I hope they can address the elephant in the room for me with the animations for the light infantry units. From what I can see from the video, during combat the infantry looked very stiff and uncanny, almost gliding across the ground, weapon and body not bobbing with movement as it should. It gives it a disconnect in my eyes that's practically a brick wall, how I am suppose to be wary of a fireteam if they look like Terminators with a processing problem. It even extends to the Player as well with how constantly holds their weapon in front of them look a wooden board. I think Helldivers 2 is good example of the nuanced _human_ movement. Arrowhead managed to get it down pat with a jerk to the left as you turn, the hunched movement when you start to sprint, or hold your weapons when you don't need it at the ready.
@@essex3777it is pre alpha footage. In game devre alpha is when you use a lot of placeholders and unpolished stuff just to get a general foundation of the game, which is why it is like that. Generally once all the general important things are finished like enemy ai and most bugs are ironed out is when thjngs are polished up for alpha, then it goes beyond essentially a tech demo into beta testing which would generally be a mostly feature complete game which just needs some sanding down with things like finishing the enemy catalog, optimizing the game as much as possible, and just preparing it for full release. So basically, at this point it is mostly just getting the foundation down.
@@essex3777 Helldivers is also a game that took around 7 years and likely hundreds of millions of dollars to make. I mention in the video, but this game is… NOT at that level. The talent of the artist skyrockets its quality up to AAA level, but people have to remember it’s a tiny team that have barely had a year or so to work on this. So obviously they’d like it to look perfect, but that takes time and money.
A war that’s gone on so long that it’s being completely controlled by AIs and the reason for the war being lost to time , turning into a primal ecosystem of death, that’s like the coolest concept for a world ever to me lol
Robots literally have to 3d print cities back together, even when they are damaged and glitch out, and they keep recycling the same dead scrap of metal and flesh over and over again
@@tablettablete186 I knew I saw something similar ! The concept is not really novel, but it's nice seeing it getting adapted to new medias. Also Ultrakill's lore is kinda subtle about it, so one could imagine The Forever Winter's "garguantuan war machines" as being similar to earthmover and such.
"People wish it was first person..." "They wish it was like a game that already exists" I think that experiencing this game in first person could also be good for the mood it wants to set. I mean, having to expose your head to peek at threats, and being unaware of how much of your body/hitbox is being revealed when you hide certainly adds to the sense of dread and danger, at least in my case.
If someone makes a first person POV of this game, then I can’t wait to see what the VR mod will look like 😆 That would be crazy immersive! (But difficult to do, I imagine)
Honestly this! While I understand the issues with the other things people want from it, at the very least an OPTION to switch between first and 3rd person would be great! Especially as the entire premise of this game is complete immersion
I very much love a sense of scale in a game, and 1st person helps a lot. I feel like it would help convey the theme of this game, but it also might make it too difficult.
Indeed, if the devs wanted the players to feel part of a world that doesnt revolve around them and where the core mechanic is about observing from afar, they should have made the game first person
I wanna quote that specific line at 16:33. “We were the target, until we weren’t.” This is the biggest thing that brought my attention to Forever Winter; the world moves without player input, the world doesn’t revolve around the player and it doesn’t care about the player for the most part. It cares about how the world flows, and it’s up to the player to decide whether an event affects their decisions or not. In forever winter, you’re the rat. To the AI Director, you’re nothing but a small interloper, and depending on how you behave and approach situations - you get fed scraps.
This is why I always enjoyed the STALKER series, you're just another guy trying to do the same as everyone else in the zone. You'll see patrols go out and get contacted by hostiles, or mutants attacking a group who are resting by a fire and can choose to help or just move on.
this game kinda reminds me of rain world, not in the style or gameplay but how the whole world moves around you and you are not the top of the food chain, youre the little guy
The way the cyborgs run and attack are goofy. I do hope they keep melee to a minimum, or add sync kills, because melee between A.I usually doesn't look great... Also i hope they at least make an attractive main player model Nobody wants to play as a wrinkly old man. Clive Barker's "Undying" Devs understood that well.
@@RazorsharpLT I believe an attractive main player model would really go against the vision for this game. It's difficult to be attractive when looks don't matter in this type of survival situation. Even the units of the opposing factions resemble this idea.
@@nathangames1576 So attractive people don't exist in war? Really? Damn, didn't know everyone instantly turned ugly in Ukraine. As for their vision - they don't need to give him fancy clothes or armor - just a person you wouldn't mind being. Originally they were going to make the guy in Clive Barker's undying a middle aged glasses wearing bald chud. Thank god they didn't do it and realized before it's too late.
@@RazorsharpLT by that same logic, Pudge wouldn’t be the most picked hero in dota 2 for years. I don’t think that the physical appearance of characters is going to affect much either way in this game.
Some suggestions for the way npcs behave: • If a unit frequently locates a scav without receiving gunfire, the scav should move down the priority list. Thus a pacifist play style can be achieved, giving the player a selection of units they are safe to trail for loot. The opposite should be true as well. • if the scav frequently draws agro only to lead npcs into enemy forces or ambushes, the surviving npcs should no longer fall for it. • both behaviors should be inheritable by proximity. If a stray regroups with another unit, surrounding npcs should inherit these behaviors. If a soldier ranks the scav 3/10 as a threat before regrouping, the scav might rank as a 4/10 by default to the new group. Recon drones should broadcast this information more convincingly than human soldiers.
16:07 Talking about "pockets" reminds me of a scene in generation kill where a soldier and the reporter are talking about whether or not Iraq is a safe country while they hide behind a tank. To that soldier, behind the tank, Iraq Is a safe country. But if he moved a foot to the left, he'd be in danger
To be fair in this world, you would be shaking off bullet caseing from your coat when you come back from grocery shopping. So, finding ammunition is way easier than finding milk.
Finally something that makes it feel like your making your own story by surviving the environment that has it's own mechanism and missions, there been to many games were the environment feels so empty or it's just you fighting a army, this game right here is not just a game ... its a master piece
like permanent early game ARK, where youre just a low level piece of meat in a wood hut trying to avoid all the big dinos and monsters and warring tribes.
@@matthewcopeland9509 the warring tribes part is only if your playing on an online server btw. in either single player or online you'll be an ant compared to the big monsters if you dont tame any yourself to fight with. online is the best way to experience a solo struggle though, be prepared to lose everything.
It's probably already on their list, but the biggest thing I think would help improve the 'war' feeling is the smaller enemies taking cover. They're just as squishy as you after all, and probably want to live just as bad. It's a small thing, but it might also help communicate exactly where the 'front' is in an engagement. If an enemy is taking cover behind a low barricade, you can assume enemies are on the opposite side of it somewhere, and they feel safe behind that piece of cover. Animations will certainly help as of course it seems some of the little guys still need some work in that department, but unless the enemies are completely fanatical, letting them show some self-preservation as well can be a big selling point. Hell, even a situation where a squad finds the player, engages, loses half the squad, then takes cover calling for reinforcements or a larger unit I'm sure is already on the list, and if it isn't, hopefully it's on there soon.
They have been showing that off in some of the cinematics trailers one of the mechs had a big shield and infantry were shooting from behind it. No guarantee it will be in the full game but the dev teams seems on the ball and it has been thought of
you know Halo npcs? and like GTA npcs? I always felt like Halo npcs, when they fought eachother really felt like they were in actual battlefields, enemies would take cover like you mentioned they should, and some would even try to run away, GTA npcs dragging fellow wounded to a safe area, combine all that for this game and the npc battles would be incredible, those games npcs fighting eachother has always been fascinating to me, honorable mentions to elder scrolls and fallout npc battles...
Maybe most of the troops are indoctrinated super soldiers, but once in a while there's a squad of conscripts who don't want to be there any more than you do... "That hobo with the giant backpack is one of the local scavs. If you don't start anything, they won't."
The whole interplay between what decides who is a threat to whom and where there are safe pockets is exactly the kind of thorough game design that I was hoping for when I heard about the concept of the game. Ideas are cheap, but making it actually work is impressive. Also, p2p offline is an abgsolute blessing! Glad to finally have that confirmed.
More videos on this game is exactly what I need. Especially in your format. The world building in The Forever Winter is artistic perfection personified and I need more of it injected into my veins. Can’t wait to play it and make videos on it
Ok, I thought this game was pretty cool, _until_ I saw the bit at 12:48. A group of enemies being able to look at the player, and immediately assess "Not the biggest threat. Not worth the time" shows this game is going to be a god damn master piece. If all comes together, it'll be up there with the original Deus Ex
Battlefield and call of duty both drive me nuts with that, you could have a whole squad with you but the moment you pop your head up to shoot, every enemy is shooting at you and ignoring everyone else.
It sounds like a way juiced up version of the AI of MGS4. It really only got showcased for everything it could do in 1 chapter of the game, but they had a pretty robust awareness system where if things get chaotic enough, the AI won't notice things like who shot their buddy or who's on who's side. So you can use the chaos to take out a guy who is blocking your path or throw on a disguise and run right past some soldiers. It was pretty dynamic and never really gets talked about.
@Ubaralook reminds me of Nemesis System from Shadow of Mordor. Also I imagine it would have if the concept lasted longer then a chapter. No other game has bothered to copy it as there's no guarantee it'll sell well and more importantly gamers nowadays can't have patience or have critical thinking. (Streamers getting murdered by Stronger characters and bitching for example) But in all likelihood it's cost/profit plus lack of support.
When the AI learns that military looking items reduce city damage in certain areas it just reinforces the concept for the AI and it keeps building them. I love the thought.
The last bit at the end about them including peer to peer co-op and an active plan for end of life options has turned this from a game I was interested in to a game I feel obligated to purchase.
you know thinking about it. the AI director is at least partially canon, no? since all the sides are being led by algorithms and AIs with their leaders and goals long forgotten. So not only is it good mechanically, it also fits the lore.
I’ve been a mechanical design engineer for a decade now and know intimately the feeling all the interesting edges being smoothed off something you’ve made by the corporate machine. Even if this game never comes out, I hope this team has a blast making something that they’re truly proud of.
I’m anticipating that this specific sort of genre is going to explode thanks to this game as well as Ultrakill. The genre is basically hypergrim, hyper-macabre, desolate dark apocalyptic hellscape. It’s beyond fallout. It’s beyond zombie. It’s something much more insidious. It’s exactly what I, as a gamer, am looking for. This game is like something out of my dreams. If someone were to ask, “what would be the ideal game for you?” If probably say something identical to this. I’m super excited. I hope they don’t make the same mistakes that other studios have.
I think something worth considering is whether the devs have considered it or not, they've really created a strong theory of mind with the in-game units. Imagine if *you were* one of the soldiers of europa or euruska. Imagine you spot a scavenger trailing behind your squad. They're not well armed, and they're not doing anything wrong, they're just following, watching. You decide to leave them be for now, but once you get into your fieat firefight, you notice some of your fellow soldiers are falling to gunfire from behind instead of ahead. The fight in front of you cools down, and you split off from yoru squad to go kill that little shit behind you before he loots all the important stuff from your dead allies that you need to keep fighting, and that your AI overlords will get pissy at you for leaving behind. You can picture that perspective so well, something that many other ganes don't have. For most games, the NPCs aren't living, thinking entitles, but just targets to shoot at. I think that's yet another thing that sets this game apart.
Makes me wonder if they could add a mechanic so that NPC's on the field will be friendly to you if you actively aid them. Things like them not shooting at you you loot some bodies if you killed some of their enemy's during a firefight.
I do honestly wish this game has a single player or at least solo play WITHOUT "friendly" bots or players. It's being stuck in this environment alone that really recreates the atmosphere of survival. It's being solo and surviving a war that would recreate the "Child of Man" scene they're so obsessed with. And it would save a LOT of time on programming friendly A.I. Having to babysit dumbass bots would not be fun neither scary, just frustrating, while playing this online would remove all of the atmosphere you would want to just stand and... soak in
Well said, indeed it's very easy to dissociate enemies in games from reality, literally CPU-controlled, coded moving targets, and perhaps that's a good thing since it's quite disturbing to end a being of thought and of your own kin. But man that vision, even if for just a moment, is just the coolest thing ever. And to say people could live that vision, experience it, having their actions make it happen, is the most early-computer-age-idealistic-dream/vision thing ever.
@happyjohn354 sounds great but also unrealistic to happen often. in "bad" conflicts everyone shoots first, and this is supposed to be the warrest war ever warred:something rare doesnt deserve to take up all the devs time. a short and sweet one in a hundred chance for a single squad not to engage you if you help them with maybe one or two lines of dialogue.
Hey that’s pretty realistic, if you saw looters in an active war zone running around with broken weapons or even just sidearms off of dead soldiers you’d probably try to ignore them for as long as they don’t bother you. If you saw a group of paramilitary looking people looting more ammo and weapons, armed already with some pretty top of the line equipment, you’d immediately consider them an active threat. They’re almost on your level if not already there.
I’m actually going to add something to this. I absolutely hate in some of the other looter shooters or even just war games where the AI see even an unarmed logistic worker as a threat and destroy them. I hate when you play as the sideliner medic or even just a ferryman and that gets you destroyed, completely ignoring the fact that you aren’t a active threat (or even a threat at all) and are just there for the job. It’s one thing to blow up a Bradley armored troop fighting vehicle. Okay, yes it’s heavily armed with an auto cannon and TOWS, and it’s carrying actual soldiers. But when it’s a damn truck with a couple of idiots inside armed with shovels moving to resupply something or just build, why do you have to throw everything and the kitchen sink at them? Forever winter is going to be a masterpiece. They are going to send maybe a single fireteam at you, if that. They know you’re a scav, they know you only have so many bullets, and they sure as hell know they outnumber you. It’s time for proportional responses instead of half a nation’s military for one guy.
@@oniemployee3437 it makes no sense on a tactical level thought mate. absolutely no sense. overcommitting as such on a minor enemy would leave you far to exposed elsewhere... you know where the guys with the actual weapons and shit are...
In response to what's being said at 17:32 : I entirely understand at least *WHY* people say they want to pilot the mech, or that they wish it had a single player story, etc. But I also understand why the developer needs to ignore that and do their own thing. I just hope other devs pick up on this and make games inspired by this that do that sort of other thing. Imagine a survival-ish game in the same vein as The Forever Winter where you pilot a mech. Imagine Shogo, but in this universe. Where you have in-mech and out-of-mech moments.. Imagine how amazing that could be. And that's why I / others would say something like, "It would be awesome if you could pilot one of the mechs!". Slight tangent, but why the hell did we never get another Shogo?! Now imagine a single player focused story experience. I see it something like Outlast mixed with Tarkov (with a better developer). They could still give *some* scripted moments that really suck you into the game's world, while also keeping it open and giving the player all of the agency that many games lack. Anyway just my 2c
Well we can't blame people tho. My friends saw this and the first thing they though this would be cool to drive the robot or at least be the foot soldier. Me too but i don't think Fundog Studio would agree so let's just wait for what they'll give us in the future.
I think I'd be cool to have it as an option, but make it really difficult to be able to kill the crew instead and commandeer it. And if you do get in one, it raises your threat level to whatever vehicle you're in, so it becomes a less viable option if you're trying to avoid drawing everybody's attention so you don't get stuck in combat. I get trying to make it a genre of it's own, but limiting content or playstyles might make it go stale fast. But that's just my humble opinion.
