LESS T_T
Arcane
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https://coredecay.com
Inspired by 90s FPS, more focused on exploration and resource management, with all sorts of cybenetics modules and such. Coming to mobile first, and then PC for some wacky reason.
About combat from recent devlog: https://coredecay.com/devblog/update8/
Seems it's in the middle ground of fast-paced FPS and immersive sim. Low-level gameplay from the former and mid-level gameplay from the latter, I guess.
Inspired by 90s FPS, more focused on exploration and resource management, with all sorts of cybenetics modules and such. Coming to mobile first, and then PC for some wacky reason.
CORE DECAY is an upcoming retro FPS for PC and mobile. Explore derelict facilities, uncover a vast conspiracy, install cybernetic upgrades as you gain levels, and find a wealth of unique weapons and powerups in an old-school shooter inspired by the classics of the late 90s.
FACE A DYING EARTH
The year is 2089. For decades past, the availability of natural resources has declined to the point of societal collapse. Nations are governed by corporations, and the planet is on the brink of an ecological collapse that will leave nothing left alive.
During mankind’s last breath arises a shadowy network of conspirators, bent on saving the human species using any means necessary – even if it means sacrificing all it means to be alive.
Follow the trails of a mysterious organization across a dying Earth, in an atmospheric singleplayer adventure over 11 levels.
ABANDON YOUR HUMANITY
You are an anomaly. Waking up in a cold storage pod with little recollection of your past, you find yourself far less human than you remember – and far more of a machine.
With strange but powerful new abilities, you are forced to either embrace your new self or fight to retain your humanity.
Upgrade yourself with game-changing cybernetic modifications as you explore levels, defeat enemies, and gain experience.
BATTLE FOR SURVIVAL
Leave a wake of destruction as you travel across mysterious installations left behind by the ominous Contingency Accord, and turn their own weapons against them as you trigger facility-wide reactor core meltdowns.
As you traverse vast, deadly facilities, you will come across powerful armaments – experimental weapons long since forgotten, and unrivaled in power.
Use an arsenal of 8 unique, upgradeable weapons as you battle both security robotics and the remnants of experiments gone horribly wrong.
About combat from recent devlog: https://coredecay.com/devblog/update8/
COMBAT IN CORE DECAY
When looking at older FPS games (and newer ones for that matter), there are two main directions that these games take in terms of combat:
Fast-paced, reflex-driven, player skill based combat as seen in games like Doom or Quake. In these games, the primary appeal of the combat is the excitement of making split-second decisions, use your innate skill at aiming, reacting and responding to changing threats, and just the overall exciting audiovisual experience of intense combat. This is certainly the most immediately recognizable approach, and more modern games such as Doom 2016 executes it with perfection. When done well, this can be a high-adrenaline experience like no other.
Slower-paced, methodical, resource-based combat more commonly seen in immersive sims such as Deus Ex or System Shock. In this case the appeal isn’t so much in reflexes or aim, but rather how you approach encounters before they have even begun. Player resources are limited – you rarely have as much ammo, health, armor etc. as you need – and the challenge is one of exploring the levels and making choices on how to approach things in a way that lets you complete the level without depleting these resources. Combat is just as frequently something you choose to avoid as something you choose to engage in, and the risk of losing a battle and having to retreat is also a risk of losing valuable ammunition or health.
It should be emphasized that this is a spectrum – most games apply a bit of each, with the extremes (e.g. Doom 2016 and Deus Ex) focusing more strictly on one or the other. Some games such as Unreal 1 or Descent lie somewhere in the middle – action-filled combat, yes, but also mixed up with longer periods of atmospheric exploration and making a mental picture of the levels as part of the gameplay challenge.
Among recent games that specifically market themselves as “retro shooters” or similar terms, virtually all of them have focused much more on the former, with a great emphasis on super fast-paced combat and adrenaline-filled experiences. This is not a bad thing, and a lot of these games do it super well and are a joy to play – but the reason I bring it up is that it shapes players’ expectations on what they will get out of these kind of games.
Core Decay, on the other hand, leans more towards the second approach. Resources are limited and finite, levels are sprawling and complex, and the core challenge of the game lies less in the combat difficulty and more in the strategy of how to make it through a level using limited tools at your disposal. Exploring the facilities, finding alternate access routes, sneaking up on enemies or finding ways to bypass encounters entirely are all a large part of the experience, and the overall game aesthetic and storyline also reinforce this focus on exploration over combat.
That’s not to say that combat is viewed as an oversight or in any way less important – but the role of it is as a tool to facilitate meaningful level-wide decisions rather than being the most prominent aspect of the game. As a result, combat is a bit slower paced, with a greater emphasis on pre-engagement strategizing (can I sneak up on these enemies first? Are there environmental hazards I can make use of? Could I bypass these enemies entirely?).
Which brings me to the point of all this…
A weakness of the Announce Trailer is that it did not show combat in this context at all. Given the presentation of the game, it’s assumed to be a high-octane, fast-paced shooter like most other similar-looking games out there, and so when the combat shown is fairly simplistic, it misrepresents the gameplay loop. Even knowing the premise of “the combat is supposed to be slower-paced” that doesn’t really say anything on its own and all it does is ask further questions of why the combat is slower-paced and what purpose it serves.
Of course the combat is still far more simplistic than the final product will be – it’s an alpha version after all – but even so it’s important to present things in the proper context.
When viewed within the other systems of the game – the level exploration, player cybernetic upgrades and leveling system, weapon upgrades, secret routes, storyline presentation and so on – the way the combat is presented is far more representative of what it’s trying to achieve. Unfortunately I realized after the case that the trailer doesn’t really do any of this.
It’s something I will definitely take to heart and future trailers will put a greater emphasis on presenting these systems rather than just show a few seconds of direct combat engagements.
Seems it's in the middle ground of fast-paced FPS and immersive sim. Low-level gameplay from the former and mid-level gameplay from the latter, I guess.
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