series. Your journey to freedom will be a long one.

    Why is now the right time for this reveal?

    We simply wanted to give our fans an update and the unfortunate news that we have to delay the release into 2022. We’re getting closer than ever, but we need more time to refine the game. With each game, we try to give ourselves a new challenge and The Outlast Trials is no exception.

    “There are a dozen warehouses, connected by underground tunnels. Inside the warehouses, Murkoff has constructed heightened lift-sized models of real-world environments.” 

    What do you hope players will feel when playing this game?

    Whether they play alone or with friends, we want players to feel like they’re fighting for their lives and their right to freedom. But can you have freedom of the body without freedom of the mind?

    How would you describe the game’s art design, and what were some of the inspirations behind it?

    The approach used is the same as the previous Outlast games… twisted realism, decadence, and in-your-face gore.  

    How are you designing the main characters in a way that will appeal and connect with players?

    Iconic nemeses are part of the Outlast DNA, and this time we have more variety than ever. Players will get to know many weird, dangerous, and violent characters. Although they’re also victims of Murkoff, most of them are definitely more than happy to prevent you from completing the program.

    What game engine is this being built in, and what advantages does that give you?

    Outlast 1 and 2 were made in Unreal Engine 3. This time, we’re using Unreal Engine 4. UE4 definitely played a big part in our prototyping phase. We were able to test new ideas and iterate pretty quickly.

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    “In between the trials, Reagents return to the Sleep Room, where Murkoff takes good care of them. Reagents can interact with Murkoff employees to obtain the items that they’ll need for their next trial.” 

    Tell us about yourselves – the creators of this game, where you’re based, and how your collective development history influences this new project? 

    We’re based in Montreal. David Chateauneuf, Hugo Dallaire and I co-founded the studio back in 2011, after working on big AAA games like Prince of Persia, Assassin’s Creed, Splinter Cell and Uncharted.  Outlast was our first project as Red Barrels. We made the first game in 14 months with a team of 10 people. For Outlast 2, we doubled the studio staff.  This time, we’re a little more than 40 people and we’re working on a much bigger game than before. Growing the studio in size during a pandemic hasn’t been easy, but we’re getting there.

    Are there any key PS5 gameplay features such as DualSense wireless controller haptics, triggers, motion, etc you can discuss? 

    We haven’t thoroughly investigated all these options, but we’re definitely excited by the possibilities. Hopefully, we’ll have more to announce soon.

    Website: LINK

  • The Outlast Trials „ist wie eine TV-Serie“ mit neuen Herausforderungen für Spieler und Entwickler

    The Outlast Trials „ist wie eine TV-Serie“ mit neuen Herausforderungen für Spieler und Entwickler

    Reading Time: 4 minutes

    The Outlast Trials war eine der überraschenderen Ankündigungen der Gamescom Opening Night Live. Den Horror und den Nervenkitzel der First-Person-Survival-Reihe als Koop-Multiplayer-Erlebnis neu zu interpretieren war eine ziemlich unerwartete Wendung für den dritten Ableger der Reihe, doch laut den Entwicklern aller bisherigen Spiele der Serie – Red Barrels – passt diese neue Ausrichtung perfekt zur Motivation des Studios, mit jedem neuen Titel eine neue Herausforderung anzugehen. Wir möchten heute ein wenig mehr Licht auf den bevorstehenden Titel werfen, der in Zukunft für PlayStation erscheinen wird. 

    Wie würdet ihr das Spiel beschreiben, wenn ihr es auf die Länge eines Tweets herunterbrechen müsstet?

    In The Outlast Trials befindet ihr euch in den Klauen der Murkoff Corporation, die euch skrupellosen Experimenten aussetzt, um eure Psyche und euer Verhalten zu modifizieren. Egal, ob ihr die Trials allein oder in einem Team angeht – wenn ihr lange genug überlebt, wird euch Murkoff wieder in die Gesellschaft entlassen … aber werdet ihr dann noch ihr selbst sein?

    Was würdet ihr als die wichtigste neue Gameplay-Innovation für diesen Titel bezeichnen und was unterscheidet ihn von anderen Spielen im Genre des teambasierten Multiplayer-Horrors und von den vorherigen Ablegern der Outlast-Reihe?

    Diesmal könnt ihr euch mit Freunden in den Überlebenskampf stürzen. Während man die vorherigen Ableger mit Filmen vergleichen konnte, ist The Outlast Trials mehr wie eine TV-Serie. Euer Weg in die Freiheit wird lang sein.