@@TarkovRaider7749 I wish we had a battlefield style game, or even a more realistic one, like this. Make it 40k, trench crusade, star wars, halo or whatever, but futuristic big battle sandbox such as we haven't seen since battlefield 2142 and battlefront 2 2005.
Solo offline with bot squad is the best possible option for every game that plans on lasting longer… think about the people with spotty or no wifi, deployment to 3rd world countries, hurricanes , times when you don’t want to play with other people(all the time)
and life of official servers themselves, i don't want to lose a game because others turned the page and the servers are empty, i don't want to lose a game because the pillar of economy broke under its studio
We can only hope that when you get bots instead of real players, their models are those of robots instead of humans for that extra immersion. Then you can excuse the bots for being dumb and not having perfect AI :P
The traversal animations are still crying out for some serious refinement: but I can't even remember the last time (if ever) a game distilled Blame, Heavy Metal, and Children of Men into a single, cohesive aesthetic.
Indeed. I hope we get something like a legend of Zelda climb anything with stamina meter thing, maybe it can be tied with how much loot you're carrying, and there's a button to dump all of it so you have to quickly scurry to safety but then figure out how to get your stuff back!
Yes! I know you have an entire cabinet on your back but for a game that seems like it would have a lot of hiding and running away, I hope it feels good to run, duck, and maybe even crawl/lie in a ditch and hide. It doesn’t have to be fast or snappy but I hope it’s smooth and you don’t get caught up and stuck on little objects in the visually very detailed terrain
If it is, then I hope there's a system in place that prevents players from cheesing that. Things like, ambush and damage a Mech until the pilot ejects, then toss a health pack at the same pilot whose ride you just attacked for some easy rewards. Maybe it has to be a Mech, vehicle, or soldier that was taken down by the other NPC Army they are fighting or local ambient enemies, with you not having opened fire on the unit in question yourself (or at least were not registered as doing so), and, if you did, the wounded remains hostile, and probably keeps firing at you since you are registered as an active threat, even while he's actively bleeding out. Maybe there is some reward to it too, like a little Faction Rep with the side he belongs to, or the guy sending you some cash after he makes it to friendly lines as a thanks for not being left for the Harvesters, maybe you just increase the chance of a mercenary of that unit type to appear in the City (since that was mentioned as a thing in a trailer) that acts as your hub. But nothing outright guaranteed.
@@moriskurth628 in the trailer they picked up the soldier and took her with them so maybe you’ll have to decide if you want to sacrifice space for the soldier. Don’t know what rewards you’d get from that but it’d be pretty cool
@@moriskurth628 I dont feel like getting rewarded for helping would be the way to go. Maybe helping a certain faction in this instance could help you later in the mission. You save someone then later their fireteam rolls through, sees you, they acknowledge you then keep it pushing.
The way you are just part of the ecosystem reminds me a little of valheim, where monsters of different factions fight against each other as they would against you. I think that is a big part of why i love valheim so much, i thin forever winter might finally be a game that could be equally as compelling for me.
Simply put, consider it like this: You're not the war machine, you're not a cog in the wheels of the war machine, you're a rat inside the war machine, desperately trying to keep from getting caught between the gears.
In the defence of the people who want to pilot the mechs, there is a distinct scarcity of good mech games on the market. You basically have Mechwarrior or Armoured Core.
Real talk, it's because the people that worked on this also worked on Hawken and that game's art direction and mech designs were phenomenal. It would be fun to try and get a mech to extraction in pieces after it's destroyed and build it in base to use on an important mission later to cover your team, but it could break the intended fantasy.
@@fearingalma1550maybe they can, as a hauler tho since it's only bits and pieces of different mechs parts that can be incompatible, and also dangerous to bring around because either they though it's a hostile or using parts that shouldn't even be used by scavs
18:50 I agree because it seems this is a game that was made for the right reason. So many games are made only to make money. Ultimately, the details don’t really matter, it’s just a series of decisions made attempting to optimize the sales of the game. Sometimes there’s some care into the original idea, but at large game studios so many people play a part and there’s so much bureaucracy involved that the final product is almost always just the most watered down version. This seems like a game with a point to exist. With original ideas both for setting and gameplay. There’s a reason to play this game specifically, for the story and emotions it’s conveying (even just implicitly about the nature of war and the average person’s place in it.
i dont blame people wanting the game to be different genres, i think i get it actually, its like how FPS's started off being called "doom clones" this "Combat Voyeurism" should be a genre, it puts into words EXACLY what i love & want more in my games, its the idea of what i wish could happen when playing so many other games, from MGSV to Helldivers 2 to DRG, its the movie scene magical moments, the unpredictable stroke of luck you get when playing 100 player battleground type games, or escape from tarkov. the dynamic nature of the combat, how you can go from the biggest target to hiding in a bush as you are ignored for more present dangers, combat that is almost how it is in nature, that makes you feel like a rat living to die another day for the lucky grace that the fox that was hunting you got scared off by the bang of a hunter's rifle grazing the back of a deer. the idea that everything is connected & anything can happen or not happen that might randomly change your life, because you're part of a living breathing dynamic environment!
Hell yeah. I've always loved it when there's factions that fight each other in games (like Halo), and worlds that feel alive without the player like Kenshin etc. That in a looter shooter seems amazing to me
honestly id love for a game where you are the combat director of one of the sides. it would be absolutely insane as a Real time strategy game for you to be able to work on this battlefield with a birds eye view. hell if you want to intergrate it, making it so other players can experiance *your war* at the same time from the scavs perspective.
You mentioned MGSV, you should give MGS4 a shot if you haven't, the first 2 chapters actually execute this game's main concept exceptionally well. There are battles happening between PMCs and Rebel groups, and you have to sneak through while they fight each other. Taking out enemies changes how the battle plays out. There's a section where rebels are trying to push through a blockade you happen to need to get on the other side of using a tank, but without your input it'll get taken out by a mercenary with a rocket launcher from a window. If you stop him from firing, the tank will be able to push further down the road and take out more mercenaries in your way. You're less likely to be detected if enemies are engaged with each other, and there are lots of great moments of hiding in plain sight. Crawling behind an advancing rebel squad while artillery fire lands all around you, changing direction as they crest a hill and are taken out by machine guns fire, using a nearby trench to get to higher ground, sneaking past PMC snipers too busy picking off guys below to notice you, into a PMC outpost filled with loot and prisoners. Freeing the prisoners lets them run wild inside the outpost, making it even easier to go undetected. All in one continuous sequence. That game was great, it's too bad the concept disappears after chapter 2.
I absolutely LOVE the direction this game has taken. I cannot say how many times I have tried to interact or fuck with AI in games in interesting ways, a common one being pissing one group off and leading them to the enemy group to see if they fight, only to be disappointed. To hear that it's not only a thing but a core component of gameplay makes me more hyped than any AAA announcement in YEARS.
In Mutant: Year Zero there are plenty of opportunities to kite enemies into other enemies so they fight each other. But then I don't get precious XP for enemies killed by other enemies, so it's not _all_ good.
14:34 (As a game dev): a Dynamic Reticle would solve their UI problem... They need to make it so you can "stow/ holster/ low-ready" your weapon... and then just switch the UI - Holstered = no reticle (or just an unobtrusive one "like a dot" to give a reference point for world interaction targeting) UnHolstered = weapon reticle. Easy! 😅
Especially since holstered/unholstered would *definitely* play into an enemy's threat assessment of you. At least for infantrymen. Would make sense to reflect that in ui.
@@mikhailmobius230815:03 that oversized & cluttered UI doesn't inspire confidence in me... 😅 (someone needs to sit the UX guy down and convince him that gamers only want Deadspace style Diegetic UIs... I mean, look at how much better this looks: 14:48 🤬 god I hope the UI is atleast dynamically changing states on its own, and he's not manually triggering "photo mode" or something.)
love the offline aspect. I was young and too poor to play the 2010-2020 online games, by the time I had money those games were dead and I was sad that I missed out on them. I hope this keeps the game alive longer.
Bots should be mandatory for ANY game that has a multiplayer aspect to it for this exact reason people will move on and it becomes a relic of the past but don't let it fade into obscurity let it still entertain those who love it. 😊
Online games these days suck. They’re made by corpo bastards that want to squeeze the money from you and not by passionate developers that design the game with love from the ground up. You can really only experience good games these days from indie devs and AA studios but the fact is they typically create single player experiences, which in my opinion are the best games to play anyway. It’s best to just avoid AAA games altogether if you ask me.
Maybe if the devs want to emphasize that players are not The Guy, they could add rare instances of The Guy being on the battlefield, some demigod of war, a nigh unstoppable superhero on some impossible task grazing by your operation zone, like an ocean leviathan passing under your ship
He did mention bosses, which is what I think might take that spot. Like the concept art of the man with the American flag head covering, seeing an actual hero of the war on field as a power piece. It would be cool if you could also find ways to cleverly take them down too, not in a one on one skill battle but instead through the means of a scavenger, opportunistic and underhanded. Make them nearly impossible to kill bastions, and promote or even necessitate the dirtiest tricks inaginable
@@masonkennedy8089 It gets worse if you steal something with a gps tracker the AI will send That Guy after you they arent invincible but if you want to take them down you need a well armed team, lots of team work and a plan. Its sort of what you expect when you acctually draw the attention of one of the armies. Much better idea to run like hell and stick to areas where they cant send mechs/Heilcopters to hunt you
There's going to be giant mechs who are going to fill that role, as stated in the trailer, the battle mechs are basically gods and there's worshippers following under their feet
Honestly, when you included that pawns on a chessboard comparison, it made me have a sudden want for a board game with this concept. Honestly, if done as well as this game, that would probably be really awesome.
This is essentially a world and gameplay entirely made with S.T.A.L.K.E.R franchise's A Life system in mind where the world exists with or without your input. More so similar to standalone Sandbox Stalker mods like Anomaly more so than the main games with their story or something like Incubator, Lost Oblivion, True stalker etc.
I think the reason people want to pilot mechs or be the super soldier in this game, is mainly because of complete absence of military shooters nowadays. It's been 11 years since killzone 4, 5 since gears 5, and 7 since wolfenstein 2. Every shooter nowadays is an arena/battle royale-esk live service or a call of duty.
Imagine they add a mode where you temporarly become one of the combat units in a run, but have it be on a long-as-fuck cooldown (similar to scav runs in escape from tarkov) and maybe have it be affected by your scavs reputation (higher reputation=better units).
@@alexletiny5155 did you watch the video? Cuz you become a threat.. imagine if a scavenger can salvage and pilot the mech, ofc you become one of target of priority
this game looks incredible to mod, would love to see mod support from the devs. It's also raw as hell so being able to add more cinematics and set piece combat to make the game more hectic sounds super fun. Looking forward to release, would love to mod it.
I can’t wait to play this with my sibling. They love stealth missions, photography, and looting. I love shooting and high-speed flashy movement. We played through Spider-Man together like this, they did the stealth missions, I did more of the PVE, hordes of enemies/ movement stuff. They were in charge of the cutscenes and the actions we took. I can imagine kitting them out with a full stealth kit and I’ll have a more shooty shooty mobility kit. Where we work together to loot, they will scope out a zone find pockets etc, They’ll call me in as a distraction or have me lure a group of cyborgs or a patrol over to fight the other guys, while they go and loot and stealth. CO OP PvE is amazing, and I love it. I appreciate the art in games. But my sibling lives for it. Can’t wait to play it. Can’t wait to play it with them.
I love how the war mechanics that govern the NPC armies could be chalked up to the AIs that now run the war. Just like everything else in this setting, it feels like the recreation is a copy that has lost the heart of what it wa supposed to be. Thats just brilliant.
Hearing that they want the game to still be playable even if it doesn't become popular means the world. It means I can hop in this game with friends and not worry about if it's popular or not and the servers get shut down. Having had that happen while testing out co-op games in the past knowing that they are actively thinking about that is incredibly reassuring.
100%. CEO and I have always chatted about how soulcrushing it is that tons of super interesting games are simply *gone* because they’re online. Fun Dog want to make sure that can’t happen
I was absolutely devastated as a teen when the PC servers for HAWKEN got shut down shortly after i got a pc that could reliably run it at a decent framerate. And semi-recently, hearing stories like the last halo 3 players and the like constantly remind me how fragile the games-as-a-service exosystem is for the players, when things you love and spent hundreds of hours on get pulled out from under you because they didnt meet sales metrics.
I love that you're just another moving piece in the world. A part of the ecosystem. Finally a game that doesn't make me feel like I'm in the Truman Show. Where nothing happens until I step into the area and then all the entities jump into action, instantly aware of you and becoming temporary allies to kill you.
You know, the only way I'd be even more impressed with the threat rating system is if each unit had varying ability to accurately discern the relative threat ratings of what's around it. Have individual troops prioritizing different targets because some think the fire team is the biggest issue while others think the tank is. And then the one grunt everyone else has to keep from eating glue decides you're the most dangerous thing on the battlefield and gives their position away to everyone by jumping out to chase you down. Even in the bleakest worlds, sometimes stupid funny shit still happens.
I do kinda want a proper first person prespective, but not cause I want it to be an FPS. I wanna be looking face to face against the horror that just grappled me.
You would also need to be much more aware of your surroundings because you wouldn't be able to just manipulate your view to peak around corners or look behind you. But then it might become too tactical.
I think the only way that a FPS perspective would work with this universe is Hunt Showdown style controls, where your gun is always down. Maybe a different game one day…
@@riloegaming that would be awesome! Maintaining a low ready or stowed option for your firearm in a fps view would be great in this style of game. I think it would give engagements a much more intentional feel. You have to 'ready up' for each fight. Giving a clear feeling of commitment when you plan for it. Here's some theory crafting: If you get jumped/ambushed and press ADS instead of the high-ready/ready up button you player may mildly fumble (add like .2 seconds over normal) with their firearm trying to get it ready. Don't know if that would be any good, but it might add to the immersion.
Children of men is one of my favorite movies, just how the protagonist becomes a hero without wanting to be a hero. Such an underrated movie. I came looking for content about the forever winter and I found nice references about a great movie! good job sir.
I feel like this game is very niche but in a niche I fit perfectly. I love it grim, I love it dark. I love it hopeless and high stakes, where the world doesnt care about what we're risking. As a 40k fan whos been around long enough to watch the art go from John Blanche and Paul Bonner to the anonymous corporate art style, this art direction is like a drug to me
Something I think would help a lot with the AI is instead of having one AI director, it could work better having 2, one for each side trying to fight the other AI. Idk how realistic it is to simply add another one and split the sides but I think it would lead to a game that feels more like an actual war between 2 nations and leaders as opposed to just a single AI directing firefights
It might be harder to keep it balanced if the game has universal resources for factions and scavs. But it could be cool as well for resource "droughts" to happen and be ended by new AI controlled warring factions or banded raiders/scavs or something like that.
the thing is that by having two independent ones fighting each other, eventually one is going to be on top and the whole system collapses "just make it to there isn't a way for one to be over the other" and then you have a third one... its the type of stuff where having less is more.
