RoN2

NoFrag: Could you please introduce the team? Where are you from, how many people are currently in the dev team of Ready or Not? What previous experience do you have?
Void Interactive: While the team started with only three talented individuals and a dream of an intelligent tactical shooter, it has now grown to over a dozen. Void Interactive is an international team, incorporated in New Zealand, with members also in Australia, USA, Italy and Germany. The team have experience at different levels across other game titles, but we are all working to deliver RON and for it to be a masterpiece that stands on its own.

NoFrag: Are there some aspects of the game that you had to give up because of the time or resources it would need?
Void Interactive:  The team has grown to over 12, with some brilliant talent recently onboarded. So very little we are giving up – but we do need good pre-order sales to ensure we get everything to how we want it. The only things that may not be part of the first edition of the game are a female SWAT officer, a fully destructible world, and a battle royale mode.

NoFrag: There are less and less tactical shooters out there, how did you decide to develop a new one? Are you, just like me, nostalgic of S.W.A.T 4?
Void Interactive: Yes, we have a level of nostalgia for SWAT – we also really enjoy slower paced more tactical games…where you need more than just a quick trigger finger.

NoFrag: You are currently self-funded, do you have any plans for the future regarding the game’s financial aspect, or for example expanding the team?
Void Interactive: We have already managed to expand the team without recurring to outside funding…but a cash infusion would be very useful, thus we are planning to offer the game for pre-order in July. Hopefully this generates the funds required to polish the game to the high standards of our fans.

NoFrag: You are looking to create a realistic tactical shooter, do you have a “tactical guy” in the team or are you working closely with law enforcement agencies?
Void Interactive: We are very fortunate to have a number of advisors with real experience in SWAT or Police tactics; we also have done a significant amount of our own research to ensure we get the details right.

NoFrag: Earlier this year, you mentioned “a clear commitment to deliver high quality, impactful content that other developers may shy away from”. Do we have to expect a realistic solo campaign with missions that refer to real events?
Void Interactive: We do plan to have a single player campaign mode with realistic scenarios. While these campaigns will not be mirrors of actual “real events” – they will be highly reflective of real events.

NoFrag: Regarding the solo campaign, how many maps are you aiming for in time for the release? Are you designing separate maps for the multiplayer?
Void Interactive: We do not want to release a number of levels or maps just yet…we are more comfortable saying we have the blueprints/designs for over 10 levels, and our goal is to deliver all these on original game release.

NoFrag: More than a single player experience, you are also focusing on multiplayer with coop and PvP. Could you explain which types of game modes to expect?
Void Interactive: Single player, Co-op and PvP.
Co-op is you and your friends playing against AI progressing through the single player story. Multiplayer is you and your friends playing against another group of real humans… At the moment we are planning for VIP escort, Barricaded Suspects, and bomb defusal mode. We are leaving the door open for other challenges based on fan feedback.

NoFrag: Your game will allow 8 players to finish a mission in coop mode. Will there be players with particular roles (a player with a command role for example)? How does the number of players affect the difficulty?
Void Interactive: No roles except for squad leader, the rest of the roles are up to the players to define themselves. Up to 8 players will be able to finish coop. More players will not affect difficulty from a programming point of view, but should be more tactically complex.

NoFrag: All missions will begin with a tactical analysis and planning phase, what can be done during this phase? Pick your equipment, draw on the map, fly over the level with drones?
Void Interactive: Players will get a situation overview, briefing, known suspect/civilian bios, be able to select deployables, assign element colours, coordinate strikes with a map drawing, and choose personnel to help assist the players (such as snipers, floodlights, negotiators).

NoFrag: Will we be able to equip sniper rifles?
Void Interactive: Yes there will be a few of these.

NoFrag: Compared to other tactical games, let’s say, SWAT 4, what are the main differences and qualities of your game? Did you try to recreate the feeling of this old game, or can you tell us what are the main gameplay changes?
Void Interactive: Modern FPS features such as aiming down sights and deadzone. We also include a fluid, custom dynamic lean system and classic FPS throwbacks such as modular speed via the scroll wheel. We’ve also made leaps and bounds with our AI systems, ballistics, and weapon systems. Ready or Not also features a diverse array of situations, devices, and personnel to use on-missions.

