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PC Ready or Not

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PC Ready or Not

Unread postby icycalm » 10 May 2017 02:30

Sounds like an 8-player Siege, though with lower production values.

Reveal Trailer || 4K
https://www.youtube.com/watch?v=Gd139Nin33M

VOID Interactive wrote:Ready or Not is a tactical first person shooter which places you in the boots of an elite SWAT team, tasked with defusing hostile situations in intense, claustrophobic environments.

It’s set in a nondescript modern America, where an income disparity between the classes have become unsustainable and the country has been plunged into havoc. Bring order to chaos with up to 8 players in cooperative play, battle enemy squads in a close player-vs-player environment, or command AI in a striking single-player mode.


Official site: http://voidinteractive.net/

Via http://www.neogaf.com/forum/showthread.php?t=1369192
Last edited by icycalm on 10 May 2017 02:38, edited 1 time in total.
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Unread postby icycalm » 25 May 2017 03:18

http://voidinteractive.net/developer-bl ... nd-beyond/

VOID Interactive wrote:Ready Or Not – Devblog 01 – “Teaser and beyond”

Devblog.jpg


Ready or Not is a tactical first person shooter which places you in the boots of an elite SWAT team, tasked with diffusing hostile situations in intense, claustrophobic environments. It’s set in a nondescript modern America, where an income disparity between the classes have become unsustainable and the country has been plunged into havoc. Bring order to chaos with up to 8 players in cooperative play, battle enemy squads in a close player-vs-player environment, or command AI in a striking single-player mode.

Ready Or Not has been in development since June 2016, and includes an array of unique features. Today, we’re going to run through some of the already included features we’re most excited about.

Current features include:

Incremental lean system
Our most prominent feature involves the players ability to maneuver around obstacles, opening up infinite possibilities regarding tactical positions. Players can duck under low cover to avoid oncoming fire, or peak above high cover in order to spot and return fire upon the enemy. The assigned keys can be tapped in any order to “peek”. On top of this, we have also included a classic quick-lean system seen in many shooters.

Incremental Door control system
This gameplay feature allows for doors of multiple types such as sliding, swinging, and revolving doors, to be manipulated by the mouse wheel at any time. Provided the door is unlocked, players can interact and incrementally move them.

Modular speed control
Our final mouse-wheel-based feature involves the control of the player’s speed by scrolling up or down. This allows for precise movement in a close-quarters environment, which may mean the difference between life and death in a hostile situation. This, of course, can be re-bound to suit our users needs.

Simulated and detailed third person inventory
In a real life situation, each item has its place in a loadout. We wanted to ensure this level of replication, so we included detailed animations and systems which show your teammates exactly what you’re doing. Magazines, grenades, and items are retrieved and returned to their specific pouches, with the pouch flaps opening and closing in synchronicity with the players reload or draw, respectively.

Convex collision armour, allowing for precise protection
Armour collision in Ready or Not is calculated based on the mesh coverage on the player, allowing for accurate levels of realistic ballistic protection.

Projectile dynamics, bullets penetrate, ricochet, and deteriorate
Rounds have realistic range, drag, and tumble velocity. Calibers and ammunition types affect how far and how well a projectiles penetrate and exit. All rounds have the ability to ricochet based on surface materials and angle of impact, and deflection has recently been included as a feature. Less-than-lethal rounds will be unlikely to penetrate, but can sometimes still kill depending on proximity and impact area.

Responsive damage system and effects
If a player is shot in the legs, movement is slowed down based on the level of damage. Arm damage will decrease accuracy and increase draw times. Head damage, provided it is survived, can intermittently “haze” the players vision. This is all shown via a passive (read: hidden unless needed) indicator at the bottom of the screen.

Visceral gore
Deaths need to be impactful to the end user and we’re committed to providing an experience like no other. If characters in the game are hit, parallax bullet holes spawn on flesh, and blood will then seep out into surrounding fabrics. A gory bullet hole also becomes an emitter, as individuals who knock their wounds onto objects create a small splatter, based on bone velocity. In the future, we plan to implement an entire bodily destruction system.

Highly detailed weapons, characters and environments
As seen in our gallery and teaser, Ready or Not’s assets aren’t camera-shy. A realistic and high-detail representation of all assets is necessary in immersing the player in our world. Weapon edges are smooth and seamless, environmental detail is minute.