    Warum ist jetzt der richtige Zeitpunkt für diese Enthüllung?

    Wir wollten unseren Fans einfach ein kleines Update geben und die bedauerliche Nachricht kundgeben, dass wir das Release auf 2022 verschieben müssen. Wir kommen gut voran, aber wir brauchen noch etwas mehr Zeit für den Feinschliff. Mit jedem Spiel versuchen wir, uns neuen Herausforderungen zu stellen und The Outlast Trials bildet da keine Ausnahme.

    „Es erwarten euch Dutzende von Lagerhallen in einem unterirdischen Tunnelnetz. Innerhalb der Lagerhäuser hat Murkoff Umgebungen der realen Welt nachbauen lassen.“ 

    Was hofft ihr, welches Gefühl der Titel bei den Spielern hervorrufen wird?

    Egal, ob sie alleine spielen oder mit Freunden – wir hoffen, dass die Spieler sich fühlen, als kämpften sie um ihr Leben und ihr Recht auf Freiheit. Aber gibt es noch so etwas wie körperliche Freiheit, wenn die Gedanken nicht frei sind?

    Wie würdet ihr das Artdesign des Spiels beschreiben und wovon habt ihr euch inspirieren lassen?

    Unser Ansatz war der gleiche wie bei den vorherigen Outlast-Spielen … verzerrter Realismus, Dekadenz und knallharte Brutalität.  

    Wie geht ihr beim Design der Hauptcharaktere vor, um sie für die Spieler interessant und ansprechend zu gestalten?

    Ikonische Erzfeinde sind Teil der DNA von Outlast und dieses Mal gibt es mehr Abwechslung als je zuvor. Die Spieler werden viele abgedrehte, gefährliche und brutale Charaktere kennenlernen. Und obwohl es sich bei den meisten von ihnen auch nur um Opfer von Murkoff handelt, sind sie mehr als bereit, euch vom Abschluss der Experimente abzuhalten.

    In welcher Engine baut ihr das Spiel und welche Vorzüge ergeben sich daraus?

    Outlast 1 und 2 wurden mithilfe von Unreal Engine 3 entwickelt. Diesmal nutzen wir Unreal Engine 4. UE4 hat definitiv eine große Rolle in unserer Prototyp-Phase gespielt. So konnten wir relativ schnell neue Ideen testen und iterativ überarbeiten.

    Zwischen den Trials kehren die Probanden zum Schlafraum zurück, wo sich Murkoff gut um sie kümmert. Probanden können mit Murkoff-Angestellten interagieren, um Gegenstände für ihre nächsten Trials zu erhalten.Zwischen den Trials kehren die Probanden zum Schlafraum zurück, wo sich Murkoff gut um sie kümmert. Probanden können mit Murkoff-Angestellten interagieren, um Gegenstände für ihre nächsten Trials zu erhalten.

    Erzählt uns mehr über euch – die Entwickler hinter dem Spiel. Wo seid ihr ansässig und welchen Einfluss hat eure gemeinsame Entwicklererfahrung auf dieses Projekt? 

    Unser Studio ist in Montreal ansässig. David Chateauneuf, Hugo Dallaire und ich gründeten das Studio damals im Jahr 2011, nachdem wir an großen AAA-Spielen wie Prince of Persia, Assassin’s Creed, Splinter Cell und Uncharted mitgearbeitet hatten.  Outlast war unser erstes Projekt als Red Barrels. Wir entwickelten das erste Spiel in 14 Monaten mit einem Team von 10 Leuten. Für Outlast 2 verdoppelten wir unsere Studiomitarbeiter.  Mittlerweile sind wir etwas mehr als 40 Leute und arbeiten an einem weitaus größeren Spiel als zuvor. Das Studio inmitten einer Pandemie zu vergrößern war keine leichte Aufgabe, aber wir machen gute Fortschritte.

    Gibt es irgendwelche PS5-exklusiven Gameplay-Features, wie die Haptik-, Trigger- oder Motion-Funktionen des DualSense Wireless-Controllers, über die ihr reden könnt? 

    Wir haben uns noch nicht voll und ganz mit all diesen Optionen auseinandergesetzt, aber wir sind definitiv angetan von dem Potential. Hoffentlich können wir in Zukunft mehr dazu ankündigen.

    Website: LINK