@@chadhardt6136 Assuming the AI's are identical it should be in theory impossible for one side to gain an advantage. There also doesn't need to be a 3rd AI making sure neither one wins, instead there could simply be rules about where each side can move and have areas closer to each side's "Main base" get harder to attack, keeping the front lines perpetually around the center but also shifting back and forth
A single director algorithm still does this, as even though it's controlling both sides simultaneously, it's _not_ doing so with any singular goal beyond continuation. It's essentially acting as a DM playing both sides in order to keep things moving along, or a person at a chessboard switching seats every turn to play themselves.
This is an amazing video, your suggestion on removing crosshairs feels silly in the context of a shooter but how it feels now really grips you in the feeling of I "shouldnt shoot unless I really need to" which then prompts me to be more observant of the whole situation. This game has been so addicting for me, I did not know that the AI was really designed to ignore you depending on your weapon. A lot of amazing behind the scenes info and gives clarity to the vision of this game. A lot of cod/shooter brained people call it janky AI but it really does function as intended when put into the context the devs wanted. Those players really want to be that guy and then found out after getting curbed stomped by a passing by mech/ cyborg wave. These videos have really elevated my interest in the game and the team and hope they keep true to the vision. Thank you!
I feel like the developers need to reach out to the developers of Rainworld and how they tackled the AI, not the same type of game neither is it 3d but the developers of Rainworld spent a really long time working on the relations between enemies. It still suprises me today how much time and effort went into the mechanic. I saw a documentary about the making of Rainworld and I'm glad to see that since then these new ideas for games have been popping up.
Yeah, Rain World is the first game that came to mind after watching these videos on Forever Winter. Baiting a Cyan lizard into getting too close to a daddy long legs, running into a scav camp cause a red centipede is chasing you, waiting for just the right moment when a vulture is distracted by another creature so you can sneak past it, all of that has the same "we were the target until we weren't" vibe to it
I love this concept, it reminds me of CGI shortfilms (I believe both are made by the same guy but one is called Fortress and the other The Last Day of War) where the war is LONG over but the AI of humanity keep fighting, mashines know how to reload and carry out the missions set by their pilots, but the pilots are LONG dead and the AI just keep attacking and defending, only being destroyed by age or finally by the other side putting a final end to their fight, where the other side also just rusts away because there is nothing to fight anymore and nobody to upkeep them
This game's aesthetic, man. It hits home. I grew up seeing this on the television. I remember seeing what I would much later figure out was the end days of the siege on Sarajevo. I wasn't even ten when I watched the Baghdad night sky, lit up in night-vision green phosphor, anti-air tracers backlighting the downtown districts where headlights could still be seen-- fleeing. These scenes of living spaces torn apart indifferently by the omnipresent war machine litter my youth. I can tell this game's not just another dusty FPS with a brown filter and some destroyed building assets. This was made by the same kinds of eyes, who saw the same destruction and devastation, with the same awe and sorrow. Never thought that someone else might put that aesthetic, those feelings, to fiction, let alone a video game. I look forward to playing this with friends very soon.
My reasoning for wanting first person is simple, I feel less empowered and less "in the know" when I have first person. It's immersive, it's real, it's uncomfortable. I see less in first person, I can't abuse the camera to look around a corner in first person like I can in third, I physically need to peek the corner to see the enemies, or rely on my hearing and formulate if they're walking towards or away from my position.
I posted this elsewhere, but it bears repeating First-person POV is simply more immersive, and considering how hard this game seems to be pushing that desire to make you feel like you are part of the environment, instead of the main character, it's... odd.. that the baseline gameplay seems to be some sort of 2-4 player co-op PvE with a third-person camera perspective This is still one of the few games I'm actually looking forward to, though, so I'm willing to see how it plays out. But some of the comments made during the video give me serious GDELB vibes
My only issue with the third person in this game is that it looks pretty claustrophobic in terms of screen space, given how big your character is. I'd like to see the camera back up a bit, and maybe be a bit higher up too
i wonder if it's similar to deadspace, in that your inventory is something you see on your back and not a hud. I also noticed when he wanted to look in his inventory it took time to "find" the medpen, so it might be a strategy to keep people out of menus.
I love the concept. I regularly play Squad, a milsim game where you're rarely "the one." But what makes it fun is that if you're smart, you can find a way to turn the tables in your favor. For example, in Squad, tanks have detailed armor modeling, meaning that if you hit them with an anti-tank weapon in a well-protected area, it won't do much damage. They have far more firepower, range, and mobility. But if you can immobilize them and hit them in vulnerable spots, you can even destroy them on your own without any help. My point is that if the player has the necessary knowledge or the right equipment, they should be able to create situations that allow them to overcome an enemy, even one that's at a clear advantage. For example, being able to set up steel wires so that mechs trip and become much easier targets. What I'd love for the game to include is that each enemy has its own mechanics that the player can exploit, keeping the core of the game intact but giving the player a chance to hold their own.
I am so hyped for this game. Because the older I get the more I realise that I am not this guy, I am that guy. And I want a game that allowes me to feel like that. Because thats what is realistic.
so much this See, when i was 10 years younger, i played Skyrim in easy with a big ass warhammer and a big heavy armor. Now when i inevitably pick Skyrim back up, i play in hard with limited light armor or clothes, and i try to feel the world that already lives. I don't want to change the world anymore.
@@korok2619 yea im 30, we get older and basically want to forget about our world with its problems and immerse in that awesome one. Almost like a reincarnation.
This is the game right here. This is what I want. Every single one of these concept artists has had a profound impact on my life and i had no idea until i dug into the credits for this game.
This looks incredible! Truly revolutionary! I've always wanted to experience a game like this. When he was talking about the "90's dystopia that other people don't get but you can't get enough of" reminds me of Warhammer 40k, the vibe of total all out war in a brutal never ending conflict as the world is in rubble around. The crumbling statues on decrepit megastructures , relics of a golden age turned to rust and ash. all the while you are insignificant, a body in the meatgrinder of war but you are trying to survive. That is an incredibly fascinating paradigm and to experience it from within rather than a bird's eye view is a wholly unique experience. I'm cheap when it comes to buying games but I would pay good money to play this. Truly a gem!
Making enemy factions fight is one of my favorite things to do in games. It's nice to see a studio that understands that these kinds of organic interactions that the player can influence and be a part of are exactly what some of us are looking for. The attention to detail and overall art direction/aesthetic is just icing on the cake!
17:34 okay but, being able to take over a mech (in some insanely lucky scenario where the pilot is dead and the suit is still functional) would be kind of awesome. Manage to escape with it and you earn a massive amount of resources, but as soon as you get it up and running the system views you as the priority target that must be destroyed no matter the cost, plus whatever faction it belongs to knowing your exact location because of trackers.
'Earn' resources? A mech is nothing but a mech if it's operational, it doesn't give you anything unless you rip it apart. You can't capture objective points or whatever, you'll just have the same amount of heat allocated to destroy you that every other mech has except you're likely to get it from both sides.
@@joshuaanderson1712 "unless you rip it apart" yes. Exactly that. Tear it apart for much needed supplies instead of keeping it operational and having it draw attention to you.
It's games like Kenshi, GTFO and games like this, that feel like something I've imagined in a feverdream; not real, the idea of them tugging at the back of my mind. And now they are; what a time.
I'd imagine that even open world games would benefit from AI who has a purpose rather than just standing in there awkwardly to create an illusion of the field not being empty.
Your input on this game (the crosshairs thing) is invaluable. You're single-handedly selling me on this game in two videos randomly shoved in my face, when its own advertisement to me months ago had me instantly put it on my ignored list.
Interesting tid bit, in 19:29 those trees look like the Partisan's Tree in Chernobyl, an unique tree in Ukraine that, in WW2, was used by the axis to hang captured partisans. If I remember correctly the tree no longer exists, but there is a monument to it in the Chernobyl Exclusion Zone.
It is amazing how this game looks, it’s so rough looking (as in hellish) but also looks high tech. And to add in that the game is essentially an endless war whose origins don’t even matter anymore adds to this feeling of damnation that one is unable to crawl out from.
I appreciate your astute point that you are games combat journalist, facts and context first and a straight forward presentation of ideas and information. A relatively easy to digest formula. a refreshing take when nowadays information is condensed and short from for viewer retention. As a side note I think your choice of music is engaging, badass and subtle complementing your presentation of Facts aswell as editing format. P.S. Might make for a good play list
This game looks right up my street. Its like EFT meets The Terminator meets 40k. I wishlisted it instantly and can't wait for its release. Glad you are covering it Riloe.
I already said what I had to say in the past video but one aspect that's the most fun to hear about in these are actual in-game footage and actual in-game anecdotes. When you structure such a video, when you write such a script, when you edit such a way, it's easy to convey game mechanics in a much more 'epic' way than they actually are. Truth is, we're all players here, we are used to different strategies and jukes and baits and so on so forth and what to call them; in order to best convince us of this, we need more raw footage. We need some 'thought commentary' as if a pro player scanning their match footage, I'm sure as a tarkov vet yourself you know exactly what I mean. Raw footage itself could prove useful but instead of outright explaining in the journalistic videssay you masterfully create and curate already, you could make it accessible via unscripted review commentary instead. On another note, One thing FD studios seems to be creating through their use of the "AI game master" idea is essentially the peak of singleplayer game design, it's stuff numerous GDC conferences and gamers worldwide have praised studios like Valve on their games like Half-Life for decades. It is the motivator of the player to 'learn through design' as opposed to 'memorize through instinct'. These 2 terms I've used in an inverse manner for different genres of games before, such as 'memorize through design' and 'learn through instinct', usually portraying the prior as the undesirable, however, in this case, in Exfil shooters where death is the ultimate defeat and not something you can learn from as fast as you can in other games where death is weightless and waitless. Such singleplayer prominent game design that seemed to be exclusive to linear storymodes in the past is the ideal saviour to such a genre. The problem that plagues the Exfil shooter is that the PvP centric ruleset and basis of most of its games not only leads to an uninspired and predictable mess in its PvE but it also leads to a fast devolution in PvP scenarios where it easily falls victim to community created metas and progression being boiled down to chore loops. You repeatedly say the game does its best to make the player "not the guy" however, I see in a much deeper sense that the game in reality, is constantly motivating the player to take action and "become the guy", the deep level of game design tropes and the always present subliminal activation of the player's game-sense and recall to strategies possible learnt through sheer perception is a very intentional piece of game design that constantly portrays the game world as an open sandbox within the players hands, further confirmed by the exclusively PvE co-op genre of the game. Truth is, you could not do this nearly as good in a PvP setting, and to be honest, after the past couple of years' most successful games all being in the genres they were in, and to especially look at numerous AA titles that have secured diehard fanbases with or without and explosion in popularity at any time, this might just be the proving point and the final nail in the coffin that PvP is in fact, dead.
@de-ment bro this comment is ridiculously well-written and you’re clearly well-versed in this subject. I don’t really play looter or extraction shooters but I was still interested in what you had written.
@@Saltbreather I'm grateful you feel that way, I touch up on this exact topic again in Riloe's most recent Beautiful Light video and update my view on how such a concept can be secured in a PvP environment, if you're interested you could read that one also, it even got picked up by a BL dev!
I wouldn't say dead but rather s tired failure, at this point. I only wish I had the time right now to say more on the subject as your commentary is very worthy of reply. But alas, Fate has another design today. o7
I think one interesting stark contrast that PVP provides, resides in the notion that competition breeds innovation and yet here we are... I hope to make it back here another day when I have more time.
Reminds me of that whole section at the start of MGS 4, it felt so raw and realistic to see soldiers fight while you just sneak past them, it's a really intense experience. I'd love to see how a game entierely based on this feeling would feel and play like.
i’m so glad that the aesthetic and lore is so strong and compelling since so much of this game’s allure seems to be in the emergent gameplay, something you can’t experience as a viewer, only a player
Rain World has the Safari mode, where you can sit and watch a full day in Rainworld, and you can assume control of ANY creature. It would be so cool to let us control one unit (even the typical grunt!) in this “spectator mode” where you get nothing, you unlock nothing by partaking in it, but you can play it.
Yeah, this video is old, and I know he had a whole segment on people wanting to change things to be more like other games, *BUT* I feel my suggestions are a bit more thematic, and top one is just a QOL: The QOL one, please make water an ingame timer, 1 barrel = 1-2 ingame hours, makes water more of a rat race to secure, without forcing the player to play the game like a chore. Just my honest suggestion, but people do take break from Early Access games, and wiping equipment and money for going on Hiatus is a bit harsh. Ok, for actual suggestions, Break the three major factions into 3 sub groups, Grunts (IE Euruska and Europan infantry, and say "tactical AI" for Eurasia), "Battlefield Command" ("Strategic AI" for Eurasia) and "Strategic Command" ("Theater AI"). They have reasons for this split, depending on player actions, and manipulate different actions the Game Master AI has access and probability to do. Couple this with a new "knowledge" system that will add some complexity and obfuscate actions, but allow more random reactions or actions. So, first up, the "Grunts" subgroup, the one that will have probably the biggest impact on players. The idea behind this subgroup is the player's relation with the *average* infantry (IE excluding elite enemies, tanks, mechs) the higher the relation eith the faction's version of "Grunt" the less likely standard infantry are to engage the Scav, meaning they have a smaller agro range, and may ignore the scav looting *enemy* bodies. But the lower the reputation, the more likely infantry are going to shoot at the scav, and from farther away. The idea behind this is the infantryman being willing to turn a blind eye to certain things the scavs do, so long as they aren't actively hurting them or doing something that might endanger their mission. How would you affect that relation? Well, obviously shooting at the Grunts would probably hurt their view on you, abandoning certain missions, like delivering medical supplies, would also hurt their view of you. But another idea comes up, dealing with the wounded or bodies, the idea being that like in the downed mech pilots (though more random as there wouldn't be a mission for it) the scavs can come across wounded infantry and be presented a choice. Ignore the man, and you gain or lose nothing reputation wise, "dispatch" them and might you lose reputation as if seen by his allies, even at a distance, you have executed one of their fellow grunts for their loot. Leave him a health kit, amd you might gain a small bonus provided the wounded trooper survives until the player extracts. Heal him, then carry him to extraction (alive) and you gain a large boost (we assume in between he is left somewhere to be found or returned to his faction alive) or if he dies, you still get a boost (returning the body for proper burial/recycling). For "Battlefield commanders" this one starts going more into the quests rather than helping or hurting. The idea behind this is that these are the "officers", the mech pilots, the elite troops, the people who can't control the war, but can exert some influence on the battle for Lost Angeles. The word of a conscript might not carry weight, but the word of mech pilot or shock trooper Captain would. This affects a bit (smaller than the grunts) of the engagement range of the big guys, but not by much, it would also affect the "Grunts" engagement range (again not by much) so long as there is a living officer/elite/mech nearby ( Medium Mech pilots don't care, they have to fight tanks). Basically the officer telling the grunts to stand down, but also not saying much if the grunts themselves decide you are still a target. The main influence this level has is the type and number of missions given to the player, and how willing elite/tank/mech squads are to ignore you. If you cultivate a habit of trying to save Exo Pilots, tank commanders, or wounded officers, you're going to do well with them. Start ripping up their boys (or toys in Eurasia's case), or looting supplies they need, and you ain't going to do well with them. Get too low in their opinion of you, and they will start sending *local* hit squads after you. The difference between these guys and HKs, the "hit" squad will have a chance to activate when you are spotted by the faction based off your negative relation (lower relation=more likely a hit squad will activate) if you start ripping up their faction, regardless of relation, it starts to increase the likelyhood of a hit squad activating. Now, with these hit squads, when one activates, they won't know where you are, just you last engagement location with their faction (IE for Europa, if you rip up an infantry squad, the Europa hit squad will head towards were you did that, until you start fighting an Europa Mech, then they will move to that location, but if you avoid everything, and don't fight Europa, they will slowly follow your path). It means the Grunt relation, and Battlefield commander relation matter a bit more. Quest wise, Officers give more rewards than grunts, but have bigger demands. "Theater AI" is the hardest in interact with, hardest at affect relations, and the most "hands off" of the 3. The idea behind this is the AI controls the whole front, so it either has to be desperate, or you have to mess up massively to get it's eye. It gives the (thoeretically) hardest quests with the most lucrative rewards, but the quests are few and far between, after all, why go to a scav when a battalion if elite troops can solve the problem with more enemy damage. On the battlefield, this AI offers no bonus for good relation, but a negative for poor relation. This AI controls the more specialized HK squad, and unlike the Battlefield Hit squads, these guys WILL know where you are with tags and drones, even if they have to send out multiple drone squad's to so. They also inform if specialized heros of the faction come after you.
