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Betrayer


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BetrayerArt.jpg

Developer: Blackpoweder Games

ETA: August 14, 2013

Platform: PC

Genre: FPQS

 

Betrayer, a first-person shooter set in colonial Virginia from the former developers of FEAR and No One Lives Forever at Monolith Productions, was announced today and is headed to Steam Early Access Aug. 14, according to developer Blackpowder Games.

The self-funded Windows PC game sets players in the Virginia colony in 1604, where ghosts and mysteries abound in a high-contrast world. Created in Unreal Engine 3, Betrayer will equip players with weapons they might expect from the era, including crossbows, muskets and axes as they search for survivors and solve mysteries. The game will be available for $15 on Steam, PC Gamer reports.

"We wanted to get back to crafting games more intuitively," creative director Craig Hubbard said. "There's a sense of discovery and excitement when you navigate by instinct rather than market research and open yourself up to opportunities that arise during development."

 

 

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How F.E.A.R. and No One Lives Forever are shaping Betrayer

betrayer_5.jpg

PCG: How are F.E.A.R. and No One Lives Forever informing your work on Betrayer?

 

Craig Hubbard: One of the things I think we’ve always really enjoyed about development is applying the things that we learned from the previous project. And so… If you look at F.E.A.R. as the outcome of NOLF 2, you can really see our trajectory. Every game is almost a pendulum swing. NOLF 2, there were a lot of things we really enjoyed, but also a lot of things that were frustrating. So F.E.A.R. was almost like stripping a lot of the complexity away and just trying to get to the point. The one thing about NOLF that really frustrated me at the end of NOLF 2 is that the combat just didn’t feel that solid. We really wanted to get that right. We were switching to a new engine and we had a new team, so we had to just pull everything out and focus on that and spend a lot of time on it. It ended up being the primary focus of the game. There’s something about that process that was really satisfying in spite of a lot of the challenges we had on that project. We really tried, on this, to focus on making running around and shooting feel as good as we could with a small group like this. I think that comes directly from F.E.A.R. Because even in F.E.A.R., the weapons didn’t feel as solid as we wanted them to. Little things like that. I think all of it feeds into this. You can see all those lessons from previous games that we’ve worked on.

 

For the complete interview, head to PC Gamer.

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Available on Steam.

(Early Access Game)

 

http://store.steampowered.com/app/243120/

From community:

 

First Impressions
First off: yes, what people are saying is true. Good god eyestrain. Below I explain why, and how to fix it.

It's the contrast. The contrast is insane. The detail is too fine and the swaths of one or another unbroken color too thin for such contrast. Reduce the contrast, add some soft focus, put some animated noise (with values between ~16,16,16 and 0,0,0) in the shadows, add a softening algorithm to your stencil shadows, and consider a local contrast enhancer if you really want to keep the hard-edged high-contrast nature of the whole ordeal without causing eyestrain.

Aside from that, other visual glitches are limited to some shadowing artefacts. Increase shadow bias or consider a different shadowing algorithm. Good work.

The sound effects are brutal and immediate in a way that reminds me happily of 90s FPS games. Hexen, Doom, Quake -- that lo-fi-but-not-quite sound. Keep it -- it's good for setting the sound design apart, first off, and secondly: it increases the immediacy and impact of gameplay. It's great.

The animations need some serious work. They aren't the worst I've ever seen, but especially the player animations are pretty far up there. Perhaps a tie with, say, the original Morrowind?

I haven't gotten to combat yet (I have to take frequent breaks for all the eyesoreness!) so that'll be a followup topic, I suppose.

Hopefully this gives the developers some ideas on improving the game!

-Cassy

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  • 6 months later...

Betrayer releases on March 24th

 

ng horror FPS from Blackpowder Games, a company comprised of several ex-Monolith team members. The 1604 New World-set game has been on Steam Early Access for a while now, during which time the strictly monochrome visual style has been relaxed ever-so-slightly (it's now optional). Well it's just been announced, via Steam, that work on Betrayer has now finished, and that the game will release properly on March 24th.

 

Source: PCGamer

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  • 4 weeks later...

BETRAYER Review roundup

 

It starts promising and gets better in the final act, but the bulk of Betrayer's journey is let down by inconsistent quality, repeat enemies, and investigative drudgery.

 

Even after hours of play, it's possible to still be unsure what Betrayer is about or what it means. The whole game is a question

 

Betrayer is an ambitious and very different experience, and one which very boldly avoids convention. Both literal and metaphysical horror are woven through it, and while aspects of it might evoke other games (STALKER, Dark Souls, Sir You Are Being Hunted) it is unlike any of them. Singular of vision but faltering in execution and in need of some fleshing out – something’s missing here, in terms of exploration and progression, but what is there is really quite special.

 

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