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I have had this game in wishlist for a while now, dunno when it's gonna release, but this video below has 6 other suggestions:
https://youtu.be/LBOLTO1HzIY
Same. Tried PoE but the rng grind for gear I couldn't stand and, I guess I am a vocal minority but I would rather kill demons for cool loot than trade.
While I have not yet display any visual or info about the game yet, I can share a few details about it (it's actually the first time I do):
- It's a ARPG that uses the Twin-Stick shooter formula for movements and shooting. On Mouse & Keyboard, it means it uses AWSD to move around and the mouse to aim. That's because the player can jump, strafe and crouch.
The gameplay feels kinda like NOX, but with far less melee as the ranged combat does have a general advantage. It doesn't mean that the melee is useless (far from it), but just far more risky.
- The game maps are blocks-based procedural.
By blocks-like, I don't mean like Minecraft, but more about how the layout is determined. The map is, internally, made of 100m x 100m "blocks" and sectors are generated initially, then the blocks actual content is then selected out of a list. Certain "blocks" takes more space (more blocks) and some can only appears once per map.
There's a main theme to a map and each "sectors" is a sub-theme. For example, you might have a small desert town, a desert, an industrial zone and a bit of a city on a map that has 30 x 30 "blocks".
It's a mission-based deployment system. Think of Warframe's trick of moving from a spaceship to a planet, but instead of a spaceship, you got a military base. There's an actual world map and the distance between your base and the deployment areas have some impacts on certain parts of the gameplay.
- The player class is open-class, kinda like Grim Dawn, but without even a restriction to the number of classes per player. (Classes are called "Expertise" in the game.)
At launch, the game will have 3 Expertise trees which, in terms of layout, looks alike to the 3 tabs of a single character in Diablo 2. (Each Expertise have 2 kinds a abilities that inter-mixes together at some points.)
As such, an ace of all trade cannot have stronger abilities than a character which focus most of its points into a limited set of abilities, but it's also possible to have a around 3 full sets of abilities with the amount of points you get if you max out the levels out of the 6 available at launch.
- You got a customizable home (base) with some impact on gameplay.
To put it in simple terms, once you unlock the ability to upgrade and change your base, you invest in its infrastructures and unlock specials stuff like support abilities, better deployment stats, access to better equipment at the shop, better rewards, etc.
- The player's customization is light, but kinda present.
You create your soldier by selecting his gender, skin color, hair (and facial hair) model & color.
The player's equipment includes slots for:
Main sources of armor against bullets and explosion:
- Helmet
- Chest Armor (up to 3 mods slots)
--------------
Main source of armor against special effects as well as source for passive bonus:
- Uniform
- Gloves
- Boots
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These offer either special abilities or passives abilities.
- Mask
- Accessory I
- Accessory II
- Backpack (This controls how much inventory space you got in a mission)
--------------
These are the offensive means in the game.
- Small Arm
- Weapon I
- Weapon II (Might be not available based on the Uniform and Chest Armor used)
- Grenade I
- Grenade II
Grenades slots have limited "ammo" (usually 1 to 3 per slot) per mission, but can be replenish at key spots. Some of the Expertise have rechargeable abilities that are kinda like grenades. Weapons I and II can have a melee weapon which deals super high damage, but well... not good in an open gun fight.
- There's not much of a big story, but more of a generic setting. I have neither the time nor the funds to invest in making a good story so it's at last in my focus for the game.
Initially, you're someone with slight military experience hired in a company of mercenaries.
At some point, you can create your own company. You can also just stay with the default company which has its financial advantages, but it will lack any high-level-related bonus you can unlock from a your own. Each missions is a tiny story, in a way, generated randomly based on the objective of the selected mission.
Missions includes objectives like finding an item or someone, defending or destroying a point or someone, surviving waves of enemies, reaching a point on the map with or without a debuff as well as a mix of those in a sequence. Some objectives are far easier if you have the proper Expertise skills unlocked.
An example is the "Dust-Off" mission which goes as this:
1) At the start of the mission, a timer starts. Let's say 5 minutes. Your goal is to find a missing ally which appears at a random location on the map.
2) You find the ally. He or She is wounded.
If a player interact with the ally, there's a bonus to the time limit of 1 minute for every points above 5 out of the 10 (if maxed) points set in the "Medical Training" skill. So, you get up to 5 additional minutes if you have maxed that skill.