NoFrag: While we appreciate the act of killing virtual suspects, will it be possible for a player to use only non lethal weapons (from taser to pepper spray) to complete the game?
Void Interactive: Yes…more points awarded for non-lethal completion.

NoFrag: Are you planning to open the game to modding, with, for example compatibility with the Steam Workshop?
Void Interactive: Yes, modding welcome…In fact, a legendary and very popular SWAT modder is on our team:)

NoFrag: Do you have already a release date for early access, or at least for a closed/open beta phase? Will it only be available on Steam?
Void Interactive: We are now planning to offer the game for pre-order in July and release the game in November. Some of the pre-order packs will have beta access.
The game will first launch on PC, and depending on the success of the game, we may then port to console – PS4, Xbox or both….currently in discussion given the great demand we are seeing for a console version.

NoFrag: What are your thoughts on Rainbow Six: Siege, a arcade tactical FPS that succeeded when a lot of games struggle to find a stable playerbase?
Void Interactive: Prefer not to comment…each popular game has its merits.

NoFrag: What will be the pacing of your game? Swat 4 was a really slow game, in which you had to walk and take your time to analyse every situation, while games like Rainbow Six : Siege are more nervous and fast. Where would you place your game compared to these two examples?
Void Interactive: The game will ensure players need to be slow and methodical in order to complete objectives. Gameplay is very full-on when players are in combat, but it requires patience in order to succeed.

NoFrag: Apparently, you spend a lot for time designing/animating the weapons (at 240 fps!), can we expect something like Killing Floor 2 or Escape from Tarkov in terms of animation quality?
Void Interactive: We aim to have better animations than both of those games.

NoFrag: Could you explain, a bit more, the procedural animation for the weapons when firing?
Void Interactive: The animation is layered with a series of random variables to make each shot different and unpredictable; this affects the visual aspects of the firing, and the direction of the fired rounds.

NoFrag: Are we going to be able to scream “Police drop your weapon !” when spamming a key?
Void Interactive: Yes, player will select the key for this purpose…but you will also be able to do this via voice command.

NoFrag: You seem to spend a lot of time programming the AI of SWAT officers and suspects, could you give us some examples of the behaviors that you are working on?
Void Interactive: AI will flank, take completely dynamic cover, retreat, lean around corners, react to incoming rounds, be startled by SWAT if caught off-guard, have realistic perception (senses), may react irrationally, take hostages if, feign dropping weapons, and flee if not restrained.

NoFrag: Will it be possible to play with others law enforcement agencies than SWAT?
Void Interactive: Not in the first release…expansions may have other special forces units from around the world.

NoFrag: You have the last word, if there is anything else you would like to add.
Void Interactive: Ready Or Not is an intense, tactical, first person shooter that depicts a modern day world in which Special Weapons and Tactical police units are called to diffuse hostile and confronting situations.
The original release of the game will place individuals or teams in a modern day America within any of the more than one dozen different available scenarios.

RON is being engineered by a highly skilled and diverse development team located across Australia, New Zealand, Germany, Italy and the USA using the latest 3D scanning, motion capture and engine technology. We are also privileged to have advisors with extensive experience and backgrounds in relevant industries including police, SWAT, military and firearms.
Given the graphic nature of the game and the gritty realism it portrays, the game is for mature audiences, but can possibly be adapted to meet the needs of some of our more regulated target markets. We will also strongly recommend that people who have experienced personal traumatic events from criminal violence, hostage situations or terrorism refrain from playing. At its core, the game honours the work of dedicated law enforcement officers across the world and in no way intends on glorifying cowardly criminal acts.

We also aim to highlight the engineering and design brilliance of organizations who produce fit for purpose, exceptional lethal and non-lethal weapons and tools that assist law enforcement officers around the globe to restore or maintain public order.

People who purchase and play RON will undoubtedly agree that it is one of the funest and most challenging games they have ever played. It will include beautiful and carefully constructed music and cinematics that will appeal to all the senses. The game will be variable in pace depending on the scenario, from fast to eerily slow as the police and aggressors plan their next move. We believe that RON will also deliver a great personal entertainment experience for those wishing to simply enjoy watching others play or create unique mod experiences.

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