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Deathgarden

Behaviour utforsker PvP-asymmetri i Deathgarden

Vi snakket med den kreative sjefen for det nylig annonserte spillet da vi var i Boston.

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Deathgarden er det neste asymmetriske spillet fra Behaviour Interactive, studioet bak skrekkspillet Dead by Daylight, hvor spillere må unnslippe en treg, men ekstremt sterk morder i skumle omgivelser.

Nå har studioet avduket sitt neste prosjekt, Deathgarden, og til tross for at dette også er en flerspiller hvor en mektig figur jakter på en gjeng med svakere figurer, er det noen merkbare forskjeller mellom de to titlene.

"The moment that we wanted to allow guns into the game things changes dramatically for us," fortalte creative director Ash Pannell oss i Boston. Ifølge Pannell har de lagt til "parkour elements" i miksen for å øke hastigheten i spillet, men det viktigste er at de svake spillerne kan "hit back at the hunter."

"And that is something that has really changed our game. Now the runners can't hurt the hunter, they can't kill the hunter, they can't take down the hunter, but they can upgrade their vambrace, which is their weapon, to be able to fire these special abilities at the hunter. They can slow him down, they can reveal it to the world. It's all about teamwork and revealing for the runners."

"It's about the five working together to dynamically overcome whatever's being thrown at them. One minute it's going to be a hunter with this power, next minute they're going to have something else. In [the PAX East] demo they can have turrets in the game. The next demo they could have supercharge that lets the hunter jump right across the map. So maybe one time the slow arrow is really useful, maybe the next time the slow arrow is not as useful in that situation, for example."

Deathgarden kommer til PC senere i år via Early Access. Du kan se hele intervjuet i videoen nedenfor. Hva synes du?

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Deathgarden

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