Sunday, 8 February 2015

Operation: Hellstorm - The Unparalleled FPS Arena Game (1st Launch - Content has been reworked)

A future-past first person shooter arena title like no other, aimed at bringing the best elements of classic 90's first person shooters and modern shooters all into one. An accomplishment of the last 20 years of gaming, aimed at nothing else other than addictive fun.





What's it About?

Fast paced, 1st person shooter, arena based competitive combat. What's more to say?

How do we plan on going about making this title? We just launched our crowd funding program which you will find here: Operation:Hellstorm Campaign

Here is to hoping we can together create one of the best to-go-to titles for the First Person Shooter genre.



The main idea to Operation:Hellstorm (also known as Project Arena) is simple. A union of the best traits of all first person shooter innovations as well as classic mechanics from the last 20 years of FPS gaming, all balanced into the one complete experience. Think of it as the future-past FPS title. We do not aim at sticking to the original classic 90’s FPS roots. We do not aim to sticking to the modern FPS roots. We aim at selecting and fine-tuning the best elements of each and bringing them into one title that actually works and doesn't result in a cluster of mechanics that do not compliment each other.


To achieve this, player feedback is essential and we will be working on an open level with very frequent updates to all we create and achieve even before the beta releases.


To create a title that compliments itself and works smoothly, every single element in this game aims at being refined and finely tuned into a balanced inclusion to the game more than any other FPS title out there. If the mechanic does not work, it is scrapped or altered until it does. All the basics to the general direction we are headed in are roughly detailed in the features-description later on.


For now, Operation:Hellstorm aims at being a Free To Play title. We want to above all make sure the game is never Pay to Win, neither a Pay to Play title. Furthermore we want to take advantage of the F2P model and use it right, bringing something to gamers that this side of the market barely ever achieves. Above all, we want the accessibility of the game to be 100% available to every First Person Shooter gamer out there, and in this way help with the growing of our community into an active and large player base.