that concept really makes it so tempting to try and conquer anyway. to find a way to break and crush the core idea, to find the way to make it again as always about the player. i think it is still possible, and im hyped to take on this challenge. that's really intersting, to throw yourself into an ecosystem that is not leashed around "players fun" and not designed to be another "toybox war" to actually encounter something that wants to crush and humble you
You’d likely encounter an enemy the devs added just to counter this. Probably a Biped or quadruped cyborg or robot that purely lives to hunt you down, think of the hunters from generation zero. Fighting them actually induces fight or flight even in late game players, their speed, intensity, and numbers only ramping up as you fail to kill them. Many come armed with weapons that seem catered to killing YOU. High caliber snipers that can kill you almost instantly, gas launchers that choke you to death in moments, hydraulic blades that will kill you if you get too close. It is pure horror when a pack of them come running at you
Would kinda go against the whole point of the game did you even watch the video, the game doesnt care about the player thats kinda the whole reason people are so interested in it @@dieselmech7340
@@dieselmech7340That is apparent with the concept art. Look at the absolute size of some of those enemies. I think there is probably a window you can be "that guy" for a bit, but once you gain too much heat or take too long, the real war machines start targeting you. I doubt they would be unkillable, since that seems like it goes directly against the game design, but you better not have wasted your heavy weapons on small fry.
@@dieselmech7340 The enemy the devs added to counter us? There's one. Allow me to introduce "Toothy," from the cinematic trailer. In provided concept art on X, it's a long-endurance, heavily armored battle robot designed by the Eurasia faction (There's some kanji symbols engraved on one of it's armor plates), specializing in anti-infantry. It's quite large, has two main arms and legs of which each limb is big enough to pancake you, a main cannon to defend against tanks, a secondary cannon to blow you in half, secondary manipulator arms powerful enough to rip your limbs off, ShieldMite crawler drones that act as armor replacements for any original armor you destroy and can also attack you independently; and the most horrifying part, it's "bioelectric batteries" and related equipment. Hanging on an external rack, hidden behind bulletproof tarps, are several life-support body bags, which under normal circumstances you would seal a wounded soldier in, and it would replace any damaged organs with artificial ones and prevent bleeding out. These have been repurposed to fill with mites and nanofluid that eat you alive for bioelectricity, while still replacing your eaten-away organs with artificial ones to keep you alive as long as possible. Toothy can then regenerate health with the provided bioelectricity. Wanna prevent this fate from happening to your teammates? You have to get up close to Toothy and cut the body bag open. Good luck doing that when it has all the aforementioned weaponry. The devs do not sugarcoat what the factions are willing to do to you if you start letting power fantasies get to your head.
Awesome presentation of this concept, it's definitely on my radar now ! That's why the S.T.A.L.K.E.R games, especially with all the mods now, always resonates with me. Because you feel part of the world and not the center of its attention. Makes you feel small and humble in such a dystopic mess !
This feels kinda like The War of Mine, being not the hero but the survivors of a devastating war, hiding, sneaking around, looting for scraps and try to live another day.
You not being the The Guy is what i missed about the first gen COD games. The scenarios in them were pretty normal compared to today but it was still awesome. I remember in one level there was an injured pinned down ally that your squad decides to save and your higher ranking guy goes to do it, you just sit back and provide covering fire. You don't get to do the heroic thing but it still felt cool and badass! Your story with the game dev made me think of that! Literally a more experienced person irl and in the game saved the newbie haha, no insult intended! However i really yyyy hope single player is still doable. That would turn this from a I'll see how it goes to maybe my first day one/early access buy in my life All the best to you and Fun Dog!
I remember when Tabula Rasa tried the "two sides fighting and you, the character, was there" model. It was fun, but the could have been developed more and sadly the game died (gee... how many game devs DO want to go so space?)
I really hope this game will turn out to be all these videos promise, but what I'm sure of is that the artbook will be something special. I already love all the lore around the concept.
@@Capper_Bra I'm decently sure that Riloe has said he hasn't been paid a single dime to promote this project, just like when he was covering GZW. Just interesting projects.
The entire concept of this game is really cool to me. Having the gameplay be less about shoot gun good and more about enemy manipulation- making you feel less like an action hero and more like a horror movie protaganist who's found a way to defeat the odds with their wits and a few mismatched gadgets is a niche that really hasn't been explored, and putting it in the 4-player co-op genra to boot means this has potential to become one of my favorite games once it comes out. I love the feeling of accomplishment from figuring out how AIs work in games and using that knowledge to win fights or get away when you shouldn't have. I do worry slightly about the heavy reliance on emergent systems but it seems like the devs are actually putting in the time and care required to make them work, and combined with their dedication to their vision I have hope that this is going to turn out to be a gem of a game.
18:30 That right there was all I needed to hear. This games concepts are so cool looking and knowing that solo is viable is all I needed to hear to be willing to put money down on it. I know it’s WAY harder to develop convincing or even functional AI systems these days than it is to just say “screw it, everyone is a player problem solved” which is part of the reason everything is multiplayer these days, but I’m getting old. I can’t compete against the sweats in Tarkov half my age with all the free time in the world. Let me play your anxiety inducing game where I’m an insignificant ant at my own pace. I too want to be miserable playing your game, I just don’t want company while I suffer
This has got to be one of the best concepts I have ever seen. Its absolute visual and conceptual porn. I love seeing all the influences culminate into an amazingly creative project and I really can't wait t one day get my hands on it. The philosophy of this game is just absolutely perfect. Reminds me of the beginning of MGS4 where you're running around avoiding the war, and that was one of my favourite aspects of that game.
I normally don't comment on videos, but the algorithm showed me this video, and within your two videos, I have become completely invested and wish the best for the devs of this game. I really really personally enjoy the fact that the team is taking inspiration from Ashley Wood especially, more specifically his World War Robot universe. The concept of that being an alternative take on the 1980/90's where Humans colonized Mars for religious reasons, and a multiplanetary war breaks out that involves grunts and killer robots really shows in this game, and it makes me so happy to see such a unique concept being translated into a form unlike any other Thank you for these videos, you've earned yourself a subscriber, and I can't wait to see what comes next from both you and Fundog
It is so interesting to see you, scooped in ADS, crosshair on a dude, and yet no trigger pull. You are in an advantages position, you have the drop on buddy over there, element of surprise, Etc, but you don’t shoot. That’s jarring, ngl. Shooters have taught me to always shoot first, ask questions later. Instead, sitting still, thinking about my actions, and avoiding a needless conflict. Can’t wait to play this game.
I think thousands of hours of Tarkov have taught me intuitively to think about my shots, but it’s a bigger deal in this game. Even if you win a fight, you might be inviting a worse fight by doing so.
I love the idea that even if you get the drop on ALL the buddies across the way AND manage to sweep the lot of them effortlessly, you’ve only succeeded in securing more loot and making things far worse for yourself. One dead soldier is a statistic, but an entire squad being wiped out? That’s a threat, and threats require bigger guns.
love what you do and how you do it. now, for a second time in a row, you made me discover a hidden gem of a game that i'll fixate on for a while. keep the good work, we need more creator like you
I just realized my behavior in pvp is almost exactly like the ai’s threat rating system. When playing doom I don’t fight the base grunt first, I fight the dread knight or mancubus that I see right next to it. The only reason I fight the grunt, is if it attacks me, raising its threat level.
The thing is: that's how actual combat tends to play out. If two infantry squads clash, their priority is taking out the other. However, if a tank on one side rolls up, it immediately becomes the thing the other side focuses on. It's the biggest threat, so everyone targets it first if they can do something about it.
I really like the execution of "pockets" of action. To me, that really drives the feeling of urban LSCO*. Where there's heavy fighting happening at a point of interest and all units in that area are engaged in said fight, but literal feet/meters away, there's absolutely nothing, and therefore its ignored by the combat units in that area which allows you as the "rat" to scamper by entirely unnoticed unless you also become a threat. Same goes with the threat perception; combat units engage what they decide is the most immediate threat. The two man fireteam taking pot shots at you is a big deal until armor and/or a helicopter come in to support them. Now those two guys with rifles aren't as relevant as the literal death machines pointing in your direction. I'm curious about how the A.I.'s fight their war though. Do they have finite resources? Do they send all their units at once or in waves? E.g. a light "scout" force that later gets reinforced with heavier units. Does it treat the FLOT* equally on all fronts or prioritize certain "strategic" locations? I don't really expect answers to a lot of these questions, but it is something i can't help but wonder about. I get that the game is essentially still in its toddler phase, but these concepts are what (in my opinion) makes this a "war" and not just a clash of opposing forces *LSCO: Large Scale Combat Operations *FLOT: Front Line of Troops
I really like this concept. Sounds like a fun project. I love games that let you change enemy target priority. Whenever I play games that have two or more opposing factions, I always try to get them to fight each other and dip off somewhere to watch the battle (ghost of Tsushima, gta, Fortnite, assassin’s creed, etc).
Get 20% OFF + Free Shipping @Manscaped with code RILOE at → manscaped.com/riloe #manscapedpartner
We want proof that those products work. Preferably in pictures.
I hope they can address the elephant in the room for me with the animations for the light infantry units. From what I can see from the video, during combat the infantry looked very stiff and uncanny, almost gliding across the ground, weapon and body not bobbing with movement as it should.
It gives it a disconnect in my eyes that's practically a brick wall, how I am suppose to be wary of a fireteam if they look like Terminators with a processing problem. It even extends to the Player as well with how constantly holds their weapon in front of them look a wooden board.
I think Helldivers 2 is good example of the nuanced _human_ movement. Arrowhead managed to get it down pat with a jerk to the left as you turn, the hunched movement when you start to sprint, or hold your weapons when you don't need it at the ready.
@@essex3777it is pre alpha footage. In game devre alpha is when you use a lot of placeholders and unpolished stuff just to get a general foundation of the game, which is why it is like that. Generally once all the general important things are finished like enemy ai and most bugs are ironed out is when thjngs are polished up for alpha, then it goes beyond essentially a tech demo into beta testing which would generally be a mostly feature complete game which just needs some sanding down with things like finishing the enemy catalog, optimizing the game as much as possible, and just preparing it for full release. So basically, at this point it is mostly just getting the foundation down.
@@essex3777 Helldivers is also a game that took around 7 years and likely hundreds of millions of dollars to make. I mention in the video, but this game is… NOT at that level. The talent of the artist skyrockets its quality up to AAA level, but people have to remember it’s a tiny team that have barely had a year or so to work on this. So obviously they’d like it to look perfect, but that takes time and money.
@@riloegaming Welp oof!
A war that’s gone on so long that it’s being completely controlled by AIs and the reason for the war being lost to time , turning into a primal ecosystem of death, that’s like the coolest concept for a world ever to me lol
Robots literally have to 3d print cities back together, even when they are damaged and glitch out, and they keep recycling the same dead scrap of metal and flesh over and over again
There's a short film with that concept, "LAST DAY OF WAR" by Dima Fedotov
Literally Unltrakill's lore lol
Interesting similarity
@@negative6442 yeah I watched that
@@tablettablete186 I knew I saw something similar ! The concept is not really novel, but it's nice seeing it getting adapted to new medias. Also Ultrakill's lore is kinda subtle about it, so one could imagine The Forever Winter's "garguantuan war machines" as being similar to earthmover and such.
The giant machines looking down and finding 2 guys removing bolts from it's legs.
“How you doing there little guy? Mind tightening that back up?”
this.
*slow retightening noises*
Playing the javas from star wars
Robots will never survive Romania
"People wish it was first person..."
"They wish it was like a game that already exists"
I think that experiencing this game in first person could also be good for the mood it wants to set. I mean, having to expose your head to peek at threats, and being unaware of how much of your body/hitbox is being revealed when you hide certainly adds to the sense of dread and danger, at least in my case.
Yes, this 100%. 1st person would be incredibly immersive and suck you into the experience even more than being some disembodied camera.
If someone makes a first person POV of this game, then I can’t wait to see what the VR mod will look like 😆
That would be crazy immersive! (But difficult to do, I imagine)
Honestly this! While I understand the issues with the other things people want from it, at the very least an OPTION to switch between first and 3rd person would be great!
Especially as the entire premise of this game is complete immersion
I very much love a sense of scale in a game, and 1st person helps a lot. I feel like it would help convey the theme of this game, but it also might make it too difficult.
Indeed, if the devs wanted the players to feel part of a world that doesnt revolve around them and where the core mechanic is about observing from afar, they should have made the game first person
I wanna quote that specific line at 16:33. “We were the target, until we weren’t.”
This is the biggest thing that brought my attention to Forever Winter; the world moves without player input, the world doesn’t revolve around the player and it doesn’t care about the player for the most part. It cares about how the world flows, and it’s up to the player to decide whether an event affects their decisions or not.
In forever winter, you’re the rat. To the AI Director, you’re nothing but a small interloper, and depending on how you behave and approach situations - you get fed scraps.
This is why I always enjoyed the STALKER series, you're just another guy trying to do the same as everyone else in the zone. You'll see patrols go out and get contacted by hostiles, or mutants attacking a group who are resting by a fire and can choose to help or just move on.
this game kinda reminds me of rain world, not in the style or gameplay but how the whole world moves around you and you are not the top of the food chain, youre the little guy
WOW
Its Rainworld but with war
This is like school for fucking morons, youre just parroting everything in the video
Like the devs in Arrowhead say: "a game for everyone is a game for noone". This won´t be the next COD but it will have a loyal fanbase for years
Hate cyborgs
The way the cyborgs run and attack are goofy. I do hope they keep melee to a minimum, or add sync kills, because melee between A.I usually doesn't look great...
Also i hope they at least make an attractive main player model
Nobody wants to play as a wrinkly old man. Clive Barker's "Undying" Devs understood that well.
@@RazorsharpLT I believe an attractive main player model would really go against the vision for this game. It's difficult to be attractive when looks don't matter in this type of survival situation. Even the units of the opposing factions resemble this idea.