3) You're tasked to stabilize the wounded until the med-evac arrives.
You can either look up for an heavy med mag on the map. (There's always at least one spawned in that mission), or you may have started the mission with one (at the cost of movement speed and inventory space) or you may be able to stabilize wound without any bag by having 5/5 pts in the "Medical Expert" skill which is another skill down under the "Medical Training" skill that requires more levels and some 5 pets in said prior skill.
4) Once the wounded's wound is stabilized, there's a chance depending on how you played the mission, that you might have to defend the point.
If you went full guns blazing all the time, it's almost guarantied you'll have a "defend the location" mission. If you reached the wounded fast and stabilized the wound without any fight, there won't be that kind of event.
Enemies killed have random drops based on their type and mission rewards are random, but with some rules set. (For example, a reward can be displayed as a "Rare Firearm" or "Unique Sidearm".)
Killing small grunts enemies will only gives small grunts-like weapons armor or amount of cash.
Killing a boss gives a boss-related item (if any) and/or lots of cash.
- At the moment, the game is built with, in mind, up to 4 or 5 players in coop, but the actual multiplayer side of the game has not yet been part of the development (nor tested).
- PvP is still on the sketch board, but it's planned for phase 3 or 4. It might be 4 vs 4 or 5 vs 5.
○ Phase 1 is the deployment mission + base development with 1 map theme (Desert) in single player.
○ Phase 2 is the implementation of 2 new map themes (Forest & Sea) and multiplayer.
○ Phase 3 is the implementation of Vehicles + 1 additional Expertise (related to vehicles) +, maybe, PvP.
○ Phase 4 is the implementation of 1 new map theme (Snow Mountain) and, if not already implemented, PvP.
The release date of Phase 1 is around August or September 2022 if all goes well.
I'm planning the initial PR content to be released around April or May 2022 so, if you're interested to see more about it you'll surely be able to look it up by then.
https://store.steampowered.com/app/375480/Chronicon/
The campaign is good, and the end game is, currently, similar to running rifts in Diablo 3. Itemization is good, and there are loads of ways to build classes. You can take legendary affixes from items and apply them to other items, so you can mix and match powerful skill modifiers while keeping a preferred set.
It's no Grim Dawn, but it is very much worth playing. Also has couch coop, if you're into that sort of thing (Steam also says the couch coop works with "Remote Play Together").
One of the issues with ARPGs like D2 is the actual talent requirement to be able to make one. Not that I'm writing that some studios don't have big talented people, but more that the kind of talent required to properly make one is actually the opposite of the kind of ideology used when big studios hire new developers for their production teams.
That's because a LOT of devs who join big companies are getting trained for real specific tasks and roles and ARPG requires either some really tight communication between multiple of those roles or having fewer people working on multiple part of the game. The big companies are not able to run proper communication in their team layout for such a minute-pin-point production requirement. After all, it can take as much as 3 to 6 whole months of full-time training to properly implement a new work flow for just something as simple as having optimized character models with high amount of customization.
That's why, in most cases, the ARPG-related series released that became hits and not miss were usually started and launched by indie devs teams because that's the perfect kind of environment where you'll find people with lot more "tools" at hands and will to communicate fast enough for things to work and move forward in a proper fashion.
There were (and may still are) some ARPG with Sci-Fi and Asian settings, but for the most part they are (or were) MMORPG released by a Korean development team. All those games attempted the D2 formula, but with a crap-ton of micro-transactions.
The few Western RPG games that attempted the non-fantasy settings didn't made it quite either.
Here are some examples:
- Darkspore (can't be played anymore because of its online-only feature and server were closed by EA.)
- Hellgate London and Hellgate Tokyo
(You can find a revived and patched version of London online nowadays called "Hellgate London Resurrection".) Hellgate Tokyo is the re-release after the IP was purchased by another company and it converted the game to a MMORPG.
- Space Hack
- Restricted Area
It's not that there is no hope.
- There's an upcoming Sci-Fi action RPG Hack & Slack game called CARBON ( http://carbon-game.com/ )
- As I post above, I'm working on an ARPG set in a modern military setting.
The main issue you'll find (or not) about why there's so little news of new games with Sci-Fi or Asian setting is mostly the lack of fund toward proper PR. Most of the devs groups/team who work on such project usually works with a seed budget (No money or money invested is from another job.) This means you'll mostly find out about those by looking deep into social medias or exchanging with lots of ARPG fan groups.