Features and Description, the First Direction of the Game

  • Based on the award winning CryEngine as an exclusive PC-Only Release.
  • Sci-Fi and Cyber-Demonic Themes mixed into one conquest of the known systems and planets for the worlds created to Operation:Hellstorm.
  • 10 Game Types, including classics the likes of FFA Deathmatch, Team Deathmatch, Capture the Flag, Domination, Tournament (slightly altered), Duel (more like the original Tournament Mode of old), and new additions such as Siege, Immolation, Assassin and Tag Team.
  • 4 Faction Design Branches- The Brokk, a human-like race, the Devrand, an alien race of Robotic Artificial Intelligence, The Propheus, an advanced alien race, and the Xzephon, a fiendish and Hell-Born slash Cyber-Infested race.
  • Abundant Character/Model Designs and Class-Division implementation, all with extra skins, paintjobs, skin decorations/trophies, and more, making for a wide range of character selections and customisations.
  • Character Balancing based on Character Modelling. This means that character model designs are taken to account for the actual balancing of the game itself. The main aspects that govern this balancing approach are 3, the durability vs concealment vs efficiency trio. More durability means less concealment and less efficiency, where as a balanced increase in more concealment and more efficiency reduces durability, etc. The combinations from there on are endless to allow for many future class-division combinations and characters are implemented even with (apart from the obvious element being size, making them easier targets) such elements as lights or vivid textures, making them less capable of concealment, etc. Efficiency refers to the maneuverability and agility of a character, hence their overall efficiency in a combat for dodging and avoiding fire.
  • No Reloading. Just like the old time classics.
  • Precision aiming. Just like the old time classics. There is no weapon recoil, and weapons do not fire in spread patterns unless the fire-type itself is meant to be as such (say like a shotgun).
  • Customisable One-Weapon Play. Each player, when entering a match, does so with one weapon and one weapon alone. This weapon has two fire modes, primary and secondary, not as alternate fires but as a means to switch through the two fire modes as if switching through two weapons. These weapons are all customisable outside and before the initiation of a match and done so with selecting the replica (base weapon) and an extension from the unlocked and available options, resulting in say the Rocket Launcher - Rail Gun duo of old, and more. This also ensures for No Weapon Chasing in the beginning of a match or after each death, except for select game-types that have a range of objectives to them and such play in mind.
  • Weapon Model Balancing. Like character models, weapons also have their own balancing. A heavier weapon for example can jeopardize slightly in some maneuverability, whilst make a concealed character visible with lights on it if need be to balance it out against other weaker weapons. (For example: The strongest sniper rifle in the game emits a light when active that will make snipers mildly visible by comparison to take cover from them, etc).
  • Ammunition, Health and Armour Pick Up Gameplay. All ammunition picked up is done so from level-balanced locations within the map, as well as health pick ups and armour packs. Which brings us to-
  • No Health Replenishment. Just like the old time classics.
  • Dynamic Loadouts. Maps include locations where players can, at these given spots, switch out a loadout for a second loadout they have saved and back. No other loadout selections are available during the match, neither on death and respawn.
  • No Class Specific Gameplay. Class-Divisions in Operation:Hellstorm are not in the conventional modern form of medics, engineers, assault, snipers, etc. All players are required to engage in fast paced combat like that of the classic FPS titles in one or another. Enough flexibility is aimed at allowing players to customise their loadouts in ways that can ensure such tactics from modern games are also present, whilst not becoming the core play of the game. This is of course one of the many game elements that will need refining and balancing to ensure it works right and in cooperation with the entire game.
  • Maps tailored to allow for concealment among other things, aimed at balancing maps for fun encounters in all game types, including interactive locations featuring breakable objects and paths, as well as map assets that can be fired through, and more.
  • Item and Skill Based Gameplay. Each player loadout can be equipped with 2 skills (1 offensive 1 defensive), 1 item and 1 passive Enhancement from a pool of options available to that class division. All in favour of altering each confrontation into more diverse and unexpected matches based on player preferences that can compliment each players style.
  • Complete and Constant Game Balancing. Everything, from map design, character models, to items, weapon side-grades and skills are all constantly balanced out among each other to make sure pay to win is never an option whilst the core idea of the gameplay is never compromised, yet only made more enjoyable and addictive. Even the most basic available content at the at launch aim at being created with the purpose of being as competitive as every other content in the game. All customisation is tailored to player preference, not player advancement.
  • Maneuver Focused Gameplay. With the given speed and pace of the game aimed at, it is not all about point-aim and click, but outsmarting your opponent. Player skill is aimed at a learning curve for advanced enemy deception, avoiding enemy fire, outflanking them, and gaining advantage through the use of the map to do just so.
  • Advanced Maneuverability Tactics. Climb on walls, cling to edges, use rope lines, dodge and roll, slide under obstacles or declining slopes, or even use jet packs to get to harder to reach locations, completing an all around combat engagement at all times. With added enhancement options of double-jump, jet packs, and other agility based mods, the player will never feel encumbered.
  • 8 Initial Map Templates aimed at being created for the final launch, 2 for each faction selection, totaling in more than 20 maps, with the purpose of more regions being unlocked and explored with future additions after that.
  • Top End Graphics aimed at amazing visuals using the award winning CryEngine, from extreme character models to detailed landscapes. All available in lower detail as well to keep mid-range gaming rigs part of the fun.
  • Up to 16 Player Matches reaching teams of a maximum of 8 players per team, depending on the game type itself as always.
  • 6 Available Game Modes. Single Player Campaign/Practice. Quick Match. Private Lobby. Ranked Ladder. Tournament. Supremacy.
  • Constant Content Addition to be supported after release.
  • PC Only title based on an accessible Free 2 Play model free of any Pay to Win scenarios. Game purchases after that include purchasable packs, individual content purchases, and an all in one Purchase Pack option giving access to the entire game and all future content releases as well in the form of a one time price.
  • Future addition and implementation to 3rd Person Melee Divisions. The idea being creating melee weapons with limited ranged-fire options and characters that have increased maneuverability to close in on their foes and deal extra damage with melee weapons. These divisions will evidently be weaker from a distance and rely mostly on avoiding fire to be able to close in on enemies. Most probably an option included to cater for advanced and veteran players.
  • No Vehicular Combat. (or at least for now. It is for the moment ruled out but is a debatable addition for the future shall all other balancing me complete).
  • Detailed Tactical Map. Operation:Hellstorm includes a live tactical map that interconnects each team of players by showing the revealed locations of enemies. Data is live and can be altered with items, such as jammers or trackers, etc, adding even more to the tactical side of the game.
  • Complete Achievements, detailed player profile progression, and rewards based on all these.
  • A guarantee to attention to quality in all our work. If it isn't ready and to the quality standards we set, it simply isn't launched. We make sure that the content we provide is to the best of the quality levels we can achieve and at 100% before implementation and release.



Head over to the campaign now for all the extra details along with descriptions for the 1st Milestone, and help bring Operation:Hellstorm to the light.



More updates coming soon.

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