@@nathangames1576 So attractive people don't exist in war? Really?
Damn, didn't know everyone instantly turned ugly in Ukraine. As for their vision - they don't need to give him fancy clothes or armor - just a person you wouldn't mind being.
Originally they were going to make the guy in Clive Barker's undying a middle aged glasses wearing bald chud. Thank god they didn't do it and realized before it's too late.
@@RazorsharpLT by that same logic, Pudge wouldn’t be the most picked hero in dota 2 for years. I don’t think that the physical appearance of characters is going to affect much either way in this game.
Some suggestions for the way npcs behave:
• If a unit frequently locates a scav without receiving gunfire, the scav should move down the priority list. Thus a pacifist play style can be achieved, giving the player a selection of units they are safe to trail for loot. The opposite should be true as well.
• if the scav frequently draws agro only to lead npcs into enemy forces or ambushes, the surviving npcs should no longer fall for it.
• both behaviors should be inheritable by proximity. If a stray regroups with another unit, surrounding npcs should inherit these behaviors. If a soldier ranks the scav 3/10 as a threat before regrouping, the scav might rank as a 4/10 by default to the new group. Recon drones should broadcast this information more convincingly than human soldiers.
not a idea
@@PZZA-tl5vybuh?
I love this
I like this but share relay this to the devs channel as well as their discord
@@sci-fiknight8084im lazy can you do it
16:07
Talking about "pockets" reminds me of a scene in generation kill where a soldier and the reporter are talking about whether or not Iraq is a safe country while they hide behind a tank.
To that soldier, behind the tank, Iraq Is a safe country. But if he moved a foot to the left, he'd be in danger
Good reference and example!
From 'Generation Kill'
Loved that scene eveytime we saw a fat tire in deployment we would call it hotel Condehar
@@jardeshna No, its actually from a movie called "Generation Kill".
@@lanmandragoran8337 It's a movie?
In this world of being basically a futuristic hobo we still throw away magazines during reload.
Play Arma 3
Yeah it's really unfortunate that more games don't use a magazine management system
Would be cool if they'd implement a dump pouch in more games.
With such a large ongoing war I would imagine you find enough of them to keep up.
To be fair in this world, you would be shaking off bullet caseing from your coat when you come back from grocery shopping. So, finding ammunition is way easier than finding milk.
Finally something that makes it feel like your making your own story by surviving the environment that has it's own mechanism and missions, there been to many games were the environment feels so empty or it's just you fighting a army, this game right here is not just a game ... its a master piece
like permanent early game ARK, where youre just a low level piece of meat in a wood hut trying to avoid all the big dinos and monsters and warring tribes.
@@anon2752 ... I have a overwhelming feeling to find this game ... called ARK, thank you for your magnificent reply
@@matthewcopeland9509 the warring tribes part is only if your playing on an online server btw. in either single player or online you'll be an ant compared to the big monsters if you dont tame any yourself to fight with.
online is the best way to experience a solo struggle though, be prepared to lose everything.
@@anon2752 ... apparently, you need to be a sales fellow, because you got my interest of ARK even more
It's probably already on their list, but the biggest thing I think would help improve the 'war' feeling is the smaller enemies taking cover. They're just as squishy as you after all, and probably want to live just as bad. It's a small thing, but it might also help communicate exactly where the 'front' is in an engagement. If an enemy is taking cover behind a low barricade, you can assume enemies are on the opposite side of it somewhere, and they feel safe behind that piece of cover.
Animations will certainly help as of course it seems some of the little guys still need some work in that department, but unless the enemies are completely fanatical, letting them show some self-preservation as well can be a big selling point. Hell, even a situation where a squad finds the player, engages, loses half the squad, then takes cover calling for reinforcements or a larger unit I'm sure is already on the list, and if it isn't, hopefully it's on there soon.
that’s an amazing idea that would elevate the immersion astronomically, hope he and the developers see this
Imagine seeing a tank drive into enemy fire with its allies hiding behind the hull until they are close enough to take the position
They have been showing that off in some of the cinematics trailers one of the mechs had a big shield and infantry were shooting from behind it. No guarantee it will be in the full game but the dev teams seems on the ball and it has been thought of
you know Halo npcs? and like GTA npcs? I always felt like Halo npcs, when they fought eachother really felt like they were in actual battlefields, enemies would take cover like you mentioned they should, and some would even try to run away, GTA npcs dragging fellow wounded to a safe area, combine all that for this game and the npc battles would be incredible, those games npcs fighting eachother has always been fascinating to me, honorable mentions to elder scrolls and fallout npc battles...
Maybe most of the troops are indoctrinated super soldiers, but once in a while there's a squad of conscripts who don't want to be there any more than you do... "That hobo with the giant backpack is one of the local scavs. If you don't start anything, they won't."
The whole interplay between what decides who is a threat to whom and where there are safe pockets is exactly the kind of thorough game design that I was hoping for when I heard about the concept of the game. Ideas are cheap, but making it actually work is impressive.
Also, p2p offline is an abgsolute blessing! Glad to finally have that confirmed.
To be clear it’s not 100% confirmed, I’ll leave that to the devs. But it’s 100% something they WANT to make sure they get working if they can
9:44 the guy literally just chilling on the shoulder of the mech is perfect
I actually didn't see that at first, holy shit. That is awesome.
"Let's get em, buddy!"
Take a shot every time he says "You're not that guy, you're this guy" throughout this video and the first part
But I'll die!
You’ll be VERY hydrated
Liver cirrhosis
You're not that guy, you're this guy with the failing liver. 🤣
Mr. Lahey not another night of the shit abyss
More videos on this game is exactly what I need. Especially in your format.
The world building in The Forever Winter is artistic perfection personified and I need more of it injected into my veins.
Can’t wait to play it and make videos on it
Huh i am curious on how you are going to translate the game to your edditing style funny total war dude
This is straight up just and advertisement you know
Looking forward to your video!
I'm ready for the Forever Winter experience ❤
@@TuriGamer its not, actually.
Ok, I thought this game was pretty cool, _until_ I saw the bit at 12:48. A group of enemies being able to look at the player, and immediately assess "Not the biggest threat. Not worth the time" shows this game is going to be a god damn master piece. If all comes together, it'll be up there with the original Deus Ex
12:14 the fact you can engage a soldier unit & if one or more is busy, won't all instantly clock you sounds revolutionary for a shooter.
There are games that have that. Wish i could help more
ifkr
Battlefield and call of duty both drive me nuts with that, you could have a whole squad with you but the moment you pop your head up to shoot, every enemy is shooting at you and ignoring everyone else.
It sounds like a way juiced up version of the AI of MGS4. It really only got showcased for everything it could do in 1 chapter of the game, but they had a pretty robust awareness system where if things get chaotic enough, the AI won't notice things like who shot their buddy or who's on who's side. So you can use the chaos to take out a guy who is blocking your path or throw on a disguise and run right past some soldiers. It was pretty dynamic and never really gets talked about.
@Ubaralook reminds me of Nemesis System from Shadow of Mordor.
Also I imagine it would have if the concept lasted longer then a chapter. No other game has bothered to copy it as there's no guarantee it'll sell well and more importantly gamers nowadays can't have patience or have critical thinking. (Streamers getting murdered by Stronger characters and bitching for example)
But in all likelihood it's cost/profit plus lack of support.
When your city rebuilder AI loses it's mind and constructs a giant, non-functional M4 Sherman hull in the middle of a blasted out park.
“The park broke before the tank.”
-Guard stationed at the park, surviving the end of the command structure.
When the AI learns that military looking items reduce city damage in certain areas it just reinforces the concept for the AI and it keeps building them. I love the thought.
@@silent_stalker3687THE PARK BROKE BEFORE THE TANK DID! THE PARK STANDS!
This sounds like how you could eventually get to a situation like Blame!
I wish, the only kind of modern art in my mind
The last bit at the end about them including peer to peer co-op and an active plan for end of life options has turned this from a game I was interested in to a game I feel obligated to purchase.
you know thinking about it. the AI director is at least partially canon, no? since all the sides are being led by algorithms and AIs with their leaders and goals long forgotten. So not only is it good mechanically, it also fits the lore.
🤯
Yeah, I like to think about it that way 😄
*exactly* what I was thinking.
Meat, Bone, and Sinew being sent to its end by Silicon, Circuits, and Software, is a terrifying premise on its own.
this were the headcannon i see in a game that fits the narrative of the game that the community will embrace.
So this is basically like 3 Skynets all fighting each other with their human terminators.
I’ve been a mechanical design engineer for a decade now and know intimately the feeling all the interesting edges being smoothed off something you’ve made by the corporate machine. Even if this game never comes out, I hope this team has a blast making something that they’re truly proud of.
I’m anticipating that this specific sort of genre is going to explode thanks to this game as well as Ultrakill. The genre is basically hypergrim, hyper-macabre, desolate dark apocalyptic hellscape. It’s beyond fallout. It’s beyond zombie. It’s something much more insidious. It’s exactly what I, as a gamer, am looking for.
This game is like something out of my dreams. If someone were to ask, “what would be the ideal game for you?” If probably say something identical to this. I’m super excited. I hope they don’t make the same mistakes that other studios have.
Ever see the movie "the road"? we need games like that
I think something worth considering is whether the devs have considered it or not, they've really created a strong theory of mind with the in-game units.
Imagine if *you were* one of the soldiers of europa or euruska. Imagine you spot a scavenger trailing behind your squad. They're not well armed, and they're not doing anything wrong, they're just following, watching. You decide to leave them be for now, but once you get into your fieat firefight, you notice some of your fellow soldiers are falling to gunfire from behind instead of ahead. The fight in front of you cools down, and you split off from yoru squad to go kill that little shit behind you before he loots all the important stuff from your dead allies that you need to keep fighting, and that your AI overlords will get pissy at you for leaving behind.
You can picture that perspective so well, something that many other ganes don't have. For most games, the NPCs aren't living, thinking entitles, but just targets to shoot at. I think that's yet another thing that sets this game apart.
Makes me wonder if they could add a mechanic so that NPC's on the field will be friendly to you if you actively aid them. Things like them not shooting at you you loot some bodies if you killed some of their enemy's during a firefight.
I do honestly wish this game has a single player or at least solo play WITHOUT "friendly" bots or players.
It's being stuck in this environment alone that really recreates the atmosphere of survival. It's being solo and surviving a war that would recreate the "Child of Man" scene they're so obsessed with.
And it would save a LOT of time on programming friendly A.I. Having to babysit dumbass bots would not be fun neither scary, just frustrating, while playing this online would remove all of the atmosphere you would want to just stand and... soak in
Well said, indeed it's very easy to dissociate enemies in games from reality, literally CPU-controlled, coded moving targets, and perhaps that's a good thing since it's quite disturbing to end a being of thought and of your own kin.
But man that vision, even if for just a moment, is just the coolest thing ever. And to say people could live that vision, experience it, having their actions make it happen, is the most early-computer-age-idealistic-dream/vision thing ever.
@happyjohn354 sounds great but also unrealistic to happen often. in "bad" conflicts everyone shoots first, and this is supposed to be the warrest war ever warred:something rare doesnt deserve to take up all the devs time. a short and sweet one in a hundred chance for a single squad not to engage you if you help them with maybe one or two lines of dialogue.
@@therandomguy4988 Actually not that rare partisans fight amongst militaries all the time.
Scav has a squirt gun.
Warring factions: "I sleep"
Scav has a M134 GAU-17 Vulcan cannon.
Warring factions: "REAL SHIT"
Hey that’s pretty realistic, if you saw looters in an active war zone running around with broken weapons or even just sidearms off of dead soldiers you’d probably try to ignore them for as long as they don’t bother you.
If you saw a group of paramilitary looking people looting more ammo and weapons, armed already with some pretty top of the line equipment, you’d immediately consider them an active threat. They’re almost on your level if not already there.
I’m actually going to add something to this. I absolutely hate in some of the other looter shooters or even just war games where the AI see even an unarmed logistic worker as a threat and destroy them. I hate when you play as the sideliner medic or even just a ferryman and that gets you destroyed, completely ignoring the fact that you aren’t a active threat (or even a threat at all) and are just there for the job.
It’s one thing to blow up a Bradley armored troop fighting vehicle. Okay, yes it’s heavily armed with an auto cannon and TOWS, and it’s carrying actual soldiers. But when it’s a damn truck with a couple of idiots inside armed with shovels moving to resupply something or just build, why do you have to throw everything and the kitchen sink at them?
Forever winter is going to be a masterpiece. They are going to send maybe a single fireteam at you, if that. They know you’re a scav, they know you only have so many bullets, and they sure as hell know they outnumber you. It’s time for proportional responses instead of half a nation’s military for one guy.
@@dieselmech7340 This is extremely well put together, and I agree
@@dieselmech7340 Why? Because you're part of the enemy infrastructure and are- directly or indirectly- helping them hurt MY team. That's why.
@@oniemployee3437 it makes no sense on a tactical level thought mate. absolutely no sense. overcommitting as such on a minor enemy would leave you far to exposed elsewhere... you know where the guys with the actual weapons and shit are...
In response to what's being said at 17:32 : I entirely understand at least *WHY* people say they want to pilot the mech, or that they wish it had a single player story, etc. But I also understand why the developer needs to ignore that and do their own thing. I just hope other devs pick up on this and make games inspired by this that do that sort of other thing.
Imagine a survival-ish game in the same vein as The Forever Winter where you pilot a mech. Imagine Shogo, but in this universe. Where you have in-mech and out-of-mech moments.. Imagine how amazing that could be. And that's why I / others would say something like, "It would be awesome if you could pilot one of the mechs!". Slight tangent, but why the hell did we never get another Shogo?!
Now imagine a single player focused story experience. I see it something like Outlast mixed with Tarkov (with a better developer). They could still give *some* scripted moments that really suck you into the game's world, while also keeping it open and giving the player all of the agency that many games lack.
Anyway just my 2c
Well we can't blame people tho. My friends saw this and the first thing they though this would be cool to drive the robot or at least be the foot soldier. Me too but i don't think Fundog Studio would agree so let's just wait for what they'll give us in the future.
I think I'd be cool to have it as an option, but make it really difficult to be able to kill the crew instead and commandeer it. And if you do get in one, it raises your threat level to whatever vehicle you're in, so it becomes a less viable option if you're trying to avoid drawing everybody's attention so you don't get stuck in combat.
I get trying to make it a genre of it's own, but limiting content or playstyles might make it go stale fast.
But that's just my humble opinion.
@@TarkovRaider7749 I wish we had a battlefield style game, or even a more realistic one, like this. Make it 40k, trench crusade, star wars, halo or whatever, but futuristic big battle sandbox such as we haven't seen since battlefield 2142 and battlefront 2 2005.
@@novkorova2774 we'll have to wait then. In the future,maybe someone will make it.
Solo offline with bot squad is the best possible option for every game that plans on lasting longer… think about the people with spotty or no wifi, deployment to 3rd world countries, hurricanes , times when you don’t want to play with other people(all the time)
and life of official servers themselves, i don't want to lose a game because others turned the page and the servers are empty, i don't want to lose a game because the pillar of economy broke under its studio
@@korok2619 true that, it’s like devs forgot over the year why offline video games were so strong and always will be
They could take a note from Lost Planet 2's bot squadmates that can be replaced by or replace other players as they drop in and out of the game.