Massive selection of items
As of pre-alpha, we currently have over 30+ items in total, with plans to greatly expand this selection monthly. Concerns may arise over balance issues, but each item will have its place and value considered in order to avoid having duplicate functioning (but visually different) gear. These items include weapons, devices, grenades, and deployable items (read: items that can be selected in our planning phase)

Fully supported competitive servers based on Amazon Gamelift API
Ready or Not features a fully competitive set of gamemodes to test your mettle against other squads in PvP. However, players can still host listen servers and play with custom game rules.

Plans to support squad competitive play
Create a squad with up to ten friends for PvP and Coop. Work as small groups to reap squad rewards, and compete in yearly leader-board competitions to earn unique skins. A passive pointscore system allows players to work together to level and earn more squad points, opening up options in a mission’s planning phase.

Tactical Analysis
All missions begin with a tactical analysis and planning phase, currently allowing teams to shut off power grids, blockade entrances, create or choose new entry points, and spawn unique devices including ballistic shields, heavy rams, and telescopic ladders.

We hope you stick with us through our journey in making a true-to-life tactical shooter that can be held up to the greats. We’re excited to share our work over the course of this year.
Last edited by icycalm on 11 Mar 2018 01:15, edited 1 time in total.
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Unread postby icycalm » 29 May 2017 00:58

Added to Most Wanted section.

I wrote:8-player potential Siege-killer promising to take squad-based counter-terrorist action to the next level.
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Unread postby icycalm » 29 Oct 2017 14:11

https://www.facebook.com/VOIDInteractiv ... =3&theater

VOID Interactive wrote:Say hello to the new boys in town. Bigger, badder, sleeker.

Big news soon.


Can't wait.
Last edited by icycalm on 11 Mar 2018 01:15, edited 1 time in total.
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Unread postby icycalm » 11 Mar 2018 01:13

Ready Or Not – Devblog 03 – “Going Dynamic”
http://voidinteractive.net/ready-not-devblog-03/

I don't understand why the team blurs their faces in the last pic. I also don't understand this:

VOID Interactive wrote:The core VOID team came together for four weeks in New Zealand to work on the game and bond.


So they are making the game online?

Finally, all the clips in the devblog hosted by them take ages to load. Only the one that's on YouTube loads properly.

Aside from all that... it still looks and sounds good.
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Unread postby recoil » 08 Mar 2019 12:39

Gameplay || Preorder Trailer: https://www.youtube.com/watch?v=JcA7Nwa1L9I

The game is looking damn fine. It's going to feature a single player campaign, co-op, PVP, and dedicated server support. You can preorder the game for PC on their official site.
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Unread postby Beakman » 16 Aug 2019 08:49

It's very evident that they took their inspiration from SWAT 4 more than from the older Rainbow Sixes (1-3).

Atmosphere-wise, SWAT 4 in its turn took inspiration from the Se7en movie.

Randomized enemy layouts, a focus on non-lethality, the realistic and crime-ridden brutal atmosphere. This is SWAT 5 in all but name. They even homage it with the "Special Weapons And Tactics" subtitle. Awesome.

After googling around, I found that Void Interactive hired people previously involved in SWAT 4's modding scene: https://www.moddb.com/games/swat-4/news ... nteractive

eezstreet wrote:Ready or Not is the spiritual successor of the SWAT franchise, and aims to bring the old-school tactical elements that made SWAT 3 and SWAT 4 great, to modern hardware and gaming. The highly anticipated game focuses primarily on CO-OP and singleplayer, much like SWAT4, and has some pretty incredible attention to detail.

I'm proud to announce that I will be working with Void Interactive on bringing this game to life, with the same sort of sensibilities and approach that made Elite Force great. Together with the game's art director, we will be hosting a Reddit AMA about that game on June 13th.


The mod he worked on, Elite Force, was voted up as #10 by Mod DB for Mod of the Year 2018. This is, 13 years after SWAT 4's release! I'm not too crazy about mods in general, but now I'm tempted to check that one out.
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★★★★ Ready or Not (2021, PC)

Unread postby Insomnia » 06 Jan 2023 02:47

Insomnia review (4/5): https://culture.vg/forum/topic?t=7845

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Insomnia wrote:They wrote SWAT 5 wrong. If you want to go back to a time where Rainbow Six didn't play like Apex Legends, this is the game for you.
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