Mit einem ersten Trailer stellt das neue Entwicklerstudio Distinct Possibility jetzt den Open-World-Shooter Reaper Actual vor. Dabei handelt es sich um einen taktischen Militär-Shooter in einer persistenten Spielwelt , in der die Runde nie endet – stattdessen treten Spieler jederzeit per Drop-in/Drop-out einer Partie bei.
00:00Hello, I'm Tramiel Ray Isaac. I am the Chief Art Officer here at Distinct Possibility Studios, and this is my good friend.
00:09Hey, I'm Matt Higbee. I'm the Chief Creative Officer here at Distinct Possibility Studios.
00:13We're here today to talk to you guys about our new game, Reaper Actual.
00:26So, what is Reaper Actual?
00:28So, Reaper Actual is an open-world, persistent shooter, unlike a lot of other shooter games where you sort of have a session-based game where you log into the game, you play for a little while, everybody sort of is competing with each other from the same start to finish line.
00:41With a persistent world game, we have a real-world simulation.
00:44Factions that are running around, they're doing activities on it, players are diving in and out of this world that continues when they're not on anymore.
00:52And so, it kind of creates a completely different sort of sense of place and experience of kind of joining the game and competing with other people for the riches and the glory.
01:01So, you as a player not only have this persistent world that you're playing in, but connected to that world is your player base.
01:16So, again, it's not something where the session ends and I go back to where I collect my items.
01:22No, I go back to my base.
01:23My base exists as a location in the game world and go into and out of my base, back, and I can, you know, do my economy progression, outfit my guys, sort of make some choices around my items,
01:34and then go straight back into the action without having to wait for a new session or matchmaker for new players.
01:40And the game world continues.
01:43Well, I'm not there.
01:44So, the battles that I was fighting in can continue to be fought and I can return right back to that kind of where I was in the world.
01:55I know that I love Marova because it gives us so many opportunities for storytelling, but I think from an artistic perspective, it gives us a lot of opportunities just for visual development too, right?
02:03Yeah, for sure.
02:04I mean, we've got a lot of different opportunities to create new and rich environments across the island.
02:10The island itself is made up of many different biomes and many different locations.
02:14So, we've got like port cities and we've got like a major city as well, airport and villages, farms in between, whirlwind highlands and things like that.
02:23So, it gives our team the ability to kind of flex their muscles in many different ways.
02:28And so, I think the players will be able to enjoy that rich environment over and over again and not really get bored.
02:39All right.
02:40So, Matt, tell me what a Reaper is.
02:42So, Reapers are collectible operatives that you play in the game.
02:46They have access to their own arsenal.
02:48They have access to their own tools.
02:49And players deploy as a Reaper when they go into the game world.
02:54Reapers act as mercenaries that are doing missions that are used for the server network within the game world to help the factions or hurt the factions, sort of depending on how you want to align yourself.
03:04So, we're using a different scan technique that allows us to get details down to the thread on the characters so that we can up-res at any point in time when we're talking about 20, 30 or something in the game is still rolling.
03:18We can hit 8K textures if we wanted to.
03:21So, just that process alone was one of the things that I thought would allow us to make the characters stand out from all the rest of the competition out there.
03:34So, we've been on this two-year journey here, working on this project, working on this studio.
03:38Yeah, for two years, we've got over 100 and so developers and, you know, distinct possibility studios is filled with veterans that are, you know, know their stuff.
03:49And we've got, you know, Kodev partner down in Brazil in Big Moxie's studio.
03:59So, Matt, what are players going to love about this game?
04:01I mean, I think one of the things people are really going to appreciate about this game is how the persistent, open-world nature of the game gives us so much more depth for content and storytelling over time.
04:15I think we're going to be able to create an experience in Reaper Actual that first-person shooter players have never actually been able to have in an online game before.