@@robofreak425 omg DUDE! LP2! YES they can actually take inspirations form it.
We can only hope that when you get bots instead of real players, their models are those of robots instead of humans for that extra immersion. Then you can excuse the bots for being dumb and not having perfect AI :P
The traversal animations are still crying out for some serious refinement: but I can't even remember the last time (if ever) a game distilled Blame, Heavy Metal, and Children of Men into a single, cohesive aesthetic.
I love how seemingly random the different influences are, yet it somehow all lines up with stuff I PERSONALLY like, haha
Indeed. I hope we get something like a legend of Zelda climb anything with stamina meter thing, maybe it can be tied with how much loot you're carrying, and there's a button to dump all of it so you have to quickly scurry to safety but then figure out how to get your stuff back!
Yes! I know you have an entire cabinet on your back but for a game that seems like it would have a lot of hiding and running away, I hope it feels good to run, duck, and maybe even crawl/lie in a ditch and hide. It doesn’t have to be fast or snappy but I hope it’s smooth and you don’t get caught up and stuck on little objects in the visually very detailed terrain
Well, it is a good thing it is so early in development, plenty of time to refine once the core mechanics are solid.
the animations are probably placeholder, they have time to polish stuff like that.
The scale of this through VR will cause PTSD dreams.
The phrase "you're not that guy, you're this guy" activates a sleeper cell
"You're not that guy pal, you're not that guy"
In one of the trailers the scavengers helped out an injured soldier, I wonder if we’ll be able to do the same when the game comes out
If it is, then I hope there's a system in place that prevents players from cheesing that. Things like, ambush and damage a Mech until the pilot ejects, then toss a health pack at the same pilot whose ride you just attacked for some easy rewards.
Maybe it has to be a Mech, vehicle, or soldier that was taken down by the other NPC Army they are fighting or local ambient enemies, with you not having opened fire on the unit in question yourself (or at least were not registered as doing so), and, if you did, the wounded remains hostile, and probably keeps firing at you since you are registered as an active threat, even while he's actively bleeding out.
Maybe there is some reward to it too, like a little Faction Rep with the side he belongs to, or the guy sending you some cash after he makes it to friendly lines as a thanks for not being left for the Harvesters, maybe you just increase the chance of a mercenary of that unit type to appear in the City (since that was mentioned as a thing in a trailer) that acts as your hub. But nothing outright guaranteed.
@@moriskurth628 in the trailer they picked up the soldier and took her with them so maybe you’ll have to decide if you want to sacrifice space for the soldier. Don’t know what rewards you’d get from that but it’d be pretty cool
that might be one of the faction quests. I imagine you'd need good rep with that faction for them to trust you with rescuing their soldiers.
@@moriskurth628Probably make it so players cant be the ones who injured them
@@moriskurth628 I dont feel like getting rewarded for helping would be the way to go. Maybe helping a certain faction in this instance could help you later in the mission. You save someone then later their fireteam rolls through, sees you, they acknowledge you then keep it pushing.
The way you are just part of the ecosystem reminds me a little of valheim, where monsters of different factions fight against each other as they would against you. I think that is a big part of why i love valheim so much, i thin forever winter might finally be a game that could be equally as compelling for me.
Simply put, consider it like this: You're not the war machine, you're not a cog in the wheels of the war machine, you're a rat inside the war machine, desperately trying to keep from getting caught between the gears.
🔥
Correct
The bottom of the hi-tech war food chain the game, the nightmare and A.I. unnatural selection.
Pretty stoked for this. From what I've seen it looks great! Hopefully we can play a beta or something soon.
In the defence of the people who want to pilot the mechs, there is a distinct scarcity of good mech games on the market. You basically have Mechwarrior or Armoured Core.
Real talk, it's because the people that worked on this also worked on Hawken and that game's art direction and mech designs were phenomenal. It would be fun to try and get a mech to extraction in pieces after it's destroyed and build it in base to use on an important mission later to cover your team, but it could break the intended fantasy.
Not even the new armored core feels like a mech game
@@fearingalma1550maybe they can, as a hauler tho since it's only bits and pieces of different mechs parts that can be incompatible, and also dangerous to bring around because either they though it's a hostile or using parts that shouldn't even be used by scavs
Mecha Knights: Nightmare. It's armored core mechs vs horrifying fleshy abominations. What's not to love?
@@JanJansen985 It's a good mech game, but it's a super robo game.
18:50 I agree because it seems this is a game that was made for the right reason. So many games are made only to make money. Ultimately, the details don’t really matter, it’s just a series of decisions made attempting to optimize the sales of the game. Sometimes there’s some care into the original idea, but at large game studios so many people play a part and there’s so much bureaucracy involved that the final product is almost always just the most watered down version. This seems like a game with a point to exist. With original ideas both for setting and gameplay. There’s a reason to play this game specifically, for the story and emotions it’s conveying (even just implicitly about the nature of war and the average person’s place in it.
i dont blame people wanting the game to be different genres, i think i get it actually, its like how FPS's started off being called "doom clones" this "Combat Voyeurism" should be a genre, it puts into words EXACLY what i love & want more in my games, its the idea of what i wish could happen when playing so many other games, from MGSV to Helldivers 2 to DRG, its the movie scene magical moments, the unpredictable stroke of luck you get when playing 100 player battleground type games, or escape from tarkov. the dynamic nature of the combat, how you can go from the biggest target to hiding in a bush as you are ignored for more present dangers, combat that is almost how it is in nature, that makes you feel like a rat living to die another day for the lucky grace that the fox that was hunting you got scared off by the bang of a hunter's rifle grazing the back of a deer. the idea that everything is connected & anything can happen or not happen that might randomly change your life, because you're part of a living breathing dynamic environment!
yeah if it does well enough i wouldnt be surprised if this game inspires a new genre "boom" similar to tarkov or pubg
Hell yeah. I've always loved it when there's factions that fight each other in games (like Halo), and worlds that feel alive without the player like Kenshin etc. That in a looter shooter seems amazing to me
honestly id love for a game where you are the combat director of one of the sides. it would be absolutely insane as a Real time strategy game for you to be able to work on this battlefield with a birds eye view. hell if you want to intergrate it, making it so other players can experiance *your war* at the same time from the scavs perspective.
You mentioned MGSV, you should give MGS4 a shot if you haven't, the first 2 chapters actually execute this game's main concept exceptionally well. There are battles happening between PMCs and Rebel groups, and you have to sneak through while they fight each other. Taking out enemies changes how the battle plays out. There's a section where rebels are trying to push through a blockade you happen to need to get on the other side of using a tank, but without your input it'll get taken out by a mercenary with a rocket launcher from a window. If you stop him from firing, the tank will be able to push further down the road and take out more mercenaries in your way. You're less likely to be detected if enemies are engaged with each other, and there are lots of great moments of hiding in plain sight. Crawling behind an advancing rebel squad while artillery fire lands all around you, changing direction as they crest a hill and are taken out by machine guns fire, using a nearby trench to get to higher ground, sneaking past PMC snipers too busy picking off guys below to notice you, into a PMC outpost filled with loot and prisoners. Freeing the prisoners lets them run wild inside the outpost, making it even easier to go undetected. All in one continuous sequence. That game was great, it's too bad the concept disappears after chapter 2.
I like how it's called, Combat Voyeurism.
I absolutely LOVE the direction this game has taken. I cannot say how many times I have tried to interact or fuck with AI in games in interesting ways, a common one being pissing one group off and leading them to the enemy group to see if they fight, only to be disappointed. To hear that it's not only a thing but a core component of gameplay makes me more hyped than any AAA announcement in YEARS.
Riloe even replied in the comment that they were aware of rainworld, they really embrace that motto.
In Mutant: Year Zero there are plenty of opportunities to kite enemies into other enemies so they fight each other. But then I don't get precious XP for enemies killed by other enemies, so it's not _all_ good.
@@R3TR0J4N
I never mentioned rainworld though? What even is the game? Haven't really heard if it before.
@@Gillsing
As far as I understand it is also plagued with a bunch of other issues.
@@mage0534 Rainworld is a platformer that has a very similar procedural living ecosystem mechanic at it’s core. It’s very cool
14:34 (As a game dev): a Dynamic Reticle would solve their UI problem...
They need to make it so you can "stow/ holster/ low-ready" your weapon... and then just switch the UI
-
Holstered = no reticle (or just an unobtrusive one "like a dot" to give a reference point for world interaction targeting)
UnHolstered = weapon reticle.
Easy! 😅
Especially since holstered/unholstered would *definitely* play into an enemy's threat assessment of you. At least for infantrymen. Would make sense to reflect that in ui.
@@mikhailmobius230815:03 that oversized & cluttered UI doesn't inspire confidence in me... 😅 (someone needs to sit the UX guy down and convince him that gamers only want Deadspace style Diegetic UIs... I mean, look at how much better this looks: 14:48 🤬 god I hope the UI is atleast dynamically changing states on its own, and he's not manually triggering "photo mode" or something.)
love the offline aspect. I was young and too poor to play the 2010-2020 online games, by the time I had money those games were dead and I was sad that I missed out on them. I hope this keeps the game alive longer.
Bots should be mandatory for ANY game that has a multiplayer aspect to it for this exact reason people will move on and it becomes a relic of the past but don't let it fade into obscurity let it still entertain those who love it. 😊
Online games these days suck. They’re made by corpo bastards that want to squeeze the money from you and not by passionate developers that design the game with love from the ground up. You can really only experience good games these days from indie devs and AA studios but the fact is they typically create single player experiences, which in my opinion are the best games to play anyway. It’s best to just avoid AAA games altogether if you ask me.
Was... was? I still am (lucky I'm getting a pc within the next month)
God, I missed Chromehounds servers by 4 months, I want a sequel to Chromehounds so so bad
Maybe if the devs want to emphasize that players are not The Guy, they could add rare instances of The Guy being on the battlefield, some demigod of war, a nigh unstoppable superhero on some impossible task grazing by your operation zone, like an ocean leviathan passing under your ship
He did mention bosses, which is what I think might take that spot. Like the concept art of the man with the American flag head covering, seeing an actual hero of the war on field as a power piece. It would be cool if you could also find ways to cleverly take them down too, not in a one on one skill battle but instead through the means of a scavenger, opportunistic and underhanded. Make them nearly impossible to kill bastions, and promote or even necessitate the dirtiest tricks inaginable
@@masonkennedy8089 It gets worse if you steal something with a gps tracker the AI will send That Guy after you they arent invincible but if you want to take them down you need a well armed team, lots of team work and a plan. Its sort of what you expect when you acctually draw the attention of one of the armies.
Much better idea to run like hell and stick to areas where they cant send mechs/Heilcopters to hunt you
I think that Soulsborne games try to do something similar.
@@marcusdaloia2974 In soulsbourne the bosses are waiting for you not off doing there own thing it will have a very different feel
There's going to be giant mechs who are going to fill that role, as stated in the trailer, the battle mechs are basically gods and there's worshippers following under their feet
Honestly, when you included that pawns on a chessboard comparison, it made me have a sudden want for a board game with this concept. Honestly, if done as well as this game, that would probably be really awesome.
This is essentially a world and gameplay entirely made with S.T.A.L.K.E.R franchise's A Life system in mind where the world exists with or without your input. More so similar to standalone Sandbox Stalker mods like Anomaly more so than the main games with their story or something like Incubator, Lost Oblivion, True stalker etc.
I loved stalker because it encouraged you to avoid conflict.
this year i just realized STALKER is considered as an immersive sim 😳 and yea the game does sport these elements.
Such is life in the Zone
I think the reason people want to pilot mechs or be the super soldier in this game, is mainly because of complete absence of military shooters nowadays.
It's been 11 years since killzone 4, 5 since gears 5, and 7 since wolfenstein 2. Every shooter nowadays is an arena/battle royale-esk live service or a call of duty.
Imagine they add a mode where you temporarly become one of the combat units in a run, but have it be on a long-as-fuck cooldown (similar to scav runs in escape from tarkov) and maybe have it be affected by your scavs reputation (higher reputation=better units).
@@alexletiny5155and of course the con being you are now that guy, with a big proper target on his back
Kekw I can imagine the AI see you as a threat send lot of high quality Mech against your way
@@RyukagiRen why whoud they send a ton of Mechs against a walking cargo container?
@@alexletiny5155 did you watch the video? Cuz you become a threat.. imagine if a scavenger can salvage and pilot the mech, ofc you become one of target of priority
this game looks incredible to mod, would love to see mod support from the devs. It's also raw as hell so being able to add more cinematics and set piece combat to make the game more hectic sounds super fun. Looking forward to release, would love to mod it.
I can’t wait to play this with my sibling. They love stealth missions, photography, and looting. I love shooting and high-speed flashy movement. We played through Spider-Man together like this, they did the stealth missions, I did more of the PVE, hordes of enemies/ movement stuff. They were in charge of the cutscenes and the actions we took.
I can imagine kitting them out with a full stealth kit and I’ll have a more shooty shooty mobility kit. Where we work together to loot, they will scope out a zone find pockets etc, They’ll call me in as a distraction or have me lure a group of cyborgs or a patrol over to fight the other guys, while they go and loot and stealth.
CO OP PvE is amazing, and I love it. I appreciate the art in games. But my sibling lives for it. Can’t wait to play it. Can’t wait to play it with them.
You sound so weird with this sibling and they crap buddy…just say brother or sister.
@@dongverminemost likely they got a mentally ill sibling so bare with them
@@TechAndBeyond381 sounds about right to me….
sorry about the hate in the other replies. i hope you know their opinions don’t matter.
Are you a real person? You don't sound like a real person :/
"This is the OVA in the back corner of the video store" is something I feel that resonates from this game wholeheartedly.
I love how the war mechanics that govern the NPC armies could be chalked up to the AIs that now run the war. Just like everything else in this setting, it feels like the recreation is a copy that has lost the heart of what it wa supposed to be.
Thats just brilliant.
Hearing that they want the game to still be playable even if it doesn't become popular means the world. It means I can hop in this game with friends and not worry about if it's popular or not and the servers get shut down. Having had that happen while testing out co-op games in the past knowing that they are actively thinking about that is incredibly reassuring.
100%. CEO and I have always chatted about how soulcrushing it is that tons of super interesting games are simply *gone* because they’re online. Fun Dog want to make sure that can’t happen
I was absolutely devastated as a teen when the PC servers for HAWKEN got shut down shortly after i got a pc that could reliably run it at a decent framerate. And semi-recently, hearing stories like the last halo 3 players and the like constantly remind me how fragile the games-as-a-service exosystem is for the players, when things you love and spent hundreds of hours on get pulled out from under you because they didnt meet sales metrics.
I love that you're just another moving piece in the world. A part of the ecosystem.
Finally a game that doesn't make me feel like I'm in the Truman Show. Where nothing happens until I step into the area and then all the entities jump into action, instantly aware of you and becoming temporary allies to kill you.
You know, the only way I'd be even more impressed with the threat rating system is if each unit had varying ability to accurately discern the relative threat ratings of what's around it. Have individual troops prioritizing different targets because some think the fire team is the biggest issue while others think the tank is.
