DARKSWARM DEVELOPMENT team creates fully spent protagonists

Immediately after the introduction of a tactical alien shooter from top to bottom DARKSWARM, Players are introduced to their completely anonymous protagonists. Helm faces, almost identical armor differentiated only by color and referred to to mark the class than by name, Darkswarm is Players' characters are biologically printed mercenaries created for only one reason: because they are cheap and expenditure. It creates a fascinating world where infinitely replaceable characters serve as a feed for ominous and constantly developing extraterrestrial swarms.

Game Rant talked to the CEO of Bitfire Games Hans Oxmond and Darkswarm Game director Jonas Raagard about tradition for their new shooter who draws inspiration from a number of sources, including Thing, Helldivers, and An alien swarm. Oxmond and Raagard explained that the production of protagonists replaced mercenaries was a deliberate decision: it emphasizes the versatile power of the swarm and how little can actually be done to fight it.

People with biotiv are cheap, spent, fuel fuel fuel

Dark-Jir-Zabloom-Nabbit Mission

When playing over one of Darkswarm is Raagard and Oxmond Procedure -generated missions have deeply plunged into the tradition of the world of the game. Biotsce technology enables mass production of fully functional people and has become common practice. Raagard explained how the world relied primarily on biological people:

“People with biotcs are much more efficient. Robots are good for robotic things, but not so good. So [companies] They just printed people to keep these bikes running. ”

Raagard, however, explained that the disadvantage was the ubiquity of humanity's humanity. The title Darkswarm, a parasitic extraterrestrial threat that serves as a villain of the game, feeds on and mutates human meat. By creating bio -printed mercenaries infinitely, humanity is to go on a swarm, actually fed and strengthen its enemies.

Darkswarm Effectively and constantly reminds players that death is cheap

A dark-housing target-alien-vejce

Players in Darkswarm Take the role of biologically printed mercenaries who work for the company called Death on Demand and have no purpose than to complete different missions and infinitely kill an extraterrestrial swarm. Even the name of the company emphasizes its goal, emphasized Oxmond – they do not promise victory or wealth or survival. Only death. The official website of the game briefly summarizes the philosophy of death on request sharply and cruelly: “Your employer does not care about how many of you will return. Only the work will be done.”

During the game, design decisions remind players how they are spent. Darkswarm It contains a late system that allows new players to enter multiplayer missions at any time, which represents how death can easily print more mercenaries on request and send them to the latest mission. The mission check is cold and remote, the players are being built to complete their mission as quickly as possible and call them “abomination to their kind” if everyone perish and fails.

Dark-High-Guarding-Drees

Most effective reminder Darkswarm is The status of the characters as removable is that the mission is calculated as successful if one player survives. In the brilliant selection of design, players who have escaped successfully, forced to see how friends left, defeated, absorbed and assimilated by swarm. In addition, players who have failed the mission are still given by EX, which allows them to place their class and unlock new weapons, side weapons and melee weapons-even if they may have died, they can simply jump to a new bioyped body for another mission.

Tradition and the world Darkswarm It distinguishes it effectively from other tactical shooters from top to bottom, where players face aliens. Not only do the enemies take an infinite re -re -sections of Horde, but the players themselves are in a similar situation. Both sides of the conflict are a swarm and one feeds the other – a truly scary concept that needs to be considered.

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