“We want to release the whole package with story, lore, backstory, and everything in one update,” explains Kuk. But Flying Wild Hog promises a full story campaign that will put everything into context. No matter where the camera is.”ĭuring the early access period, missions will drop you head-first into the action, with very little narrative dressing. The sounds, the animations, the particles. “We're just translating this feeling into a top-down view,” he adds. “These three need to be together to have snappy gunplay.” “We referenced our games - Shadow Warrior, Hard Reset - because in them we found this good connection between melee combat, ranged combat, and movement,” explains Michal Kuk, studio head and game director at Flying Wild Hog. That feel derives from the studio’s points of inspiration. A central player hub - Devil’s Gambit - leads to numerous fast and frantic missions that, while being played from isometric perspective, have something of an FPS feel about them. It will launch as an early access game on July 14, exclusively on the Epic Games Store for 12 months.īut while it may be launching in early access, Space Punks arrives with a fair amount of playable components already in place. But much of that will only come in time, as Space Punks is starting small(ish). Space Punks will support both solo and cooperative play, have a story-driven campaign, an endgame with a diverse array of modes, and character development across abilities and gear. This is Flying Wild Hog’s first go at making a live service game, and the Polish studio has large ambitions.
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