And then the one grunt everyone else has to keep from eating glue decides you're the most dangerous thing on the battlefield and gives their position away to everyone by jumping out to chase you down. Even in the bleakest worlds, sometimes stupid funny shit still happens.
The not always online solo game mode is a real bonus for this game, even though I'm loving the co-op potential.
I do kinda want a proper first person prespective, but not cause I want it to be an FPS. I wanna be looking face to face against the horror that just grappled me.
I agree, it'd also sell the scale of everything a lot better for me
You would also need to be much more aware of your surroundings because you wouldn't be able to just manipulate your view to peak around corners or look behind you.
But then it might become too tactical.
I think the only way that a FPS perspective would work with this universe is Hunt Showdown style controls, where your gun is always down. Maybe a different game one day…
I'm vision-impaired and having that option would make it so much easier to actually see what I am doing.
@@riloegaming that would be awesome! Maintaining a low ready or stowed option for your firearm in a fps view would be great in this style of game.
I think it would give engagements a much more intentional feel. You have to 'ready up' for each fight. Giving a clear feeling of commitment when you plan for it.
Here's some theory crafting:
If you get jumped/ambushed and press ADS instead of the high-ready/ready up button you player may mildly fumble (add like .2 seconds over normal) with their firearm trying to get it ready.
Don't know if that would be any good, but it might add to the immersion.
Children of men is one of my favorite movies, just how the protagonist becomes a hero without wanting to be a hero. Such an underrated movie. I came looking for content about the forever winter and I found nice references about a great movie! good job sir.
I feel like this game is very niche but in a niche I fit perfectly. I love it grim, I love it dark. I love it hopeless and high stakes, where the world doesnt care about what we're risking.
As a 40k fan whos been around long enough to watch the art go from John Blanche and Paul Bonner to the anonymous corporate art style, this art direction is like a drug to me
Something I think would help a lot with the AI is instead of having one AI director, it could work better having 2, one for each side trying to fight the other AI. Idk how realistic it is to simply add another one and split the sides but I think it would lead to a game that feels more like an actual war between 2 nations and leaders as opposed to just a single AI directing firefights
There an arma 3 mod that I think can do that
It might be harder to keep it balanced if the game has universal resources for factions and scavs. But it could be cool as well for resource "droughts" to happen and be ended by new AI controlled warring factions or banded raiders/scavs or something like that.
the thing is that by having two independent ones fighting each other, eventually one is going to be on top and the whole system collapses
"just make it to there isn't a way for one to be over the other" and then you have a third one...
its the type of stuff where having less is more.
@@chadhardt6136 Assuming the AI's are identical it should be in theory impossible for one side to gain an advantage. There also doesn't need to be a 3rd AI making sure neither one wins, instead there could simply be rules about where each side can move and have areas closer to each side's "Main base" get harder to attack, keeping the front lines perpetually around the center but also shifting back and forth
A single director algorithm still does this, as even though it's controlling both sides simultaneously, it's _not_ doing so with any singular goal beyond continuation. It's essentially acting as a DM playing both sides in order to keep things moving along, or a person at a chessboard switching seats every turn to play themselves.
This is an amazing video, your suggestion on removing crosshairs feels silly in the context of a shooter but how it feels now really grips you in the feeling of I "shouldnt shoot unless I really need to" which then prompts me to be more observant of the whole situation. This game has been so addicting for me, I did not know that the AI was really designed to ignore you depending on your weapon. A lot of amazing behind the scenes info and gives clarity to the vision of this game.
A lot of cod/shooter brained people call it janky AI but it really does function as intended when put into the context the devs wanted. Those players really want to be that guy and then found out after getting curbed stomped by a passing by mech/ cyborg wave.
These videos have really elevated my interest in the game and the team and hope they keep true to the vision. Thank you!
Using Marathon as an example for the Door Problem has elevated you from 'one of my subscriptions' to 'this cool dude I watch on UA-cam.'
Haha cheers! Was unironically the first FPS with corridors I thought of.
Kinda deep as Durandal's original function was to control the doors of the ship iirc
@@junioraltamontent.7582 Door Handle didn't handle it well
I feel like the developers need to reach out to the developers of Rainworld and how they tackled the AI, not the same type of game neither is it 3d but the developers of Rainworld spent a really long time working on the relations between enemies. It still suprises me today how much time and effort went into the mechanic. I saw a documentary about the making of Rainworld and I'm glad to see that since then these new ideas for games have been popping up.
These guys are 100% aware of Rain World!
Yeah, Rain World is the first game that came to mind after watching these videos on Forever Winter. Baiting a Cyan lizard into getting too close to a daddy long legs, running into a scav camp cause a red centipede is chasing you, waiting for just the right moment when a vulture is distracted by another creature so you can sneak past it, all of that has the same "we were the target until we weren't" vibe to it
@@riloegaming I'm so glad you all know about grandpappy of "combat voyeurism". rain world is a underrated cult classic.
@@shbeebo1176 ngl felt like a nature documentary 😁 rainworld felt thriving since it reminiscent of an ecosystem
Wait...
Isnt forever winter just rain world but 18+?
I love this concept, it reminds me of CGI shortfilms (I believe both are made by the same guy but one is called Fortress and the other The Last Day of War) where the war is LONG over but the AI of humanity keep fighting, mashines know how to reload and carry out the missions set by their pilots, but the pilots are LONG dead and the AI just keep attacking and defending, only being destroyed by age or finally by the other side putting a final end to their fight, where the other side also just rusts away because there is nothing to fight anymore and nobody to upkeep them
This game's aesthetic, man. It hits home. I grew up seeing this on the television. I remember seeing what I would much later figure out was the end days of the siege on Sarajevo. I wasn't even ten when I watched the Baghdad night sky, lit up in night-vision green phosphor, anti-air tracers backlighting the downtown districts where headlights could still be seen-- fleeing. These scenes of living spaces torn apart indifferently by the omnipresent war machine litter my youth. I can tell this game's not just another dusty FPS with a brown filter and some destroyed building assets. This was made by the same kinds of eyes, who saw the same destruction and devastation, with the same awe and sorrow. Never thought that someone else might put that aesthetic, those feelings, to fiction, let alone a video game. I look forward to playing this with friends very soon.
My reasoning for wanting first person is simple, I feel less empowered and less "in the know" when I have first person. It's immersive, it's real, it's uncomfortable. I see less in first person, I can't abuse the camera to look around a corner in first person like I can in third, I physically need to peek the corner to see the enemies, or rely on my hearing and formulate if they're walking towards or away from my position.
I posted this elsewhere, but it bears repeating
First-person POV is simply more immersive, and considering how hard this game seems to be pushing that desire to make you feel like you are part of the environment, instead of the main character, it's... odd.. that the baseline gameplay seems to be some sort of 2-4 player co-op PvE with a third-person camera perspective
This is still one of the few games I'm actually looking forward to, though, so I'm willing to see how it plays out. But some of the comments made during the video give me serious GDELB vibes
First person mode is an option.
My only issue with the third person in this game is that it looks pretty claustrophobic in terms of screen space, given how big your character is.
I'd like to see the camera back up a bit, and maybe be a bit higher up too
@@moewboiiiiiiiiiii1405it is?
i wonder if it's similar to deadspace, in that your inventory is something you see on your back and not a hud. I also noticed when he wanted to look in his inventory it took time to "find" the medpen, so it might be a strategy to keep people out of menus.
I love the concept. I regularly play Squad, a milsim game where you're rarely "the one." But what makes it fun is that if you're smart, you can find a way to turn the tables in your favor. For example, in Squad, tanks have detailed armor modeling, meaning that if you hit them with an anti-tank weapon in a well-protected area, it won't do much damage. They have far more firepower, range, and mobility.
But if you can immobilize them and hit them in vulnerable spots, you can even destroy them on your own without any help. My point is that if the player has the necessary knowledge or the right equipment, they should be able to create situations that allow them to overcome an enemy, even one that's at a clear advantage. For example, being able to set up steel wires so that mechs trip and become much easier targets.
What I'd love for the game to include is that each enemy has its own mechanics that the player can exploit, keeping the core of the game intact but giving the player a chance to hold their own.
I am so hyped for this game. Because the older I get the more I realise that I am not this guy, I am that guy. And I want a game that allowes me to feel like that. Because thats what is realistic.
so much this
See, when i was 10 years younger, i played Skyrim in easy with a big ass warhammer and a big heavy armor.
Now when i inevitably pick Skyrim back up, i play in hard with limited light armor or clothes, and i try to feel the world that already lives. I don't want to change the world anymore.
@@korok2619 yea im 30, we get older and basically want to forget about our world with its problems and immerse in that awesome one. Almost like a reincarnation.
This is the game right here. This is what I want. Every single one of these concept artists has had a profound impact on my life and i had no idea until i dug into the credits for this game.
This looks incredible! Truly revolutionary! I've always wanted to experience a game like this. When he was talking about the "90's dystopia that other people don't get but you can't get enough of" reminds me of Warhammer 40k, the vibe of total all out war in a brutal never ending conflict as the world is in rubble around. The crumbling statues on decrepit megastructures , relics of a golden age turned to rust and ash. all the while you are insignificant, a body in the meatgrinder of war but you are trying to survive. That is an incredibly fascinating paradigm and to experience it from within rather than a bird's eye view is a wholly unique experience. I'm cheap when it comes to buying games but I would pay good money to play this. Truly a gem!
Making enemy factions fight is one of my favorite things to do in games. It's nice to see a studio that understands that these kinds of organic interactions that the player can influence and be a part of are exactly what some of us are looking for. The attention to detail and overall art direction/aesthetic is just icing on the cake!
17:34 okay but, being able to take over a mech (in some insanely lucky scenario where the pilot is dead and the suit is still functional) would be kind of awesome. Manage to escape with it and you earn a massive amount of resources, but as soon as you get it up and running the system views you as the priority target that must be destroyed no matter the cost, plus whatever faction it belongs to knowing your exact location because of trackers.
'Earn' resources? A mech is nothing but a mech if it's operational, it doesn't give you anything unless you rip it apart.
You can't capture objective points or whatever, you'll just have the same amount of heat allocated to destroy you that every other mech has except you're likely to get it from both sides.
@@joshuaanderson1712 "unless you rip it apart" yes. Exactly that. Tear it apart for much needed supplies instead of keeping it operational and having it draw attention to you.
It's games like Kenshi, GTFO and games like this, that feel like something I've imagined in a feverdream; not real, the idea of them tugging at the back of my mind.
And now they are; what a time.
I'd imagine that even open world games would benefit from AI who has a purpose rather than just standing in there awkwardly to create an illusion of the field not being empty.
Honestly
even if its not done yet
the devs deserve an applause and a half for what they put in so far
Your input on this game (the crosshairs thing) is invaluable. You're single-handedly selling me on this game in two videos randomly shoved in my face, when its own advertisement to me months ago had me instantly put it on my ignored list.
Interesting tid bit, in 19:29 those trees look like the Partisan's Tree in Chernobyl, an unique tree in Ukraine that, in WW2, was used by the axis to hang captured partisans. If I remember correctly the tree no longer exists, but there is a monument to it in the Chernobyl Exclusion Zone.
Actually its 19:30
@@mid1429one second difference hop off
It is amazing how this game looks, it’s so rough looking (as in hellish) but also looks high tech. And to add in that the game is essentially an endless war whose origins don’t even matter anymore adds to this feeling of damnation that one is unable to crawl out from.
I appreciate your astute point that you are games combat journalist, facts and context first and a straight forward presentation of ideas and information. A relatively easy to digest formula. a refreshing take when nowadays information is condensed and short from for viewer retention. As a side note I think your choice of music is engaging, badass and subtle complementing your presentation of Facts aswell as editing format.
P.S. Might make for a good play list
You can really tell the amount of passion these devs have by green lighting all these "war reports". You love to see it, excited to see more.
This game looks right up my street. Its like EFT meets The Terminator meets 40k. I wishlisted it instantly and can't wait for its release. Glad you are covering it Riloe.
Words cannot describe how much I love you for getting that Marathon gameplay footage in there.
I already said what I had to say in the past video but one aspect that's the most fun to hear about in these are actual in-game footage and actual in-game anecdotes.
When you structure such a video, when you write such a script, when you edit such a way, it's easy to convey game mechanics in a much more 'epic' way than they actually are.
Truth is, we're all players here, we are used to different strategies and jukes and baits and so on so forth and what to call them; in order to best convince us of this, we need more raw footage.
We need some 'thought commentary' as if a pro player scanning their match footage, I'm sure as a tarkov vet yourself you know exactly what I mean.
Raw footage itself could prove useful but instead of outright explaining in the journalistic videssay you masterfully create and curate already, you could make it accessible via unscripted review commentary instead.
On another note,
One thing FD studios seems to be creating through their use of the "AI game master" idea is essentially the peak of singleplayer game design, it's stuff numerous GDC conferences and gamers worldwide have praised studios like Valve on their games like Half-Life for decades.
It is the motivator of the player to 'learn through design' as opposed to 'memorize through instinct'.
These 2 terms I've used in an inverse manner for different genres of games before, such as 'memorize through design' and 'learn through instinct', usually portraying the prior as the undesirable, however, in this case, in Exfil shooters where death is the ultimate defeat and not something you can learn from as fast as you can in other games where death is weightless and waitless.
Such singleplayer prominent game design that seemed to be exclusive to linear storymodes in the past is the ideal saviour to such a genre.
The problem that plagues the Exfil shooter is that the PvP centric ruleset and basis of most of its games not only leads to an uninspired and predictable mess in its PvE but it also leads to a fast devolution in PvP scenarios where it easily falls victim to community created metas and progression being boiled down to chore loops.
You repeatedly say the game does its best to make the player "not the guy" however, I see in a much deeper sense that the game in reality, is constantly motivating the player to take action and "become the guy", the deep level of game design tropes and the always present subliminal activation of the player's game-sense and recall to strategies possible learnt through sheer perception is a very intentional piece of game design that constantly portrays the game world as an open sandbox within the players hands, further confirmed by the exclusively PvE co-op genre of the game.
Truth is, you could not do this nearly as good in a PvP setting, and to be honest, after the past couple of years' most successful games all being in the genres they were in, and to especially look at numerous AA titles that have secured diehard fanbases with or without and explosion in popularity at any time, this might just be the proving point and the final nail in the coffin that PvP is in fact, dead.
I think you’re right the only multiplayer games I enjoy are pve I gave up on pvp a long time ago
@de-ment bro this comment is ridiculously well-written and you’re clearly well-versed in this subject. I don’t really play looter or extraction shooters but I was still interested in what you had written.
@@Saltbreather I'm grateful you feel that way, I touch up on this exact topic again in Riloe's most recent Beautiful Light video and update my view on how such a concept can be secured in a PvP environment, if you're interested you could read that one also, it even got picked up by a BL dev!
I wouldn't say dead but rather s tired failure, at this point.
I only wish I had the time right now to say more on the subject as your commentary is very worthy of reply. But alas, Fate has another design today.
o7
I think one interesting stark contrast that PVP provides, resides in the notion that competition breeds innovation and yet here we are... I hope to make it back here another day when I have more time.
Reminds me of that whole section at the start of MGS 4, it felt so raw and realistic to see soldiers fight while you just sneak past them, it's a really intense experience. I'd love to see how a game entierely based on this feeling would feel and play like.
i’m so glad that the aesthetic and lore is so strong and compelling since so much of this game’s allure seems to be in the emergent gameplay, something you can’t experience as a viewer, only a player
Man, I really hope the game has a spectator/freecam mode, it sounds like it'd be very entertaining to just watch the factions fight each other
Rain World has the Safari mode, where you can sit and watch a full day in Rainworld, and you can assume control of ANY creature.
It would be so cool to let us control one unit (even the typical grunt!) in this “spectator mode” where you get nothing, you unlock nothing by partaking in it, but you can play it.
Yeah, I was mostly thinking of Safari Mode when I made my comment
Yeah, this video is old, and I know he had a whole segment on people wanting to change things to be more like other games, *BUT* I feel my suggestions are a bit more thematic, and top one is just a QOL:
The QOL one, please make water an ingame timer, 1 barrel = 1-2 ingame hours, makes water more of a rat race to secure, without forcing the player to play the game like a chore. Just my honest suggestion, but people do take break from Early Access games, and wiping equipment and money for going on Hiatus is a bit harsh.
Ok, for actual suggestions, Break the three major factions into 3 sub groups, Grunts (IE Euruska and Europan infantry, and say "tactical AI" for Eurasia), "Battlefield Command" ("Strategic AI" for Eurasia) and "Strategic Command" ("Theater AI"). They have reasons for this split, depending on player actions, and manipulate different actions the Game Master AI has access and probability to do. Couple this with a new "knowledge" system that will add some complexity and obfuscate actions, but allow more random reactions or actions.
So, first up, the "Grunts" subgroup, the one that will have probably the biggest impact on players. The idea behind this subgroup is the player's relation with the *average* infantry (IE excluding elite enemies, tanks, mechs) the higher the relation eith the faction's version of "Grunt" the less likely standard infantry are to engage the Scav, meaning they have a smaller agro range, and may ignore the scav looting *enemy* bodies. But the lower the reputation, the more likely infantry are going to shoot at the scav, and from farther away. The idea behind this is the infantryman being willing to turn a blind eye to certain things the scavs do, so long as they aren't actively hurting them or doing something that might endanger their mission.
How would you affect that relation? Well, obviously shooting at the Grunts would probably hurt their view on you, abandoning certain missions, like delivering medical supplies, would also hurt their view of you. But another idea comes up, dealing with the wounded or bodies, the idea being that like in the downed mech pilots (though more random as there wouldn't be a mission for it) the scavs can come across wounded infantry and be presented a choice. Ignore the man, and you gain or lose nothing reputation wise, "dispatch" them and might you lose reputation as if seen by his allies, even at a distance, you have executed one of their fellow grunts for their loot. Leave him a health kit, amd you might gain a small bonus provided the wounded trooper survives until the player extracts. Heal him, then carry him to extraction (alive) and you gain a large boost (we assume in between he is left somewhere to be found or returned to his faction alive) or if he dies, you still get a boost (returning the body for proper burial/recycling).
For "Battlefield commanders" this one starts going more into the quests rather than helping or hurting. The idea behind this is that these are the "officers", the mech pilots, the elite troops, the people who can't control the war, but can exert some influence on the battle for Lost Angeles. The word of a conscript might not carry weight, but the word of mech pilot or shock trooper Captain would. This affects a bit (smaller than the grunts) of the engagement range of the big guys, but not by much, it would also affect the "Grunts" engagement range (again not by much) so long as there is a living officer/elite/mech nearby ( Medium Mech pilots don't care, they have to fight tanks). Basically the officer telling the grunts to stand down, but also not saying much if the grunts themselves decide you are still a target. The main influence this level has is the type and number of missions given to the player, and how willing elite/tank/mech squads are to ignore you. If you cultivate a habit of trying to save Exo Pilots, tank commanders, or wounded officers, you're going to do well with them. Start ripping up their boys (or toys in Eurasia's case), or looting supplies they need, and you ain't going to do well with them.
Get too low in their opinion of you, and they will start sending *local* hit squads after you. The difference between these guys and HKs, the "hit" squad will have a chance to activate when you are spotted by the faction based off your negative relation (lower relation=more likely a hit squad will activate) if you start ripping up their faction, regardless of relation, it starts to increase the likelyhood of a hit squad activating. Now, with these hit squads, when one activates, they won't know where you are, just you last engagement location with their faction (IE for Europa, if you rip up an infantry squad, the Europa hit squad will head towards were you did that, until you start fighting an Europa Mech, then they will move to that location, but if you avoid everything, and don't fight Europa, they will slowly follow your path). It means the Grunt relation, and Battlefield commander relation matter a bit more. Quest wise, Officers give more rewards than grunts, but have bigger demands.
"Theater AI" is the hardest in interact with, hardest at affect relations, and the most "hands off" of the 3. The idea behind this is the AI controls the whole front, so it either has to be desperate, or you have to mess up massively to get it's eye. It gives the (thoeretically) hardest quests with the most lucrative rewards, but the quests are few and far between, after all, why go to a scav when a battalion if elite troops can solve the problem with more enemy damage. On the battlefield, this AI offers no bonus for good relation, but a negative for poor relation. This AI controls the more specialized HK squad, and unlike the Battlefield Hit squads, these guys WILL know where you are with tags and drones, even if they have to send out multiple drone squad's to so. They also inform if specialized heros of the faction come after you.
that concept really makes it so tempting to try and conquer anyway. to find a way to break and crush the core idea, to find the way to make it again as always about the player. i think it is still possible, and im hyped to take on this challenge. that's really intersting, to throw yourself into an ecosystem that is not leashed around "players fun" and not designed to be another "toybox war" to actually encounter something that wants to crush and humble you
🌧️Rain World 🌧️ moment
You’d likely encounter an enemy the devs added just to counter this. Probably a Biped or quadruped cyborg or robot that purely lives to hunt you down, think of the hunters from generation zero. Fighting them actually induces fight or flight even in late game players, their speed, intensity, and numbers only ramping up as you fail to kill them. Many come armed with weapons that seem catered to killing YOU. High caliber snipers that can kill you almost instantly, gas launchers that choke you to death in moments, hydraulic blades that will kill you if you get too close. It is pure horror when a pack of them come running at you
Would kinda go against the whole point of the game did you even watch the video, the game doesnt care about the player thats kinda the whole reason people are so interested in it @@dieselmech7340
@@dieselmech7340That is apparent with the concept art. Look at the absolute size of some of those enemies. I think there is probably a window you can be "that guy" for a bit, but once you gain too much heat or take too long, the real war machines start targeting you. I doubt they would be unkillable, since that seems like it goes directly against the game design, but you better not have wasted your heavy weapons on small fry.
@@dieselmech7340 The enemy the devs added to counter us? There's one. Allow me to introduce "Toothy," from the cinematic trailer. In provided concept art on X, it's a long-endurance, heavily armored battle robot designed by the Eurasia faction (There's some kanji symbols engraved on one of it's armor plates), specializing in anti-infantry. It's quite large, has two main arms and legs of which each limb is big enough to pancake you, a main cannon to defend against tanks, a secondary cannon to blow you in half, secondary manipulator arms powerful enough to rip your limbs off, ShieldMite crawler drones that act as armor replacements for any original armor you destroy and can also attack you independently; and the most horrifying part, it's "bioelectric batteries" and related equipment.
Hanging on an external rack, hidden behind bulletproof tarps, are several life-support body bags, which under normal circumstances you would seal a wounded soldier in, and it would replace any damaged organs with artificial ones and prevent bleeding out. These have been repurposed to fill with mites and nanofluid that eat you alive for bioelectricity, while still replacing your eaten-away organs with artificial ones to keep you alive as long as possible. Toothy can then regenerate health with the provided bioelectricity. Wanna prevent this fate from happening to your teammates? You have to get up close to Toothy and cut the body bag open. Good luck doing that when it has all the aforementioned weaponry.
The devs do not sugarcoat what the factions are willing to do to you if you start letting power fantasies get to your head.
Forever Winter - the adventures of ordinary people surviving the literal warzone of everyday life
Awesome presentation of this concept, it's definitely on my radar now !
That's why the S.T.A.L.K.E.R games, especially with all the mods now, always resonates with me. Because you feel part of the world and not the center of its attention. Makes you feel small and humble in such a dystopic mess !
This feels kinda like The War of Mine, being not the hero but the survivors of a devastating war, hiding, sneaking around, looting for scraps and try to live another day.
You not being the The Guy is what i missed about the first gen COD games. The scenarios in them were pretty normal compared to today but it was still awesome.
I remember in one level there was an injured pinned down ally that your squad decides to save and your higher ranking guy goes to do it, you just sit back and provide covering fire. You don't get to do the heroic thing but it still felt cool and badass!
Your story with the game dev made me think of that! Literally a more experienced person irl and in the game saved the newbie haha, no insult intended!
However i really yyyy hope single player is still doable. That would turn this from a I'll see how it goes to maybe my first day one/early access buy in my life
All the best to you and Fun Dog!
@@pravkdey yes the feeling of being a nameless grunt part of something bigger is a huge thing CoD has forgotten sadly.
I remember when Tabula Rasa tried the "two sides fighting and you, the character, was there" model. It was fun, but the could have been developed more and sadly the game died (gee... how many game devs DO want to go so space?)
I really hope this game will turn out to be all these videos promise, but what I'm sure of is that the artbook will be something special. I already love all the lore around the concept.
you cant go wrong with watching Riloe's vids ngl
If this is a sponsor im done. Just like fucking jackfrags has turned into an youtube ad channel
@@Capper_Brabig UA-camr uses his platform to spread news about a very good looking game. How can you think that's a bad thing?
@@Capper_Bra Believe it or not, sometimes good people get sponsored for their work.
@@ozymando5459 Its a sponsor
@@Capper_Bra I'm decently sure that Riloe has said he hasn't been paid a single dime to promote this project, just like when he was covering GZW. Just interesting projects.
The entire concept of this game is really cool to me. Having the gameplay be less about shoot gun good and more about enemy manipulation- making you feel less like an action hero and more like a horror movie protaganist who's found a way to defeat the odds with their wits and a few mismatched gadgets is a niche that really hasn't been explored, and putting it in the 4-player co-op genra to boot means this has potential to become one of my favorite games once it comes out. I love the feeling of accomplishment from figuring out how AIs work in games and using that knowledge to win fights or get away when you shouldn't have.
I do worry slightly about the heavy reliance on emergent systems but it seems like the devs are actually putting in the time and care required to make them work, and combined with their dedication to their vision I have hope that this is going to turn out to be a gem of a game.
18:30
That right there was all I needed to hear.
This games concepts are so cool looking and knowing that solo is viable is all I needed to hear to be willing to put money down on it.
I know it’s WAY harder to develop convincing or even functional AI systems these days than it is to just say “screw it, everyone is a player problem solved” which is part of the reason everything is multiplayer these days, but I’m getting old. I can’t compete against the sweats in Tarkov half my age with all the free time in the world.
Let me play your anxiety inducing game where I’m an insignificant ant at my own pace. I too want to be miserable playing your game, I just don’t want company while I suffer
This has got to be one of the best concepts I have ever seen. Its absolute visual and conceptual porn. I love seeing all the influences culminate into an amazingly creative project and I really can't wait t one day get my hands on it. The philosophy of this game is just absolutely perfect. Reminds me of the beginning of MGS4 where you're running around avoiding the war, and that was one of my favourite aspects of that game.
I normally don't comment on videos, but the algorithm showed me this video, and within your two videos, I have become completely invested and wish the best for the devs of this game.
I really really personally enjoy the fact that the team is taking inspiration from Ashley Wood especially, more specifically his World War Robot universe.
The concept of that being an alternative take on the 1980/90's where Humans colonized Mars for religious reasons, and a multiplanetary war breaks out that involves grunts and killer robots really shows in this game, and it makes me so happy to see such a unique concept being translated into a form unlike any other
Thank you for these videos, you've earned yourself a subscriber, and I can't wait to see what comes next from both you and Fundog
It is so interesting to see you, scooped in ADS, crosshair on a dude, and yet no trigger pull.
You are in an advantages position, you have the drop on buddy over there, element of surprise, Etc, but you don’t shoot. That’s jarring, ngl. Shooters have taught me to always shoot first, ask questions later. Instead, sitting still, thinking about my actions, and avoiding a needless conflict.
Can’t wait to play this game.
I think thousands of hours of Tarkov have taught me intuitively to think about my shots, but it’s a bigger deal in this game. Even if you win a fight, you might be inviting a worse fight by doing so.
@@riloegamingexactly
I love the idea that even if you get the drop on ALL the buddies across the way AND manage to sweep the lot of them effortlessly, you’ve only succeeded in securing more loot and making things far worse for yourself.
One dead soldier is a statistic, but an entire squad being wiped out? That’s a threat, and threats require bigger guns.
Blood for the blood god
Skulls for the skull throne
Comments for the Algorithm
Milk for the Khorne flakes
organs for the Harvester Ladies 💙
@@RetrovexAmbient "I can fix her"
@@TheMachineGod966you look like a good scav……..violently harvests organs
@lemniscatelogos7917 I shall simply grow new ones and return
love what you do and how you do it. now, for a second time in a row, you made me discover a hidden gem of a game that i'll fixate on for a while. keep the good work, we need more creator like you
I just realized my behavior in pvp is almost exactly like the ai’s threat rating system. When playing doom I don’t fight the base grunt first, I fight the dread knight or mancubus that I see right next to it. The only reason I fight the grunt, is if it attacks me, raising its threat level.
The thing is: that's how actual combat tends to play out.
If two infantry squads clash, their priority is taking out the other. However, if a tank on one side rolls up, it immediately becomes the thing the other side focuses on. It's the biggest threat, so everyone targets it first if they can do something about it.
I really like the execution of "pockets" of action. To me, that really drives the feeling of urban LSCO*. Where there's heavy fighting happening at a point of interest and all units in that area are engaged in said fight, but literal feet/meters away, there's absolutely nothing, and therefore its ignored by the combat units in that area which allows you as the "rat" to scamper by entirely unnoticed unless you also become a threat.
Same goes with the threat perception; combat units engage what they decide is the most immediate threat. The two man fireteam taking pot shots at you is a big deal until armor and/or a helicopter come in to support them. Now those two guys with rifles aren't as relevant as the literal death machines pointing in your direction.
I'm curious about how the A.I.'s fight their war though. Do they have finite resources? Do they send all their units at once or in waves? E.g. a light "scout" force that later gets reinforced with heavier units. Does it treat the FLOT* equally on all fronts or prioritize certain "strategic" locations?
I don't really expect answers to a lot of these questions, but it is something i can't help but wonder about. I get that the game is essentially still in its toddler phase, but these concepts are what (in my opinion) makes this a "war" and not just a clash of opposing forces
*LSCO: Large Scale Combat Operations
*FLOT: Front Line of Troops
I really like this concept. Sounds like a fun project.
I love games that let you change enemy target priority. Whenever I play games that have two or more opposing factions, I always try to get them to fight each other and dip off somewhere to watch the battle (ghost of Tsushima, gta, Fortnite, assassin’s creed, etc).
a great meme once said "but i want it now" and destroyed the living room